Motion Matching — Demo + Full + Cinematic Benchmark (Pose Search)
Status: Locked · 2026-11-02 (Demo MM added)
Scope: When / how Terra Firma uses Motion Matching (UE Pose Search) vs montages / Motion Warp.
Out of scope: Resolving Pose Search schema asset names · art DB authoring quotas
Authority: FS-FX-002 · FS-MOV-* · FS-CMB-002 · FS-ARCH-013 · full tutorial motion-matching-demo-and-full.md · Melee Drive tutorial (parked) · Cinematic Benchmark (docs/28-cinematic-benchmark.md)
1. Decisions locked
Section titled “1. Decisions locked”| Topic | Lock |
|---|---|
| Demo (Lyra host) | Shall add Pose Search for lower-body locomotion while keeping Lyra upper / lower split (Linked Anim Layers for aim/fire/melee upper). Card demo-motion-matching · full tutorial docs/tutorials/motion-matching-demo-and-full.md. |
| Full game | Shall ship Pose Search loco (and Melee Drive strike choosers when family DA enables MM). |
| Cinematic Benchmark | Shall ship Pose Search loco on its standalone UE project. Full absorb later. |
| Hit auth | Unchanged. Anim Notify on chosen clip; Demo capsule/box · Full optional socket sweep. MM never owns HP / Flow. |
| Motion Warp | Attack / Counter / vault press only — warp on windows; no ambient magnet. |
| Parkour | Wall Run: mid-stint = authored L/R cycle (not Pose Search). MM only at enter/exit edges — blend out of / back into ground PSD_TFA_Loco. No PSD_TFA_WallRun in v1. Spec: 2026-11-07-wall-run-motion-matching-design.md. Vault: WILL NOT USE — no vault MM. |
| Plugins | Demo + Full Experiences enable PoseSearch. CB standalone project too. Keep MotionWarping / AnimationWarping. |
| Owner (Demo/Full) | Loco MM on TF hero AnimBP content (TFACombat / ADDON lab copies — not forked LyraGame). Strike choosers → TFAMelee (Full / Melee Drive). |
2. Why Demo gets it (with Lyra split)
Section titled “2. Why Demo gets it (with Lyra split)”Demo previously planned montage-only loco. Demo now adds Pose Search so start/stop/pivot feel continuous without throwing away Lyra’s upper/lower Linked Layer pattern (FPP/TPP aim and fire overlays). Full and CB still shall MM; CB remains standalone host.
3. Changes required
Section titled “3. Changes required”| Area | Before | After |
|---|---|---|
| Demo loco AnimBP | Blend spaces / cycles | Pose Search on lower only; upper Linked Layers stay |
| Demo kanban | MM listed as Full cut | Card demo-motion-matching + full tutorial |
| Full / CB | MM shall | Unchanged (Full GFP / CB standalone) |
| Hit / Warp | Notify + Warp rules | Unchanged |
4. Runtime sketch (Demo)
Section titled “4. Runtime sketch (Demo)”- Move feeds CMC + trajectory → Pose Search (lower).
- Upper Linked Layers still receive aim/fire/melee tags from Lyra/TF.
- Attack / Melee Drive (when live): montages + Warp + notify hit auth — MM not damage.
- Look-vs-body: MM never writes control rotation.
- Demo: ADS + move — upper aim holds; legs Pose Search.
- Demo: start/stop/pivot without hard blend-space pop.
- Look-vs-body holds under MM.
- Full + CB still require MM for their exits.
- Strike through wall / outside notify → no HP.
6. Implementer
Section titled “6. Implementer”- Full tutorial (Demo + Full): docs/tutorials/motion-matching-demo-and-full.md
- Wall Run MM: 2026-11-07-wall-run-motion-matching-design.md · tutorial §11.3
- Sequencer cinematic feet (CB / standalone cine): sequencer-foot-placement-cinematic.md — Foot Placement + Animation Mixer; no MM in the take (gameplay MM stays this design + motion-matching-demo-and-full.md)
- Kanban Demo:
demo-motion-matching(+ wall-run MM afterdemo-movement-inputquery surface) · Full:combat/melee· CB:cinematic-benchmark - Melee Drive sibling: melee-drive-guns-singularity.md
- CB: 2026-11-02-cinematic-benchmark-design.md
- How-to: 26 · 25