Features:
- Motion Matching
- Pose Matching
- Distance Matching (V2.5)
- Optimized Pose Search
- Simple State Machine
- Network Curve Controller
- Network Montage Controller
- Network MotionMatching Node Controller (LATER)
- Network Zombie and Human AI example
- Data Registry(V2)
- Enhanced Input(V2)
- Gameplay Abilities (V2)
Code Modules:
- VirtualMotionMatching – Editor Module
- VirtualMotionMatchingEditor – Editor Module
Communication / Support:
- Discord
- QQGroup:881583389
Network Replicated: Yes
Number of Blueprints: 28
Number of C++ Classes: 29
Supported Development Platforms: Win32, Win64
Important/Additional Notes:
1. I will support older engine versions if requested.
2. They will keep updated. If you want to add any function, please let me know.
3.ControlRig needs to be activated, for FootLock and FootIK.
4.Provide the test animation required for the demo video, please find the corresponding text link in this directory:
VirtualMotionMatching\Content\Example\ExampleAnimsLink
5.Provide complete development documentation,Please find the corresponding text link in this directory:
VirtualMotionMatching\Content\Example\VMMv1_Documentation
特征:
- 运动匹配
- 姿势匹配
- 距离匹配(V2.5)
- 优化姿势搜索
- 简单状态机
- 网络曲线控制器
- 网络蒙太奇控制器
- 网络MotionMatching节点控制器(稍后)
- 网络僵尸和人类AI示例
- 资料登记处(V2)
- 增强型输入(V2)
- 游戏能力(V2)
代码模块:
- VirtualMotionMatching-编辑器模块
- VirtualMotionMatchingEditor-编辑器模块
通讯/支援:
- 不和谐
- Qq群:881583389
网络复制:是
蓝图数目:28
C++类数:29
支持的开发平台:Win32、Win64
重要/附加注意事项:
1. 如果需要,我将支持较旧的引擎版本。
2. 他们会不断更新。 如果您想添加任何功能,请告诉我。
3.需要激活ControlRig,用于FootLock和FootIK。
4.提供演示视频所需的测试动画,请在此目录中找到相应的文本链接:
VirtualMotionMatching\Content\Example\ExampleAnimsLink
5.提供完整的开发文档,P请在此目录中找到相应的文本链接:
VirtualMotionMatching\Content\Example\VMMv1_Documentation
Tutorial – V1 – Collectio- Bilibili
Tutorial – V1 – Collectio- YouTuBe
Tutorial – V2- Collectio- YouTuBe
VirtualAnimationTools (This is the auxiliary plugin required by this plugin-VAT)
Examples: (The system is compatible with all motion capture animation packages in the marketplace)
Kubold,Move,Rifle,Pistol Example
V3:
(1) Add the function of Unarmed/Weapon switching
(2) Improve Combat/UnEasy rotation mode
(3) Add aim offset function
(4) Add the transition judgment of Stop-Pivot (this parameter can be found in Locomotion Data)
(5) Improve the eight-direction blended
(Because the engine restricts the root motion montage to not be blended according to the weight,
an extra parameter is added to control the server to correct the client’s distance detection,
avoiding the server to correct the client frequently)
(This feature allows multiplayer mode to use root motion montage blending)
(6) Optimize the connection and other effects of case animations
V2:
(1) Use GAS to reconstruct the framework, which will be compatible with skill systems such as combat, climbing, and ladder climbing
(2) All made by C++, exposed blueprint nodes for scripting (currently only some nodes are open)
(3) Use the enhanced input plug-in, and add custom Input Mapping, Action, Trigger, batch key mapping script tools, etc.
(4) Lightweight framework to reduce unnecessary configuration data, such as complex animation notification state, etc.
(5) 4 Rotation Modes: Relaxed, UnEasy, Combat, Velocity (to prepare for the follow-up combat system)
(6) 2 Stance Modes: Crouching has been completed, and other states can be quickly realized through GameplayTag/GA
(7) 3 Gait Modes: Walk, Jog, Sprint
(8) Compatible with host and mobile terminal (currently only tested in the editor)
(9) New Camera Manager System (FPP/TPP)
(10) Prepare for subsequent animation multi-threading and compatible virtual root motion system (part of the framework is implemented)
Note: Since some functions are limited by the engine, EPIC personnel will be contacted to continue to iterate RootMotion or launch VirtualRootMotion
A-If you don’t have VAT, you’ll need to manually configure all curves, notifications, pose search data etc.
Please purchase the plug-in or VAT after understanding it clearly.
(Static pose search by VAT can optimize runtime pose matching to < 0.01ms)
B-Coming soon to use UE5’s animation assets to make better motion systems.
(If you can provide better copyrighted animation assets, I’d love to work with you)
C-Provide the test animation required for the demo video, please find the corresponding text link in this directory:
VirtualMotionMatching\Content\Example\ExampleAnimsLink
D-Provide complete development documentation,Please find the corresponding text link in this directory:
VirtualMotionMatching\Content\Example\VMMv1_Documentation
1. This is a simplified version of the VirtualRootMotion case, which includes pose matching, distance matching, real jumps, and more locomotion function.
