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Motion Magic (MxM) Motion Matching Animation System for Unity (WIP)
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Motion Magic (MxM) is a work in progress animation system for Unity that utilises the 'Motion Matching' technique instead of traditional state based animation systems. Motion Matching does not require a complex state machine, there's no need to clean up mocap data and animation clips do not need to be cut. Motion Matching provides a good balance between animation fidelity and responsiveness.
Motion matching works on the simple concept that if an animation pose has a similar pose to the current pose and it's trajectory aligns with the desired trajectory of the character, then it is a good choice for an animation frame to jump to. MxM jumps all over the place through all animation data at any time in order to achieve the best possible result.
While there are other animation techniques that allow high quality animation, they are often very rigid with slow response to user input. Motion matching makes little compromise, providing high quality organic animation coupled together with a fast response to user input.
Motion matching is a relatively new animation technique which has been used in games like ForHonor and other Ubisoft titles.
Note: I am in no way affiliated with Ubisoft.

Kenneth Claassen
Programmer
5
Comments
Kenneth Claassen
a month ago
Gavalakis VaggelisI love the fact that you continued working on the project which has indeed progress in leaps. I am also glad to see that you've moved to using PlayablesAPI :) I hope to see MxM in the asset store soon!
Hi, its certainly getting closer to a first release. Last few days I converted thr bulk of the calculations to Burst with Unity Jobs. On a 4 core system its running 40x faster than before. All the major systems are in at least in their first iteration so it may be sooner than I though until beta release on the asset store.
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Technical Artist | Creative Director
I love the fact that you continued working on the project which has indeed progress in leaps. I am also glad to see that you've moved to using PlayablesAPI :) I hope to see MxM in the asset store soon!
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Technical Artist | Creative Director
Hi again :)
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Kenneth Claassen
2 months ago
Ralof PatelHi, I am following your project since some time. The animation system you are working looks quite remarkable. As per your opinion, how do you think this system is better than standard animation system and blend trees ? Also, what are the pros and cons of MxM and which genre of games are more suitable with this system ?
There's another benefit I forgot to mention. Provided you can create a good gameplay model that predicts collisions etc then this automatically gets carried over to the animation. For example, if you trajectory stops moving so it doesn't go into a wall, the animation will slow down before hitting a wall automatically. If you code your trajectory to walk on a beam.... well the animation will comply provided you have animations that go with it.
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Kenneth Claassen
2 months ago
Ralof PatelHi, I am following your project since some time. The animation system you are working looks quite remarkable. As per your opinion, how do you think this system is better than standard animation system and blend trees ? Also, what are the pros and cons of MxM and which genre of games are more suitable with this system ?
So this doesn't mean that state machines are suddenly useless. You still need to ask the right questions of your game and make a decision which tool to use. If you only need simple animation for say an RTS then I would use a simple state machine rather than motion matching. However, any third person game I would totally go with motion matching. Provided that you have the resources to make it worth it, you can't beat it in terms of fidelity vs responsiveness. One last thing for Cons.. I mean I wouldn't say it's a con but more a reality of the system. The end result is dependent on 3 things - 1. The calibration (user settings and tweaking) 2. The quality and comprehensiveness of your animations 3. The gameplay model - if your gameplay model is un-reasonable for the animations you have then expect unreasonable results. If you can nail all 3 of these things then Motion matching will give you the best damn animation you've ever seen balanced with reasonable responsiveness to boot.
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