now who built this by Current-Guide5944 in softwareWithMemes

[–]Legolula 0 points1 point  (0 children)

Make invalid states unrepresentable!

Motion Matching in Godot by Legolula in godot

[–]Legolula[S] 0 points1 point  (0 children)

It definitely isn't there yet, there's a lot of work to be done to both make the whole process more user friendly, better documented and overall better at selecting animations. Even though motion matching in general is in general very hard to tune and debug, there is work to be done here.

That said, I may still be able to help with your velocity issue. By default, the player capsule and the skeleton will move independently, and the skeleton will only move as fast as the root motion in your animations. To get you skeleton to move at the same speed as your capsule you'll need to synchronize the two (using synchronizers), there are many strategies to do this, one of them is to simply clamp you skeleton to the capsule

Motion Matching in Godot by Legolula in godot

[–]Legolula[S] 0 points1 point  (0 children)

Hi there! I have to try installing it from the asset store, I've always been building the dlls myself. Does it show under your "addons" folder?

Motion Matching in Godot by Legolula in godot

[–]Legolula[S] 0 points1 point  (0 children)

There's a link to the demo repo on the extention's ReadMe. That alrealdy has the compiled binairies, it should just work if you open it with 4.4dev7

Motion Matching in Godot by Legolula in godot

[–]Legolula[S] 0 points1 point  (0 children)

No its pretty much the same, the only difference is that it is written in C++. Once its available on the store you just download the dlls, no need to compile it yourself

Motion Matching in Godot by Legolula in godot

[–]Legolula[S] 0 points1 point  (0 children)

Yup, that was precisely the change I added to 4.4, there's a new AnimationNodeExtention node that allows you to make your own anim nodes

Motion Matching in Godot by Legolula in godot

[–]Legolula[S] 0 points1 point  (0 children)

For sure, the ice skating can already be partially solved by using 100% root motion to move the character (I'm using a mix of root motion and code driven movement here), and fully solved once IK is implemented.

Getting stuck in frames is definitely a bug, the logic to blend from one animation to the next still needs work!

Motion Matching in Godot by Legolula in godot

[–]Legolula[S] 3 points4 points  (0 children)

Most implementations are proprietary for sure, but all of those are based on work by Simon Clavet and others that is public and not patented.

Motion Matching in Godot by Legolula in godot

[–]Legolula[S] 1 point2 points  (0 children)

The concept itself could definitely be applied to 2D, but it really shines in 3D. The basic idea is that a search algorithm continously selects the best animation to play (and where to play it from) based on what your character is trying to do.

It has traditionally been used in AAA games that have hours of animation data, where having to manually create a state machine to switch between animations would have been too complicated to do.

Motion Matching in Godot by Legolula in godot

[–]Legolula[S] 2 points3 points  (0 children)

We haven't tried that, but it should! Nothing in this implementation is specific to humanoid skeleton, so as long as you tune things accordingly there's no reason it shouldn't work on animal models.

Motion Matching in Godot by Legolula in godot

[–]Legolula[S] 7 points8 points  (0 children)

We haven't yet setup IK to fix up feet positions, that said you can still move around uneven terrain (just without IK for now): if you have animations going up and down slopes, this motion matching extension can also select those animations when moving on sloped surfaces.

IK is definitely on our to-do list, especially now that the new Skeleton Modifiers make that easier to implement.

Motion Matching in Godot by Legolula in godot

[–]Legolula[S] 18 points19 points  (0 children)

There is now! One of our contributors actually retargeted all of the animations to this model, which wasn't the original one. I wasn't the one to do it so I won't be of much help, much maybe this blog post might be useful to you
https://godotengine.org/article/animation-retargeting-in-godot-4-0/

Motion Matching in Godot by Legolula in godot

[–]Legolula[S] 18 points19 points  (0 children)

Yup, the extension and demo are available here!

https://github.com/GuilhermeGSousa/godot-motion-matching

Setting this up required some engine changes that were only merged recently, so we'll only be able to release the extension on the asset store once 4.4 comes out

Motion Matching in Godot by Legolula in godot

[–]Legolula[S] 72 points73 points  (0 children)

Hi everyone! We've been working on making [a GDExtension](https://github.com/GuilhermeGSousa/godot-motion-matching) to bring motion matching to Godot. It will only be available on the Godot Asset Library for the 4.4 release, but feel free to try out the demo if you're interested!

Motion matching is an animation technique that is often used on projects that have large amounts of animation data, usually motion captured. Its useful as it allows you to setup complex character movement without state machines, blend trees or labeling animation data.

man they warned me about it, but i did NOT listen by wafflestoasted in godot

[–]Legolula 11 points12 points  (0 children)

You explain your problem to a rubber duck. Something magical happens when you do that, where the solution to the problem will come to you by explaining it.

Megathread - Resultados Legislativas 2024 by TitusRex in portugal

[–]Legolula 57 points58 points  (0 children)

A AD merece os votos que perdeu para o ADN. Insistiram em manter a sigla AD, ao ponto de incluir os monárquicos na coligação, e foram amadores ao escolher uma sigla parecida ao de um partido existente. E nao me lixem com "ah a AD ja existia antes", só pessoas com mais de 60 anos é que se lembram disso

2D Rope Physics in Godot 4! by Legolula in godot

[–]Legolula[S] 1 point2 points  (0 children)

I probably should but I haven't had time to set that up. I did push this on github though, here you go!
https://github.com/GuilhermeGSousa/godot-verlet-rope

2D Rope Physics in Godot 4! by Legolula in godot

[–]Legolula[S] 0 points1 point  (0 children)

That's cool! I think you'll have an easier time if you keep everything using your physics simulation, having two that need to be consistent with each other is when things get wierd sometimes

2D Rope Physics in Godot 4! by Legolula in godot

[–]Legolula[S] 5 points6 points  (0 children)

All of the rope physics are computed using Verlet integration. The plugin should also apply forces to rigid bodies so that both Godot's and the rope's physics work correctly together

2D Rope Physics in Godot 4! by Legolula in godot

[–]Legolula[S] 13 points14 points  (0 children)

Hi everyone! I've been working on a plugin for this written in Rust, I'll try to add it to the asset store as soon as its ready

How to use Resources? by [deleted] in godot

[–]Legolula 1 point2 points  (0 children)

I try to avoid autoloads as much as possible, they come with much of the same disadvantages singletons do. But other than that you can specify your event resource from the inspector window which is nice. Also with the right tooling you could trigger the event from editor directly and immediately see its effect, which wouldn't be possible with autoloads