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Virtual Motion Matching V1

PRO Plugin 5.0 4.27 Virtual Motion Matching V1 1.0

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VMM000-1920x1080-1cf8b7fc6d09bfab1ded199ff3c4942a.png


Showcase-V1

Showcase-V2-p1

Tutorial - V1 - Collectio- Bilibili

Tutorial - V1 - Collectio- YouTuBe

( At present, 9 tutorials have been recorded, and different animation pack cases will be recorded )


Pose Search Tutorial

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)

VRM Example

Female Example

Bow Example

Cover Example

Sword Example

LongSword Example

Motus,MOB1,W2,W1 Example

Kubold,Move,Rifle,Pistol Example


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.)


Future Updates: (Will be added based on user feedback)

V2: (Goal is the best 3A locomotion template, we will add locomotion parameter cases of different 3A games later)

(a template case made entirely of C++ will be released later for better performance!)

(1) More step resources

(2) Programmed 8 direction movement

(3) Intelligent standing and crouching

(4) TPS to FPS Smart mode (you don't need a specific FPS animation to get FPS animation effects)

(5) Long stride/multi-step lock foot asset


After that, vaulting, climbing, swimming, riding and other systems on the shelves are based on this template to create a comprehensive AAA animation system.




Technical Details:

Features:

  • Motion Matching
  • Pose Matching
  • Distance Matching (V2)
  • Optimized Pose Search
  • Simple State Machine
  • Network Curve Controller
  • Network Montage Controller
  • Network MotionMatching Node Controller (LATER)
  • Network Zombie and Human AI example


Code Modules:

  • VirtualMotionMatching - Editor Module
  • VirtualMotionMatchingEditor - Editor Module


Communication / Support:


Network Replicated: Yes

Number of Blueprints: 14

Number of C++ Classes: 24

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

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