Motion Matching
Animation & riggingSet up the Pose Search schemas and databases that Motion Matching uses.
What it’s for
Motion Matching in Unreal uses two assets. A Pose Search schema describes the skeleton and what to compare between poses. A Pose Search database holds the animations searched at runtime. Your assistant can create both, so you can set up Motion Matching without building the assets by hand.
Ask it to create a schema for a skeleton, a database that uses that schema, and to fill the database with animation sequences. The assets are created and saved the normal way, so they open and edit like ones you made yourself.
Start with the schema, then the database, then keep adding sequences as your animation set grows. You can add sequences when the database is created or later, one at a time, with a chosen time range.
Limits
Only position channels are supported for now.Things you can ask
Create a schema for a skeleton
You get a schema with a position channel, tied to your character’s skeleton.
You: Make a Pose Search schema for SK_Mannequin with a position channel.
Created /Game/MM/PSS_Locomotion for SK_Mannequin_Skeleton with a position channel.Create a database that uses the schema
You get a database tied to the schema, already holding your first clips.
You: Create a Pose Search database using that schema, seeded with my idle and walk clips.
Created /Game/MM/PSD_Locomotion using PSS_Locomotion, with A_Idle and A_Walk.Add part of a clip to the database
One more clip joins the database, using only the time range you want.
You: Add A_Run to the locomotion database, but only the 0.5 to 2.0 second span.
Added A_Run to PSD_Locomotion, from 0.5 to 2.0 seconds.