Motion Matching vs Pose Warping

Motion Matching vs Pose Warping: Which features are better with one or the other. Since the documentation on these two plugins is not sufficient to explain their potential, I was wondering if someone could give me a more accurate explanation.

  1. What are the functionalities of one or the other
  2. Which one should I use to create a strife movement
  3. How can I use both to get better results

Aside from what whatever boneheaded thing they came up with that won’t work…

Motion matching implies matching an animation to its motion.
So for instance, if a character is walking super slow, you would shorten the gate of the step to match.

Pose warping implies transitioning from pose A to pose B - normally this was done for acrobatic movements like a kong, where you don’t know the lenght of the object you are passing over, but because you know it will end, you check where that is and then pick the most appropriate animation.

Whatever these 2 have become according to knucklheads who appropriate nomenclature, that I have no idea.

From a brief google look up it seems that Pose Warping is now just Orientation adjustment.
Basically selecting the appropriate animation for the direction of travel.

Motion matching should more or less have stayed true.

I’d advise strongly on staying away from any cocamimi bs that they put into the engine to feign any worthiness against the competition like these “functionaity”.
They’ll break, cause bugs. Be only a problem. Like everything else they touch.

Look up what it is you want to do, then find the engine agnostic way to do it.
Particualry if you compile your own stuff from C++/C you will be able to migrate things out of the engine once you realize its not really worth the rendering cost over what it provides :stuck_out_tongue_winking_eye:

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Is it possible to use the UE5.3 MotionMatching plugin version in UE5.1?
i.e. transferring the newest plugin with an older engine version?