Mec de tous les tuto que j'ai vu t'es le seul qui a marché pour moi. Tous les autres, soit unreal crashait, soit mon perso restait en t-pose, rien n'allait. Merci beaucoup t'es un vrai boss
bien expliqué ! Merci Nicolas , tes tutos méritent plus de vues, peu importe l'accent qui est (bien je trouve) , tu donnes beaucoup d'infos que certains tutos avec l'anglais natif et ça marche ce que tu dis.
NO MAMEEEEES MEANS DONT FUCKING WAY! BRO U SAVE MY LIFE AND TONS AND TONS OF HOURS! FINALLY AFTER 6 YEARS OF STARTING MY PROJECT I HAVE MY CHRACTER WITH AMAZING ANIMATIONS! THANK U
Hi, just putting this here if anyone is in the Same Mess: I was trying this on a Bought Character from the UE Market... Now this did not work and messed the Animations Completely up. Now as a Noob as I am.. I read the Documents of the Character and Noticed it was Rigged to the UE4_Skeleten.. So I just Switched the " Tag " -part to the UE4 Mannaquin and it worked Perfectly. Thank you for the great tutorial and Love how you explain things.
Great video, I am having a problem tho, everything is workimg propely but the crounch animation instead of the body going down the legs are going up so Im 2 feet above the surface do you nos how to fix this?
Superbe vidéo !! I'm not sure but i tried to migrate the motion matching content to my project and it only worked when i enable some plug-in -Motion trajectory -Pose search -Motion warping -animation warping -chooser -animation locomotion library deformer graph hopefully this help !
@@jonathanhars7067 I saw that video and I don´t have any of thoser plugins enabled apart from Motion Trajectory and Pose Search in Unreal 5.4. I think you need the other plugins if you want to use Motion matching with your own environment
Nice tutorial, thank you. But after importing the Game Animation Widget into your project, the Traversal and Foley Events buttons stop working. Any suggestions how to get this to work again?
@@NicolasNosedaDev the characters will spawn in. As soon as try to step it will crash. So i am assuming the IK animations. I’m using a lenovo legion go, so i assumed the provided retargeted characters were too demanding, but i used assetville characters fallowing this tutorial. Im not getting a crash report, or errors.
Someone on discord got that error and you need to check the ik Rig and retargeter, if you have crash like that it means that the ik Rig or the retargeter is not good 😉
Hey... do you have a tutorial teaching how to import the CBP_SandboxCharacter_AllCharacters to a fresh sceene? i am trying to do that but withou succces... unreal crashes all the time.. can you help us? the BP that changes the character would help us a lot... thank you
it works!!!! mine is a cat tho would LOVE an exploitation on how this system works. For now, this is cool to see your character moving, but to actually implement it you would need to put it in your own BP, and that could mean making the whole system from scratch. Any plans on diving in and making a tut on it? :)
Maybe there an issue with the retargeting of the character, try to match the A pose or maybe there an issue with the ik Rig and the matching in the retargeter
As I said in the video there is a bug when we try to migrate the character to another project :/ We will have to wait until Unreal fix that, I will let you know if I found a way to make it work on another project
Your mouse moves so fast sometimes, its hard to see what you are clicking on or right clicking on. Can you not move your mouse so fast. I've tried pausing and going frame by frame and its still hard. 5-6 minutes part is good example esp when you rename the IK retargeter to UEFN or something without explaining why you are doing that exactly.
Unfortunately I don't know, I never used the Movie Render Queue. All of the animation assets are available in the project so I think you can use them. When you will place the actor in the scene you will need to place the animation on the CharacterMesh (the parent, UEFN Mesh) and it should be retargeting on the child mesh like the bunny. But I'm not good with Sequencer so I'm not sure :/
Hola Nicolas, ayer migre al personaje a mi proyecto y casi todo funcionó, lo único que no funcionó es cuando el personaje debía hacer "climb" y "vault".
I just tried it and it works, just make sure to use the GameMode : GM_Sandbox. You can change it in the project settings (maps and mode) and change the default GameMode from "GameModeBase" to "GM_Sandbox'".
There is a big problem with this approach. If you ever try to use sockets you will realize that it is not going to be accurate. Let me explain. You give your rabbit a carrot sword, he holds it in his right hand. Which mesh do you attach it from? The UEFN? Not possible, because the world location of the hand is different, so you have to attach it on the rabbit's hand, but there's a problem, your animations run on UEFN... something simple like a pose would be fine, but for a complex animation you will run into issues like "Carrot is rotated slightly too much to the left, despite looking perfect in an animation overview".
