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Giving away free Mocap Animations (FACE+BODY+FINGERS) in exchange for Ideas

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    [ASSETS] Giving away free Mocap Animations (FACE+BODY+FINGERS) in exchange for Ideas

    Hello folks,

    We at Gamasome Interactive have built a full body Motion capture system including fingers and face. We are using perception neuron for the body capture which then processed to make production quality Mocap animation and we built the facial Mocap solution built from scratch using python and some custom hardware.

    Here are the links:

    https://www.youtube.com/watch?v=f_YS2UxyzxA

    https://www.youtube.com/watch?v=V3nrkG6zo5o

    We are planning to create a Mocap Pack for Unreal Marketplace, for that we need to sort down a list of animations that is required by most of the game developers.
    We are planing to give away FREE MOCAP animations for whom ever gives us a list of animations they require to continue their ambitions project. We will compile our list based on community's requirement.

    #2
    awesome !!

    Comment


      #3
      Hi there,
      I'll send you a list of animation sequences that our project needs so you can get an idea for adventure games.
      Door Knock
      Door Single Handle Open Inward
      Door Single Handle Open Outward
      Door Single Handle Close Inward
      Door Single Handle Close Outward
      Door Double Handle Open Inward
      Door Double Handle Open Outward
      Door Double Handle Close Inward
      Door Double Handle Close Outward
      Switch Click On
      Switch Click Off
      Safe Digit Combination
      Safe Open
      Safe Close
      Closet Door NoHandle Open
      Closet Door NoHandle Close
      Closet Drawer NoHandle Open
      Closet Drawer NoHandle Close
      Book Grab From Library High
      Book Grab From Library Low
      Object Grab FromTable
      Object Grab FromGround
      Move Closet
      Move Library
      Move Table
      Move Chair

      more to come Hope it helps

      Comment


        #4
        Hi,
        The following is a list of animations I am looking to have done for a hero RTS style game

        HERO:
        - Walk #1
        - Walk #2 (Stealth)
        - Run #1
        - Run #2 (Stealth)
        - Idle #1 (Ranged 1 hand)
        - Idle #2 (ranged 2 hand)
        - Idle #3 (Melee 1 hand)
        - Idle #4 (Melee 2 hand)
        - Idle #5 (Magic 1 hand)
        - Idle #6 (Magic 2 hand)
        - Idle #7 (Shield 1 hand)
        - Idle #8 (Shield 2 hand)
        - Death #1 (melee)
        - Death #2 (ranged)
        - Death #3 (magic)
        - Crouch
        - Jump
        - Attack #1 (Ranged 1 hand)
        - Attack #2 (ranged 2 hand)
        - Attack #3 (Melee 1 hand)
        - Attack #4 (Melee 2 hand)
        - Attack #5 (Magic 1 hand)
        - Attack #6 (Magic 2 hand)
        - Attack #7 (Shield 1 hand)
        - Attack #8 (Shield 2 hand)
        - Attack #9 (Lance/Spear 1 hand)
        - Attack #10 (Lance/Spear 2 hand)
        - Attack #11 (Rifle 1 hand)
        - Attack #12 (Rifle 2 hand)
        - Attack #13 (Pistol 1 hand)
        - Attack #14 (Pistol 2 hand)
        - Critical attack #1 (Melee)
        - Critical attack #2 (Ranged)
        - Critical attack #3 (Magic)
        - Reload (Ranged 1 hand)
        - Reload (Ranged 2 hand)
        - Block #1 (Shield 1 hand)
        - Block #2 (Shield 2 hand)
        - Block #3 (spell shield)
        - Spell cast #1 (Throw)
        - Spell cast #2 (Pull)
        - Spell cast #3 (Push)
        - Spell cast #4 (raise)
        - Spell cast #5 (fall)
        - Spell Summon #1 (instant)
        - Spell Summon #2 (incantation)
        - Spell Summon #3 (drawing)
        - laugh
        - Taunt
        - Dance
        - Kiss
        - Clap
        - Wave
        - Joke
        - Mount riding
        - Summon mount

        Ai #1 (Melee):
        - Walk #1
        - Attack #1 (Melee 1 hand)
        - Attack #2 (Melee 2 hand)
        - Idle
        - Death #1 (melee)
        - Death #2 (ranged)
        - Death #3 (magic)

