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