2. No need to make a complex state machine, just configure a specific animated asset to DataAsset and use the VirtualAnimationTools to bake the asset data for “plug and play”.
3. This template is suitable for any network mode, standalone/listen server (LS)/dedicated server (DS).
In order for users to learn them better, use blueprints as much as possible (except for functions that are not open to blueprints).
Note: This is not using VirtualRootMotion, it is using EngineRootMotion, but it can still be used on multi-party networks (though VRM performance and server usage are much better than ERM)
Note: This template was created for the traditional motion capture animation process, which costs less to produce and performs better than traditional motion matching, and does not require recording specific motion capture animations etc. (It applies to all asset packs of motion capture animation in the market, and supports Independent/Small team/Company projects of any scale)
Note: Currently only ‘Jog’ step animation is included, you can add it using any asset pack in the market.
(The income of this project will be used to produce the motion capture animation, and then update iteratively. Price will be increased a bit by each update. Animators or animation asset producers are welcome to cooperate.)
After that, vaulting, climbing, swimming, riding and other systems on the shelves are based on this template to create a comprehensive AAA animation system.
[医]虚拟动物 (这是这个插件需要的辅助插件-VAT)
示例:(该系统与市场上所有的动作捕捉动画包兼容)
V3:
(1)增加徒手/武器切换功能
(2)改善战斗/不安旋转模式
(3)增加瞄准偏移功能
(4)添加Stop-Pivot的transition判断(此参数可在Locomotion Data中找到)
(5)改进八方向的混合
(因为引擎限制根运动蒙太奇不能按重量混合,
增加了一个额外的参数来控制服务器来纠正客户端的距离检测,
避免服务器频繁纠正客户端)
(此功能允许多人模式使用根运动蒙太奇混合)
(6)优化案例动画的连接等效果
V2:
(1)使用GAS重构框架,将兼容战斗、爬升、爬梯等技能系统
(2)全部由C++制作,公开了用于脚本编写的蓝图节点(目前只有部分节点开放)
(3)使用增强型输入插件,并添加自定义输入映射、Action、Trigger、批量按键映射脚本工具等。
(4)轻量级框架,减少不必要的配置数据,如复杂的动画通知状态等。
(5)4种旋转模式:放松,不安,战斗,速度(为后续战斗系统做准备)
(6)2种姿态模式:蹲伏已完成,其他状态可通过GameplayTag/GA快速实现
(7)3种步态模式:步行、慢跑、冲刺
(8)兼容主机和移动端(目前只在编辑器中测试)
(9)新相机管理系统(FPP/TPP)
(10)为后续动画多线程和兼容的虚拟根运动系统做准备(部分框架实现)
注意:由于某些功能受到引擎的限制,因此将联系EPIC人员继续迭代RootMotion或启动VirtualRootMotion
A-如果您没有增值税,您需要手动配置所有曲线,通知,姿势搜索数据等。
请在了解清楚后购买插件或增值税。
(静态pose search by VAT可以优化运行时pose匹配到<0.01ms)
B-即将使用UE5的动画资源制作更好的运动系统。
(如果您可以提供更好的版权动画资产,我很乐意与您合作)
C-提供演示视频所需的测试动画,请在此目录中找到相应的文本链接:
VirtualMotionMatching\Content\Example\ExampleAnimsLink
D-提供完整的开发文档,请在此目录中找到相应的文本链接:
VirtualMotionMatching\Content\Example\VMMv1_Documentation
1. 这是VirtualRootMotion案例的简化版本,其中包括姿势匹配,距离匹配,真实跳跃和更多运动功能。
2. 无需制作复杂的状态机,只需将特定的动画资产配置为DataAsset,并使用VirtualAnimationTools烘焙资产数据以进行”即插即用”。
3. 此模板适用于任何网络模式,独立/侦听服务器(LS)/专用服务器(DS)。
为了让用户更好地学习它们,尽可能使用蓝图(不开放蓝图的函数除外)。
注: 这不是使用VirtualRootMotion,它使用的是EngineRootMotion,但它仍然可以在多方网络上使用(尽管VRM性能和服务器使用率比ERM好得多)
注: 这个模板是为传统的运动捕捉动画过程创建的,它的成本更低,并且比传统的运动匹配更好,并且不需要记录特定的运动捕捉动画等。 (它适用于市场上所有动作捕捉动画的资产包,并支持任何规模的独立/小团队/公司项目)
注: 目前只包含”慢跑”步骤动画,您可以使用市场中的任何资产包添加它。
(此项目的收入将用于制作动作捕捉动画,然后迭代更新。 每次更新都会增加价格。 欢迎动画师或动画资源制作人合作。)
之后上架的跳马、爬坡、游泳、骑行等系统,都是基于此模板打造的综合性AAA动画系统。
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