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Quick Guide to UN Motion Magic
Jul 31, 2024
Notes on Using UN New Motion Magic in Under 5 Minutes
Overview of Motion Matching
Motion matching is designed to replace traditional state machines.
It selects the best animation frame from a large animation pool using trajectory prediction.
Applicable for various actions like vaulting and others.
Setting Up the Project
Open a New Project
Add two plugins: Motion Trajectory and Post Search.
Import Animations
Use existing animations (3,500 animations coming soon) or create your own using linked tutorial.
Create a new project for control space characters (heroes, manquen animations, locomotion).
Filter for animation sequences, select all, right-click, and migrate to project content browser.
Organizing Animations
Create a new folder called "Motion Matching" in the character folder.
Right-click and create animations for Motion Matching and Pose Search Schema:
Select the skeleton to be used.
Name it (e.g., PSS mq).
Configure settings to determine animation selection.
Setting Up the Motion Matching Database
Add Pose Search Database
Name it (e.g., PSD mq) and open it.
This database allows the engine to select the best animation frame at each frame in the game.
Animation Requirements
Ensure animations have motion root enabled and force root lock enabled.
Add Sample Animations
Add basic movements: jog forward, backward, right, left, and idle.
Connecting to Character
Create Animation Blueprint
Go to the skeleton and create an animation blueprint.
Modify Character Blueprint
Change it to use the new skeleton and animation blueprint.
Note: Adjust the visuals if needed (e.g., character color).
Add Character Trajectory Component
Go back to the animation blueprint to the event graph:
Get pawn owner, cast to the blueprint character.
Get movement component and character trajectory, promote to variables.
Connect motion matching to the trajectory and output pose.
Testing the Setup
Go to the map and hit play.
Note: Fix any issues (e.g., small lag between idle and movement) by adding start animations to the database.
Final Adjustments
Adjust Trajectory Display
Type "Character Trajectory" and set to 1 to see the line. Set to 0 to turn it off.
Test with Orientation Movement Disabled
Create a toggle during gameplay to test functionality.
Future Tutorials
Upcoming advanced tutorials on jumping, vaulting, etc.
Mention of other features included in the 5.4 update.
Links to additional resources on post-processing and other functionalities.
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