Yes you got a good point there, this approach only work if you keep the animation as they are like for a game jam where you need a cool locomotion but no weapon attach and no fancy stuff, for an actual game I would retarget all the animation that I want and recreate the motion matching on my own character to not use the runtime retarget. But I think if your character is exactly the same size as the uefn it should be working to put the socket on the uefn and attach the sword there only if all the Bones and mesh are the same size but with a arm smaller or bigger it would not work
It's all great Motion Matching and Fortnite until you try this with your own characters and animations in your own project. Wobbling legs on walking, camera twitches on idle and some animations are playing faster because the Trajectory system seems to do some automatic average scale calculations. And of course NOTHING in the documents about custom animation requirements 😭 It would be nice to know: - if the characters need to be in place or move along within the animation - if so, how much they need to move to be recognized correctly directional-wise in the trajectory Unreal team: "Just use these generic animations we have made for everyone. Don't try visioning anything special." Now my female character walks like a stud since I am forced to use the only working animations available. Editing them would take forever. Unreal 5.4.3
Yeah you're right, it's a nightmare to use your own animations. You cannot really change much on that character, it would be better to just see this project as a proof of concept that motion matching can work but you will need to implements your own motion matching to make it work with your own animations. That project is great for gamejam where you need a character that can roam around but not more
Dont forget to check the discord server let me know if you have any issue
당신은 저의 구원자입니다!!!!!! 다른 채널의 영상으로 시도했을때는 실패했지만, 당신의 영상을 보고 시도하니 한번에 성공했습니다. 정말 감사합니다. ♥︎
Mec de tous les tuto que j'ai vu t'es le seul qui a marché pour moi. Tous les autres, soit unreal crashait, soit mon perso restait en t-pose, rien n'allait. Merci beaucoup t'es un vrai boss
De rien 😁
Nice Nicolas. Just taking my first look at the Animation sample project and this worked for me. 👏
Fantastic demo! Thank you!!!
Great work my friend, I hope the quality reaches Uncharted 4 one day
I hope so too
bien expliqué ! Merci Nicolas , tes tutos méritent plus de vues, peu importe l'accent qui est (bien je trouve) , tu donnes beaucoup d'infos que certains tutos avec l'anglais natif et ça marche ce que tu dis.
Merci 😁
But how do you add your own animation?
When that day comes, I will say that I came here thanks to that French gentleman :)
Thanks to you 😁
Thank you very much for this tutorial, I found it very Usefuil to start my project.
NO MAMEEEEES MEANS DONT FUCKING WAY!
BRO U SAVE MY LIFE AND TONS AND TONS OF HOURS!
FINALLY AFTER 6 YEARS OF STARTING MY PROJECT I HAVE MY CHRACTER WITH AMAZING ANIMATIONS!
THANK U
Ahah nice 😁 good luck on your project ! 💪
Merci pour le tuto, je vais tester ça! C’est cool de voir le full process
Avec plaisir 😁
Thank you !
You're welcome! 😁
Hi, just putting this here if anyone is in the Same Mess: I was trying this on a Bought Character from the UE Market... Now this did not work and messed the Animations Completely up. Now as a Noob as I am.. I read the Documents of the Character and Noticed it was Rigged to the UE4_Skeleten.. So I just Switched the " Tag " -part to the UE4 Mannaquin and it worked Perfectly. Thank you for the great tutorial and Love how you explain things.
Thanks for that information 💪😁
Great video, I am having a problem tho, everything is workimg propely but the crounch animation instead of the body going down the legs are going up so Im 2 feet above the surface do you nos how to fix this?
Superbe vidéo !!
I'm not sure but i tried to migrate the motion matching content to my project and it only worked when i enable some plug-in
-Motion trajectory
-Pose search
-Motion warping
-animation warping
-chooser
-animation locomotion library
deformer graph
hopefully this help !
I just tried it and it works ! 😯 Thanks ! I will make a second part to the video to show how to make it work.
@@NicolasNosedaDev i didn’t found it myself tho, i learned it from a video of « Gorka games », don’t want to appropriate myself the credit !
@@jonathanhars7067 I saw that video and I don´t have any of thoser plugins enabled apart from Motion Trajectory and Pose Search in Unreal 5.4. I think you need the other plugins if you want to use Motion matching with your own environment
Excellent tutorial bro thanks
thank you so much
chaaaaamp its been blowing my mind thank you lets talk this weekend
this ~10 min video saved hours... thanks
Glad it helped
Hello, is there any way to add custom mesh to npc character that is a child of CBP_SandboxCharacter or am I doomed?
The feet of my model keep being stuck to the ground. The rest of the animation works fine. What am I doing wrong here?
Nice tutorial, thank you. But after importing the Game Animation Widget into your project, the Traversal and Foley Events buttons stop working. Any suggestions how to get this to work again?
Same issue here - any suggestions?
All of the retargeted char crash when i try and walk. I have only been able to use the main manni. I was hoping this would solve it. :(
Thats weird, where do you get the crash ? 😅
@@NicolasNosedaDev the characters will spawn in. As soon as try to step it will crash. So i am assuming the IK animations. I’m using a lenovo legion go, so i assumed the provided retargeted characters were too demanding, but i used assetville characters fallowing this tutorial. Im not getting a crash report, or errors.
