Animations are often recorded by different actors, and in various file formats (FBX, BIP, C3D, BVH). Japanese site, which claims to be “ the world biggest state of the art motion capture library on the earth” has several hundred free animations in various categories licenced under a CC Attribution licence, together with some ludicrously expensive “premium” animations… (such as this animation pack, which costs $82,200!!!).Fortunately, there are several repackaged versions, such as this version in more common BioVision Hierarchy (BVH) format.
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The original raw data is captured as ASF/AMC format, which I have no idea how to use. The Carnegie-Mellon Graphics Lab Motion Capture Database has a large range of motions which can be copied, modified, or redistributed without permission.However, they’re not cheap, so I sought out some free alternatives: If you want high-quality ready-to-use character animations for Unity, then Mixamo seems the de facto place to go. I encountered a fair number of issues along the way, so here’s a summary of my what I learned: and watch the character do those actions in a life-like way is very appealing, compared to laboriously editing sprite sheets or tweaking animation keyframes.įriends who know more about animation than me point out that motion capture is a tool designed to help animators, rather than a tool designed to replace animators, but for my prototypes I’d be quite happy to use fairly raw motion-captured animations – they’d certainly be better than anything I could draw. Seeing as I’m neither an artist or an animator, the thought of simply being able to apply a data file of “walking”, “jumping”, “shooting” etc. I mentioned in my last blog post that I’d experimented with using motion capture data as a way to quickly animate characters for a game jam in Unity.