        Ai #2 (Ranged):
        - Walk #1
        - Attack #1 (Ranged 1 hand)
        - Attack #2 (ranged 2 hand)
        - Idle
        - Death #1 (melee)
        - Death #2 (ranged)
        - Death #3 (magic)

        Ai #3 (Boss):
        - Walk #1
        - Attack #1 (Ranged 1 hand)
        - Attack #2 (ranged 2 hand)
        - Idle
        - Death #1 (melee)
        - Death #2 (ranged)
        - Death #3 (magic)

        Pretty sure there would ideally be alternatives for some but that is our base we are working towards.

        Many thanks,
        Last edited by Smartay; 11-24-2016, 12:57 PM.

        Comment


          #5
          Execution animations or finishers :
          - All sorts of stabbing (stabbing the target in the head, the chest, quick throat slicing from the side/front/back. The weapon could be a sword, a dagger, double big swords, a big axe etc...)

          - Close range combat stuff like breaking the target's arm/arms, inside/front kicks to the knee, uppercuts, body slams and so on.

          Animations an assassin or an action hero would perform.
          As much as I've seen weapon and zombie animations, I have never seen animations like those.

          Comment


            #6
            Moving prone all directions with/with out rifle/pistol.
            Pull Request - UE-13079: World Origin Shifting for Multiplayer. Make Arma Not War - TFAR.

            Comment


              #7
              Some of these may be subject to change but these are some animations I haven't seen in existing UE4 animation packs and which I'll probably need for my project. I'm leaving out some of the obvious/obligatory animations like regular standing idles and walking/jogging loops. The greyed out animations are ones which would be nice to have but which are not a priority. (Any animations where the character changes position should have root motion and in-place versions.)

              Sitting/Lying:
              Sit Idle Female Loop (hands in lap)
              ->Stand Idle to Sit Idle Female (animation should start with the character having their back to the chair)
              ->Sit Idle to Stand Idle Female (animation should end with the character having their back to the chair)
              ->Look 90° to the Left While Sitting
              ->Look 90° to the Right While Sitting
              ->Look Backwards While Sitting
              ->Sit Idle Variations (for example: shifting weight while sitting, tapping feet on the ground, crossing arms, looking around,...)

              Sit Idle Male Loop (hands in lap or dangling to side)
              ->Stand Idle to Sit Male (animation should start with the character having their back to the chair)
              ->Sit Idle to Stand Idle Male (animation should end with the character having their back to the chair)
              ->Look 90° to the Left While Sitting
              ->Look 90° to the Right While Sitting
              ->Look Backwards While Sitting
              ->Sit Idle Variations (for example: shifting weight while sitting, tapping feet on the ground, crossing arms, looking around,...)

              Lie Idle Male Loop (Character lies full-length on their back. Arms either lying straight to either side of the body or folded across the chest or belly.)
              ->Lie to Sit Up Male
              ->Sit Up Idle Male (Legs should still be outstretched in front of the character.)
              ->Sit Up to Lie Male
              ->Sit Up 90° Turn Left Male (Imagine the character is sitting up in bed next to the edge of the bed, facing the footboard, then turns 90° to sit on the edge, letting their feet fall to the ground. Should transition from Sit Up Idle Male and into Sit Idle Male Loop.)
              ->Sit Up 90° Turn Right Male (Imagine the character is sitting up in bed next to the edge of the bed, facing the footboard, then turns 90° to sit on the edge, letting their feet fall to the ground. Should transition from Sit Up Idle Male and into Sit Idle Male Loop.)
              -> Sudden Awakening Male (Character should jerk/shake while lying as if they're waking up from a nightmare. Should transition from and into Lie Idle Male Loop.)

