#Motion Matching(Locomotion and Misc)

1 messages · Page 1 of 1 (latest)

brittle yarrow
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Lately being working on Motion Matching and im Getting pretty good results.
I can only recommend to stay away from all the Youtubers making Tutorials on Motion Matching out there, they are pretty misleading!

Stay safe out there!

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Features used as of now:
Playrate Scaling
Dynamic Root Motion
Stride Warping
Orientation Warping
Chooser Tables
And much more

sterile abyss
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Looks absolutely amazing bro, I would really like to know how you achieved this or what resources you used to achieve this

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I've been trying to learn it for a while but the Youtube videos are just horrible, basic, and don't really produce desired results

brittle yarrow
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I dont have ennough time to make a video on it sadly, but maybe once it comes to it, ill go through the set up real quick and make couple short videos explaining how i got there.

charred mountain
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Do you happen to know why in the documentation the trajectory variable is set in the animation blueprint on initialization, but that doesnt actually seem to work, it only works if you do what youtubers have shown which is setting the trajectory variable on every animation update ( in "update animation" ).

brittle yarrow
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you dont have to reference the trajectory on initializing the Anim BP aswell

charred mountain
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the history node requires the trajectory reference

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this is what i mean
https://dev.epicgames.com/documentation/en-us/unreal-engine/motion-matching-in-unreal-engine

https://d1iv7db44yhgxn.cloudfront.net/documentation/images/2a057cef-6dbd-42a1-8085-e6ea0c5fe584/image_4.png

here they set the trajectory reference on init, but it doesnt actually work when you do that, and you need to do it on update on every animation update for some reason. The youtube tuts all do that as well.

actually the documentation doesnt even match the released version i guess. it doesnt use the history node but instead has a direct trajectory reference in the motionmatching node

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this image here is the current version of it

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oh i see interesting it looks like if i just set the Character ref on init, i can directly reference the character's trajectory's trajectory without needing to set a trajectory variable itself. is that what you meant?

charred mountain
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I see thanks looks like that works

brittle yarrow
charred mountain
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it does explain what all the channels do which could be useful

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and the various options and whatnot

brittle yarrow
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Oh yea 100%

charred mountain
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have you seen that stream they did 2 days ago. they had something called Choosers in it. These dont seem to be in the current UE? I don't see any chooser nodes or assets at all.

brittle yarrow
charred mountain
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how did you make a chooser table

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when i try to create assets i type in chooser and nothing shows up

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oh i see its a plugin nevermind

brittle yarrow
charred mountain
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how does blending work in motion matching? i have a forward animation and a 90 degree animation, but when i go 45 it doesnt look like it blends like it would in a blendspace?

brittle yarrow
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well the blends here have to be quicker due to multiple sequences stacking, default is 4.

So its always blending 4 Poses at the same time.

brittle yarrow
brittle yarrow
daring mesa
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I can understand that about YouTube. When I was working on Blender a while back, nobody ever told me how to create keyframes, and the one that said “how to animate” just made a basic blocky rig with quick commands and the last 5 seconds was, “to animate, do this. Ok, bye!”
They showed how to move a limb, which I knew, and not how to keyframe. Also took a while to learn how to record. Best learn from the professionals and not YouTube.

brittle yarrow
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after all the real way to learn something is to do by trial and error

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After ive done the sprinting i will procede with the following:
Crouch
Prone
Jump
Vault
-No Parkour

And i have to do all that in this month cause the example project be coming and everyone would have this default.

charred mountain
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Do you happen to have any idea why my forward and 90 degree dont really blend when im going 45 degrees? And how would i know what 4 poses are blending? The motion matching rewind debugger shows the active pose and the continued pose, so how would i know what "4" poses are being blended together? I assume its not always 4 right if there aren't 4 poses that are close enough.

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I was able to get the a 45 degree blend by actually just adding in a blendspace to the motion database, but im still just wondering why it doesnt do it otherwise.

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Is it because my "blend profile" is None?

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i think the "linear" blending is just the transition time blend (default set to 0.2) , so i dont think this sets like a permanent blend ( moving 45 degrees will not generate a blend space type of animation that blends the forward and the 90 degree animation ) I think the max blends ( default 4 ) might just be number of blends that can be active while transitioning, and during a time of no transitions, there is never more than a single animation from the database being played, at least when using no blend profile. according to blend profile's description i guess it might be possible to have upper body and certain bones playing a different animation than other bones, but still nothing about blendspace style blending between poses.

brittle yarrow
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So far you seem on the right track but you should try and understand what motion matching is really about. Its a system that normally is to be used with a lot of motion data and your set seems really limiting.

Try to set your blend value higher and see what it does like 1.0

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And still its tracking feet placement

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Its a huge gap

brittle yarrow
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running is done aswell now!!!!

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Im looking for someone that understands control rig well, in return i completely teach him how to use and optimize motion matching.

bronze grotto
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might be able to help out

brittle yarrow
bronze grotto
brittle yarrow