I am wanting to create a game with the new motion matching mechanic and was wondering if it was better to start from scratch, learning how to use motion matching properly or use the existing GASP setup so the initial locomotion is set up. The issue with that I don’t have a clue what’s going on 90% of the time under the hood. Yet with starting from scratch I don’t have a clue how choosers and Schemas work.
Hey there @THE_ROSSIAGE! I can’t say for sure if it would be better for you to learn from scratch or pick apart the final product, as everyone learns quite differently. Personally I learned best by picking apart GASP and adding new motions, databases, and choosers and when I needed more information I took a look at the documentation as well as this onboarding resource:
I think I will import the animation sample project into my current project and then do some experimentation with it. I’ve watched a few of the dev videos for it but they don’t really go into how they got from a to b, unless I wasn’t listening.
Great! I can definitely agree that many of the showcases don’t go over the entire process, though utilizing the docs and community resources, it usually comes together.
I’ve been getting to understand the databases. but I am wondering how I can layer by bones in the database. I am wanting to separate the upper body from the lower body so the the locomotion still work but I can have different animations for the upper body e.g pistol/sword etc.
Depending on your learning style, I have a couple resources that may help you out. If you’re like me, a finished example to read through and see the full implementation, then seeing this project that brought the old ALS blending system into GASP might do well for you:
Alternatively some others just doing blending without some of the bells and whistles:
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