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Soundtrack: The Witcher 3: Wild Hunt - The Vagabond Download from here. https://drive.google.com/file/d/1i1E2Y9_XJ... This is an extension to the Game Animation Sample. I experimented with motion matching for horse locomotion. Please note that motion matching excels when the number of animations increases, though this demo was created with a very limited number of animations. The project utilizes the newest technologies introduced in Unreal Engine, such as motion matching and choosers, along with additional new animation nodes. Mounting: The player can mount the horse in different ways based on their position relative to it. If further adjustment is needed, control is transferred to the AI, which moves the player to the correct location and then performs the mounting animation. Dismounting: Currently, only a single dismount animation is used. Dynamic mounting, based on the location of the horse and blocking objects, will be implemented in a future update. Locomotion: The base locomotion of the horse consists of the following states: Idle → Walk → Trot → Canter → Gallop → Sprint The main goal of this locomotion system was to achieve smooth animation while maintaining excellent controllability. While I’m happy with the control, there is a noticeable need for more diverse animations. Thankfully, motion matching allows us to add more animations easily compared to traditional approaches, such as state machines. Canter Animation Set: The Canter animation set has the most variety, including animations for cantering, turning, and strafing. You’ll notice a smooth transition when rotating with the mouse or the right stick on the controller, from cantering to strafing, and then turning. Achieving this with state machines would be much more difficult, but motion matching makes it easier. Sudden Movement Changes: I spent a lot of time refining the system for sudden changes in movement. It's not perfect, but considering there are no animations for pivoting and the need for controllability, it works well. In future updates, I may add Rearing Turn animations to handle this for higher speeds. Look/Head Rotation: The rider character will look at the location where the player is looking. IK: There is minimal IK for the rider's hand and the reins. The ideal approach would be to reverse this setup, but the bone structure of the horse model used didn’t allow for it. Additionally, the saddle foot placement doesn’t have a bone assigned to it, so I wasn’t able to fix the legs. This might be addressed in future versions. You can reach me via email at: nami.naziri@yahoo.com naminaziri.github.io The horse model and animations are not mine; you can purchase them here. www.fab.com/listings/e0fc6520-8c9d-425d-9d25-3b6dc9ed56f8