Forum Discussion
Kubold
12 years agoExplorer
Motion Capture movement full animation set
Hey!
I've made a full mocap animation set for indies, just as good as I would do for a triple A game, at my day job. It's general movement of male character - walking, running etc., with all the transition aniamtions. It's already cut and ready for gameplay.
I thought that expecially Oculus Rift devs could use it, life-like animation adds a lot of immersion. Normally, to produce 90 animations like this, costs tons of money and a lot of time, but here you can surely afford it :)
Tip: If it comes to Rift, these animations, in their raw form, are more suitable for NPC movement. This is because all the swaying and head-bobbing the character does (well... we do it in real life). This is not very comfortable for people without their VR legs ;). If you want to use these as your Rift "personal body", you can do 2 things:
1) Don't connect the OVR cameras to the Neck, but to the Root, and then Set Rotation (every frame, late update) of the Neck to fit the Right Camera in OVR. You will probably have to also custom tweak the Position of the OVR in some anims (like crouching).
2) Tweak the aniamations a little to lessen the Head bobbing - harder, but Cameras will fit the Head movement exactly.
http://u3d.as/content/kubold/movement-animset-pro
Kubold
kuboldgames@gmail.com
http://www.kubold.com
https://www.facebook.com/kuboldgames
I've made a full mocap animation set for indies, just as good as I would do for a triple A game, at my day job. It's general movement of male character - walking, running etc., with all the transition aniamtions. It's already cut and ready for gameplay.
I thought that expecially Oculus Rift devs could use it, life-like animation adds a lot of immersion. Normally, to produce 90 animations like this, costs tons of money and a lot of time, but here you can surely afford it :)
Tip: If it comes to Rift, these animations, in their raw form, are more suitable for NPC movement. This is because all the swaying and head-bobbing the character does (well... we do it in real life). This is not very comfortable for people without their VR legs ;). If you want to use these as your Rift "personal body", you can do 2 things:
1) Don't connect the OVR cameras to the Neck, but to the Root, and then Set Rotation (every frame, late update) of the Neck to fit the Right Camera in OVR. You will probably have to also custom tweak the Position of the OVR in some anims (like crouching).
2) Tweak the aniamations a little to lessen the Head bobbing - harder, but Cameras will fit the Head movement exactly.
http://u3d.as/content/kubold/movement-animset-pro
Kubold
kuboldgames@gmail.com
http://www.kubold.com
https://www.facebook.com/kuboldgames
10 Replies
- MarbasHonored GuestWow these animations are great! Thanks for sharing :)
EDIT: Whoops...I jumped the post-comment gun to fast. Not free animations, but quality work nonetheless. - KuboldExplorerSome freebies coming soon, I submitted a "lite" version with idle and walking cycle + transitions. Should be available in 3 work days or so.
- drashHeroic ExplorerLooks beautifully done Kubold. Hope your asset is successful. :)
Seems like it comes with a LOT of different animations. Does it come with the animation clips all wired up already, with a way to hook into the basic inputs of forward/left/right/jump etc? - johnfshaughnessExplorerThese are fantastic! And thanks for the lite version you mentioned -- on a student's budget I'm pretty limited in what kind of assets are available to me!
- KuboldExplorer
"drash" wrote:
Looks beautifully done Kubold. Hope your asset is successful. :)
Seems like it comes with a LOT of different animations. Does it come with the animation clips all wired up already, with a way to hook into the basic inputs of forward/left/right/jump etc?
Thanks!
I would gladly do it, but I can't code. I'm doing everything in Playmaker visual scripting tool for Unity. I could make full, working animations system with it (an I often do, for my own games and prototypes), but you would have to buy Playmaker first to use it. I'm not sure if developers are willing to do that - this would require spending additional money, learning new software and basically redoing their whole game.
I could go half way and do the Mecanim Animation Controller (the blend tree), but I don't know if this has much sense. If someone knows what he's doing, he will build the tree in 2 hours, that fits his idea of controls. If someone is unexperienced, he will not get it anyway, and will just be frustrated that it does not behave like on my preview videos. - KuboldExplorer
- n00854180tExplorerWow, awesome work. These look really great.
One question: I'm using UE4, so a Unity asset isn't the best. Are these also available in flat FBX format too? - mrnitroHonored Guest
"n00854180t" wrote:
Wow, awesome work. These look really great.
One question: I'm using UE4, so a Unity asset isn't the best. Are these also available in flat FBX format too?
Yes same question, I am using UE4 now and it would be great to have a way to use them in there as well!:) Great job! - Mrob76oHonored Guestsame question from me. too. Awesome asset but is there a version for UE4?
- KuboldExplorerGentlemen! Please! Of course it's in FBX and works with UE4.
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