Someone on discord got that error and you need to check the ik Rig and retargeter, if you have crash like that it means that the ik Rig or the retargeter is not good 😉
@@NicolasNosedaDev me bro. Haha
My character is invisible, did everything you did :O
Hey... do you have a tutorial teaching how to import the CBP_SandboxCharacter_AllCharacters to a fresh sceene? i am trying to do that but withou succces... unreal crashes all the time.. can you help us? the BP that changes the character would help us a lot... thank you
Yes I did you can find it on the channel 😉
it works!!!! mine is a cat tho
would LOVE an exploitation on how this system works. For now, this is cool to see your character moving, but to actually implement it you would need to put it in your own BP, and that could mean making the whole system from scratch. Any plans on diving in and making a tut on it? :)
nice :D its planned, I will make a tutorial on how to use Motion Matching
hi, this mostly works for me but i have an issue with the shoulders of my mesh they are now very pushed in? any idea why that could be?
Maybe there an issue with the retargeting of the character, try to match the A pose or maybe there an issue with the ik Rig and the matching in the retargeter
how do you move the setup to a different project file? thanks for the video!
As I said in the video there is a bug when we try to migrate the character to another project :/ We will have to wait until Unreal fix that, I will let you know if I found a way to make it work on another project
can i export it to my actual game project?
Yes of course you can check my second vidéo on that subject and you will see how to export it to your own project 😁
merci pour le tuto !!!
De rien 😁
Your mouse moves so fast sometimes, its hard to see what you are clicking on or right clicking on. Can you not move your mouse so fast. I've tried pausing and going frame by frame and its still hard. 5-6 minutes part is good example esp when you rename the IK retargeter to UEFN or something without explaining why you are doing that exactly.
Heads up - you can retarget the skeleton automatically with retarget animation and export retargeted assets
Or just retarget every animation in the animation folder
Is it possible to use these animations for film in Movie Render Queue? How can I do it ?
Unfortunately I don't know, I never used the Movie Render Queue. All of the animation assets are available in the project so I think you can use them. When you will place the actor in the scene you will need to place the animation on the CharacterMesh (the parent, UEFN Mesh) and it should be retargeting on the child mesh like the bunny.
But I'm not good with Sequencer so I'm not sure :/
Hola Nicolas, ayer migre al personaje a mi proyecto y casi todo funcionó, lo único que no funcionó es cuando el personaje debía hacer "climb" y "vault".
Hello, I will make another video to show how to migrate and how to use the climb and vault ;)
thanks
Who all r watch that dancing dragon whole time like me :)
It doesn't work in new map
I just tried it and it works, just make sure to use the GameMode : GM_Sandbox. You can change it in the project settings (maps and mode) and change the default GameMode from "GameModeBase" to "GM_Sandbox'".
Le' Bunny!
There is a big problem with this approach. If you ever try to use sockets you will realize that it is not going to be accurate. Let me explain.
You give your rabbit a carrot sword, he holds it in his right hand. Which mesh do you attach it from? The UEFN? Not possible, because the world location of the hand is different, so you have to attach it on the rabbit's hand, but there's a problem, your animations run on UEFN... something simple like a pose would be fine, but for a complex animation you will run into issues like "Carrot is rotated slightly too much to the left, despite looking perfect in an animation overview".
Yes you got a good point there, this approach only work if you keep the animation as they are like for a game jam where you need a cool locomotion but no weapon attach and no fancy stuff, for an actual game I would retarget all the animation that I want and recreate the motion matching on my own character to not use the runtime retarget. But I think if your character is exactly the same size as the uefn it should be working to put the socket on the uefn and attach the sword there only if all the Bones and mesh are the same size but with a arm smaller or bigger it would not work
It's all great Motion Matching and Fortnite until you try this with your own characters and animations in your own project.
Wobbling legs on walking, camera twitches on idle and some animations are playing faster because the Trajectory system seems to do some automatic average scale calculations.
And of course NOTHING in the documents about custom animation requirements 😭
It would be nice to know:
- if the characters need to be in place or move along within the animation
- if so, how much they need to move to be recognized correctly directional-wise in the trajectory
Unreal team:
"Just use these generic animations we have made for everyone. Don't try visioning anything special."
Now my female character walks like a stud since I am forced to use the only working animations available. Editing them would take forever.
Unreal 5.4.3
Yeah you're right, it's a nightmare to use your own animations. You cannot really change much on that character, it would be better to just see this project as a proof of concept that motion matching can work but you will need to implements your own motion matching to make it work with your own animations. That project is great for gamejam where you need a character that can roam around but not more
Yes. For now, back to the good'ol State Machine 🤖↩ Maybe in the future we will see better custom possibilities of this system.
its not using your own character.........
It is as im using my own character with the assets
@@NicolasNosedaDev this is not how to do it!
@@itzDrizzyyyman do to what ? 😅
@@itzDrizzyyymanvery constructive! Thanks wise Man
LoL how? 😂
SALUT tes un français ?
Salut, oui