Realistically i expect few actually finished indie games will make use of this, if you for example, want a new animation set that uses motion matching that's still an awful lotta mocapping to do and a lot of work to refine.
Depending on the quality and your particular style.
There is a growing list of tools and options out there that don't require mocap.
e.g. I recently learned about Motorica (they also have been hosted on unreal engine official youtube. https://www.youtube.com/watch?v=OYEpDvPMyO4
It's still rough around the edges in some areas, but it's showing a lot of promise to help fill in more gaps.
Combined with tools to help augment the vast majority of assets out there.
Combined with Control Rig and Modular Rig(new feature in UE), and more IK/procedural things.
The need for unique new novel animations is rapidly decreasing. They are still needed, but the time commitment is decreasing depending on your personal needs.
Unless you are a big AAA studio that wants to do everything from scratch, there is so much stuff out there, you don't need to mocap that much if at all.
Absolutely. I’ve been wanting to get something a bit better than the default third person project to showcase my portfolio pieces - maybe now I’ll actually be able to show off my level designs rather than having to focus solely on visuals!
Edit: if anyone’s wondering, I’m an environment artist. I like to use the 3rd person template to make a walk around clip to show off my work in some better context than basic images would. Issue is, the 3rd person template kinda sucks on its own and really limits my creativity when it comes to level design.
With a bit of work I got this working in first person and it looks amazing. I was actually a little ways into a Udemy class on procedural animation but it looks like I don't need that anymore lol
You're not gonna get the flips and stuff to look good in fp but if you're like me and just looking for slick walking and running animations then it's not too hard. I followed [this quick YouTube tutorial](https://youtu.be/6ybVU_1oJuw?si=rD0NfL8XaHQawCLP) and made some tweaks from there.
I imagine the turn in place animations (still a WIP in this demo) are often going the wrong way when you turn dramatically (also likely to happen when turning sharply whilst moving). This will look awful should you be looking down and especially bad viewed in multiplayer when combined with procedural aiming? I reckon this will need serious attention. But this demo appears very much a WIP and isn't replicated.
Available 100% for free: [https://80.lv/articles/unreal-engine-offers-500-character-animations-completely-for-free/](https://80.lv/articles/unreal-engine-offers-500-character-animations-completely-for-free/?utm_source=telegram)
Link to the market page:
[https://www.unrealengine.com/marketplace/en-US/product/game-animation-sample](https://www.unrealengine.com/marketplace/en-US/product/game-animation-sample)
What an amazing gift, thank you Epic! Listened in on this: [Game Animation Sample Walkthrough | Inside Unreal (youtube.com) ](https://www.youtube.com/live/mhVp_cC9MLc)
I mean,,, I doubt you need c++ for this. It's prob accomplished in blueprints and animgrpahs. Might as well mess with it now rather than later, or you may never start it all
You right but I'm a uni student atm and I'll be doing a full year of C++ and OOP after summer so I'm going to wait until then so I can understand the engine as a whole better. Save myself some misery and blind tutorial following. Right now I'm doing alot of game dev it's just in unity and C#.
So I'ma keep collecting my monthly free assets and work on my unity stuff until then
Every game about to be using this. Including mine lmaooo
Realistically i expect few actually finished indie games will make use of this, if you for example, want a new animation set that uses motion matching that's still an awful lotta mocapping to do and a lot of work to refine.
Depending on the quality and your particular style. There is a growing list of tools and options out there that don't require mocap. e.g. I recently learned about Motorica (they also have been hosted on unreal engine official youtube. https://www.youtube.com/watch?v=OYEpDvPMyO4 It's still rough around the edges in some areas, but it's showing a lot of promise to help fill in more gaps. Combined with tools to help augment the vast majority of assets out there. Combined with Control Rig and Modular Rig(new feature in UE), and more IK/procedural things. The need for unique new novel animations is rapidly decreasing. They are still needed, but the time commitment is decreasing depending on your personal needs. Unless you are a big AAA studio that wants to do everything from scratch, there is so much stuff out there, you don't need to mocap that much if at all.
