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Fix Broken Links (#2588)
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* Adjust old camera link to reference Viewport Manipulators, the closest in spirit to what the old link referenced. Fixes #2328

Signed-off-by: Shauna Gordon <[email protected]>

* Update blog link to go to EMotion FX page.

Fixes #2381

Signed-off-by: Shauna Gordon <[email protected]>

* Unlink dead links on engine dev home page. The content for them does not yet exist.

Fixes #2466

Signed-off-by: Shauna Gordon <[email protected]>

#2587 added to address this page in the longer term.

* Redirect user to Samples from Tutorials for the first project/getting started projects (such as Pong).

Fixes #2560

Signed-off-by: Shauna Gordon <[email protected]>

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Signed-off-by: Shauna Gordon <[email protected]>
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4 changes: 2 additions & 2 deletions content/blog/posts/o3de-motion-matching-2022-04.md
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Expand Up @@ -9,7 +9,7 @@ full_img: "/images/blog/motion-matching/full_image.png"

Motion matching is a data-driven animation technique that is gaining popularity since games like 'The Last Of Us Part II', 'FIFA', and 'Half-Life: Alyx' have adopted it. Users have higher expectations for animation quality including more realistic animations and a greater variety of interactions between characters and their environments. This growth in expectation resulted in increasingly complex animation graphs that became harder to maintain and more expensive to create. Motion matching is a way to animate a character in a controlled way by jumping and blending between pre-recorded animation sequences several times a second, synthesizing the animation for the character. It can be used for realistic locomotion without the need to manually create carefully timed transition points and synchronization between animation clips.

We brought motion matching to O3DE's animation system [EMotion FX](https://www.o3de.org/docs/user-guide/visualization/animation/char-intro/) as a blend tree node so that it can still be used and mixed with everything else available in the animation graph.
We brought motion matching to O3DE's animation system [EMotion FX](https://docs.o3de.org/docs/user-guide/gems/reference/animation/emotionfx/) as a blend tree node so that it can still be used and mixed with everything else available in the animation graph.

{{< video src="/images/blog/motion-matching/controlled-character.mp4" autoplay="true" loop="true" width="100%" info="Gamepad controlled character using motion matching." >}}
<br>
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## Future Outlook
Research in the field of animation has advanced dramatically over the last several years. Traditional animation techniques are melding together, being replaced or enhanced by data-driven methods and machine learning. Characters are becoming more aware of their environments, automatically reacting to stimuli and are actually now physically present in the world. Control is moving from simple directional input to high-level intentions that automatically adapt to situations. Motion matching is just the start of where we will go with character animation in O3DE!

{{< video src="/images/blog/motion-matching/slow-motion.mp4" autoplay="true" loop="true" width="100%" info="Slow-motion video showing motion matching in action." >}}
{{< video src="/images/blog/motion-matching/slow-motion.mp4" autoplay="true" loop="true" width="100%" info="Slow-motion video showing motion matching in action." >}}
4 changes: 2 additions & 2 deletions content/docs/engine-dev/_index.md
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Expand Up @@ -25,7 +25,7 @@ This section is currently incomplete, with a stub example for application bootst

| Name | Description |
|-|-|
| [Project bootstrapping](./architecture/bootstrap) | Learn about the execution flow of project launchers and how O3DE loads libraries at project runtime. |
| Project bootstrapping | Learn about the execution flow of project launchers and how O3DE loads libraries at project runtime. |
| [Prefab System](./architecture/prefabs) | Learn about the prefab system, which is the default scene authoring system in O3DE. |

## O3DE Frameworks
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| Name | Description |
|-|-|
| [AzCore](./frameworks/azcore) | Learn about the core internals of O3DE such as memory management and the custom RTTI system. |
| AzCore | Learn about the core internals of O3DE such as memory management and the custom RTTI system. |

## Included Gems

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6 changes: 1 addition & 5 deletions content/docs/learning-guide/tutorials/_index.md
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Expand Up @@ -10,11 +10,7 @@ Learn the features, tools, and processes of **Open 3D Engine (O3DE)** with the h

## Looking to get started?

Do you have O3DE installed and you aren't sure where to start? How about creating the classic "Pong"? Follow this first project tutorial series and learn the basics of O3DE in the process.

| Tutorial | Description |
| - | - |
| [Create your first O3DE game: Pong](first-project/) | Start from a new O3DE project and build your first game: Pong! What's "Pong"? Two paddles square off, in a ball-based battle to land the highest score. This tutorial series will introduce you to basic game UI development, scripting, and controls in O3DE. |
Do you have O3DE installed and you aren't sure where to start? Then [try the follow-alongs](/docs/learning-guide/samples/follow-along/). These easy guide videos will walk you through the creation of basic games like Pong to get you familiar with the O3DE interface and tools.

## Animation

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Expand Up @@ -16,7 +16,7 @@ The **Camera** component adds a camera to an entity.

| Property | Description | Values | Default |
|-|-|-|-|
| **Be this camera** | Choose the **Be this camera** button to activate the camera's view in the viewport. For more information, see [Changing the Camera View](/docs/user-guide/editor/camera-space/). |||
| **Be this camera** | Choose the **Be this camera** button to activate the camera's view in the viewport. For more information, see [Viewport Manipulators](/docs/user-guide/editor/viewport#manipulators). |||
| **Orthographic** | If set to enabled, this camera will use an orthographic projection instead of a perspective projection. Objects will appear the same size, regardless of their distance from the camera. | Boolean | `Disabled` |
| **Field of view** | Vertical field of view in degrees. | 0.0 - 180.0 | `75` |
| **Near clip distance** | Distance to the near clip plane of the view frustum in meters. Must be less than **Far clip distance**. | 0.001 to Infinity | `0.2` |
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