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The ideal workflow with motion capture as the solution of game character's animation

The traditional workflow for characters' animations from 3d graphic software to Unity is usually something like this:

1. Bake all keyframes locally first;

2. Export them with character's model as a FBX file;

3. Import these motion data in import settings of Unity by specifying the first frame and the last frame of each motion (e.g., Frame 1-100 for idle pose, Frame 101-500 for walk cycle and etc) ;

4. Then the programer could call/play these "durations" for each character whenever necessary in the game scene.

The file done in this way is usually large (due to that much data embedded) and hard to check or modify even for its author, because all frames have been "baked"and there is probably no way to return if there is a lack of version control software or the 3d artist just forgot to keep a local copy of the original animation file.

Then I started to think whether it's possible to separate the data of motions permanently from the data of 3d polygons (the model). In Unity 5 there are Animator and Animation windows (the Mecanim and State Machine) which made the data flow more easier to read and to manage.

But that's on the side of programmers. How about the artists' side?