Hi/siemka spoczko robota, czekam na więcej/very goog job, i'am waiting for more 😁
@zlzonchanu
Жыл бұрын
Wow amazing!
@LT_Creations06
4 ай бұрын
This some GTA type stuff, great job 👍
@tufanaydin6340
Жыл бұрын
Great job !
@Maskeowl
Жыл бұрын
marvelous!
@nmn5550
3 ай бұрын
To jest całkiem spoko!
@mohammedelwardighi9426
7 ай бұрын
❤ thanks for making this system free i wich I could know how to set it up 😅
@MarsLaaars
Жыл бұрын
I'm currently deep diving into active ragdolls, and I have discovered that the most commonly used method involves creating two versions of a character: one dedicated to animation, and one that has physics and incorporates/copies the animation from the first one. I'm thinking that your method of motion matching could be perfectly tweaked to become another active ragdoll solution. I will try to make a proof of concept in a couple of months, I first need to enhance my programming skills and math knowledge.
@massive_97415
Жыл бұрын
Hell yeah
@brutalgamer1507
Жыл бұрын
How can I learn this?
@pipelordoscuro
3 жыл бұрын
Is this on the github repo?
@ahmetomercicek5848
Жыл бұрын
So, does this method put more load on the system as optimization in games, compared to other methods? Will there be a loss of performance? Apart from that, there are very clean animation transitions, congratulations.
@Dreaw13
Жыл бұрын
Hi, thank you for comment. This system will have higher memory overhead than mecanim, cause it needs store data needed to find correct animation transitions. In general is very fast, because it use jobs and burst compiler. I tested it on Rayzen 5 3600. For example when i have about 14000 frames of data (from 12 mins of animations, which covers all movement like walk, jog, sprint with arcs, turns, start and stops, idle, and more) it will take on main thread max 0.05 ms, and only in frame in which finding of new pose will start. Then a couple of jobs will start, which take for this amount of data about 0.5 ms on one of worker thread). Of course this jobs can be splited on multiple threads. Then in next frame, system on main thread complete this jobs, gets its result and plays correct animation. There is also cost of Trajectory Maker component which creates trajectory to follow. And It will take about 0.02 ms to create trajectory with 3 future and 2 past points. To implement that complex movement with regular methods like mecanim then you will need to control a lot of parameters. I think then, on main thread performance will be the same. On worker threads, Motion Matching take more time.
@raphaeljaggerd3585
3 жыл бұрын
are you using phase function neural networks??
@Dreaw13
3 жыл бұрын
No. I am using "pure motion matching", so once after certain time (for example 33ms) pass I run finding function and when finding ends I play selected animation .
@raphaeljaggerd3585
3 жыл бұрын
@@Dreaw13 Oh cool. Id pay to learn
@pequenog1301
Жыл бұрын
ohhhhh!!!! I love what you're doing Michal J. Are you still working on this? Are you currently using the latest version of Motion Matching from the asset store? Greetings
@Dreaw13
Жыл бұрын
Thank you.Currently, I am not focused on this plugin. I have plans to make a demo, and documentation, but I do not know when they will be ready. For now all features which I planned were implemented, and do not know what else can be added. I had little contact with plugin from asset store, so I can't tell if it is better than my system, but it is better documented and its author made great tutorials about it.
@telesgamelab
2 жыл бұрын
Still working on this?
@Dreaw13
2 жыл бұрын
Yes
@thepoisonoflegend
3 ай бұрын
Why is everyone programming better than me?
@loli42
4 ай бұрын
i love slow overcomplicated movement that looks and feels like complete shit!! give me more of this in video games please!!
@Dreaw13
4 ай бұрын
I am sorry to offend you. I am sorry that you know how shit feels. I forgotten that you decide what is good and what is bad. Start making good games with perfect no complicated, fast and rigid movement and you become so rich that you maybe afford to go outside your own ass
@Dreaw13
4 ай бұрын
Then you wont feel shit
@loli42
4 ай бұрын
@@Dreaw13 i know your movement sucks because the green line that maps to input is about 9 fucking months behind the actual movement of the player. this is objectively bad and not arguable. if you think anyone with a 3 digit IQ finds this acceptable not only are you delusional but also offensive to my race of people. turn on assassin's creed origins if you want to know what a video game feels like when you don't need to wait for your child to be born every time you want to turn around. i've reported your comment for sexual harassment, which in fact cannot be defined objectively and is part of _my_ truth that you have violated me.
@loli42
4 ай бұрын
@@Dreaw13 i know your movement sucks because the green line that maps to input is about 9 months behind the actual movement of the player. this is not something that i've decided, but is instead an objective reality that any of your potential players will have to face and will probably make their gut wrench the same way it would if their family was murdered in front of them while they were nailed to a wall. 2
@Dreaw13
4 ай бұрын
@@loli42 So you know only what is the feeling of seeing your own family murdered. I am pity of you. Thank you for your opinion. It really doesn't bring something new, and indicates that you know nothing about creating games and programing. But it is nice that you care about other people. The man who stands the watch. The man who shows the way. To all my potential players, you are saved, you have a guide, you do not have to fear becouse here he is the man who knows what is good, the choosen noone.
@fabianobersovszky6987
Жыл бұрын
As i know motion matching is not suitable for a multiplayer game
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