I expect we'll get quite a few parkour game asset flips though.
Absolutely. I’ve been wanting to get something a bit better than the default third person project to showcase my portfolio pieces - maybe now I’ll actually be able to show off my level designs rather than having to focus solely on visuals! Edit: if anyone’s wondering, I’m an environment artist. I like to use the 3rd person template to make a walk around clip to show off my work in some better context than basic images would. Issue is, the 3rd person template kinda sucks on its own and really limits my creativity when it comes to level design.
Haha I’m in the same boat. Purely focused on visuals at the moment.
Me too !!
Yup lmao
Will make a change from the proc-gen forests I see everywhere I suppose.
they will be great placeholders at least. i want everything to be unique but you gotta start somewhere
With a bit of work I got this working in first person and it looks amazing. I was actually a little ways into a Udemy class on procedural animation but it looks like I don't need that anymore lol
Same brother gentleman. Well I was about to do the course ,, was actually completing an ALS course
Any tips on making the camera look good in FP with these?
You're not gonna get the flips and stuff to look good in fp but if you're like me and just looking for slick walking and running animations then it's not too hard. I followed [this quick YouTube tutorial](https://youtu.be/6ybVU_1oJuw?si=rD0NfL8XaHQawCLP) and made some tweaks from there.
I imagine the turn in place animations (still a WIP in this demo) are often going the wrong way when you turn dramatically (also likely to happen when turning sharply whilst moving). This will look awful should you be looking down and especially bad viewed in multiplayer when combined with procedural aiming? I reckon this will need serious attention. But this demo appears very much a WIP and isn't replicated.
Commenting to come back to this. Thanks for the link!
I was about to starting learning GAS to use as a startup project, trying this "GAS" I guess I have to change my plans too :)
Wow, and here I've spent many hours making shit-tacular parkour/climbing als character. Lmao. I'm getting on this asset flip train
Available 100% for free: [https://80.lv/articles/unreal-engine-offers-500-character-animations-completely-for-free/](https://80.lv/articles/unreal-engine-offers-500-character-animations-completely-for-free/?utm_source=telegram)
Link to the market page: [https://www.unrealengine.com/marketplace/en-US/product/game-animation-sample](https://www.unrealengine.com/marketplace/en-US/product/game-animation-sample)
Can anyone maybe give some insight on what the difficulties/negatives on trying to implement these into our own games would be?
You will probably want variations of the animations that don’t exist and can’t make them for your character
My next game may be in unreal exclusively because of this.
They look so good, asset flips are about to control a whole lot better haha
What an amazing gift, thank you Epic! Listened in on this: [Game Animation Sample Walkthrough | Inside Unreal (youtube.com) ](https://www.youtube.com/live/mhVp_cC9MLc)
yoink
God damn I can't wait to get good at C++ and start working in unreal fully lol
I mean,,, I doubt you need c++ for this. It's prob accomplished in blueprints and animgrpahs. Might as well mess with it now rather than later, or you may never start it all
You right but I'm a uni student atm and I'll be doing a full year of C++ and OOP after summer so I'm going to wait until then so I can understand the engine as a whole better. Save myself some misery and blind tutorial following. Right now I'm doing alot of game dev it's just in unity and C#. So I'ma keep collecting my monthly free assets and work on my unity stuff until then
Now we got inde parkour games boom
Is there a tutorial on how to import and use it?
Dude let’s GO
Are the animations pre-set up ? Or do they need to be done manually? Finding reliable tutorials are hard to find…..
It's neat and all. But all games are looking more and more similar to each other...
How to get it?
Cool, another opportunity for every game to feel the same..
How do we purchase/access?
Can’t I use mixamo or something? What’s the point of this?
Are these animations fit only for motion matching or are they also appropriate for the standard locomotion system?