              Environment/Object Interactions:
              Open Drawer (waist height)
              Take Object out of Drawer (waist height) (Small/light object like a key, piece of paper, etc. Should transition from and into Stand Idle.)
              Put Object Into Drawer (waist height) (Small/light object like a key, piece of paper, etc. Should transition from and into Stand Idle.)
              Close Drawer (waist height)
              Open Drawer (mid-thigh height)
              Take Object out of Drawer (mid-thigh height) (Small/light object like a key, piece of paper, etc. Should transition from and into Stand Idle.)
              Put Object Into Drawer (mid-thigh height) (Small/light object like a key, piece of paper, etc. Should transition from and into Stand Idle.)
              Close Drawer (mid-thigh height)

              Pocket Object (Small/light object like a key, piece of paper, etc. Character puts object into their front trouser pocket. Should transition from and into Stand Idle. Could maybe be an additive animation using just the right arm?)

              Open Chest* (mid-thigh height)
              Close Chest* (mid-thigh height)

              Open Door A While Standing Still (Meaning the character should not walk through the door after opening it or in any way change their position. Door A should open towards the character.)
              Open Door B While Standing Still (Meaning the character should not walk through the door after opening it or in any way change their position. Door B should open away from the character.)
              Close Door A While Standing Still (With the character facing the door they're closing. Door A should close away from the character.)
              Close Door B While Standing Still (With the character facing the door they're closing. Door B should close towards the character.)
              Open Door B While Walking (Door B should open away from the character, meaning into the same direction the character is walking. Animation should transition from and into the Walk Loop.)
              Open Door B While Jogging (Door B should open away from the character, meaning into the same direction the character is jogging. Animation should transition from and into the Jog Loop.)

              Walk Against Wall (Character walks straight-on into a wall. Maybe puts up his hands against it to protect himself? Animation should transition from Walk Loop and into Stand Idle.)
              Jog Against Wall (Character jogs straight-on into a wall. Maybe puts up his hands against it to protect himself? Animation should transition from Jog Loop and into Stand Idle.)

              Leaning Against Wall Idle Loop (Character stands with their back leaning against a wall.)
              ->Dialogue Variations (Different gestures and movements to use during dialogues. Crossing/uncrossing arms, shifting weight, looking around, head movements, etc.)

              *This type of chest: http://imgur.com/isYVKsd

              Staircases:
              Walk Up Staircase Male Loop
              ->Walk Up Staircase to Stand Idle Male
              ->Walk Up Staircase to Walk Male
              ->Walk to Walk Up Staircase Male
              Walk Down Staircase Male Loop
              ->Walk Down Staircase to Stand Idle Male
              ->Walk Down Staircase to Walk Male
              ->Walk to Walk Down Staircase Male

              Jog Up Staircase Male Loop
              ->Jog Up Staircase to Stand Idle Male
              ->Jog Up Staircase to Jog Male
              ->Jog to Jog Up Staircase Male
              Jog Down Staircase Male Loop
              ->Jog Down Staircase to Stand Idle Male
              ->Jog Down Staircase to Jog Male
              ->Jog to Jog Down Staircase Male

              Walk Up Staircase Female Loop
              ->Walk Up Staircase to Stand Idle Female
              ->Walk Up Staircase to Walk Female
              ->Walk to Walk Up Staircase Female
              Walk Down Staircase Female Loop
              ->Walk Down Staircase to Stand Idle Female
              ->Walk Down Staircase to Walk Female
              ->Walk to Walk Down Staircase Female

              Jog Up Staircase Female Loop
              ->Jog Up Staircase to Stand Idle Female
              ->Jog Up Staircase to Jog Female
              ->Jog to Jog Up Staircase Female
              Jog Down Staircase Female Loop
              ->Jog Down Staircase to Stand Idle Female
              ->Jog Down Staircase to Jog Female
              ->Jog to Jog Down Staircase Female

              I'll update the list if I remember anything else.

              On a different note: While it's not sth I'll be needing for my current project, something I've been waiting for for ages is a proper Parkour animation pack for UE4. I can see why nobody's tackled it yet as it is a pretty difficult task - not just to record the animations but also to figure out how exactly certain movements should be split into separate animations and how to ensure that they're compatible with a large variety of control systems/mechanics - but if you do want to try and tackle it, I can also create a list of Parkour animations (and try to do some thinking on how to best approach the whole control system issue).
              Last edited by FrozenHarlequin; 11-24-2016, 01:42 AM.

              Comment


                #8
                I would love to have 3rd person spear combat animations.
                There are plenty of one-handed/two-handed sword animation packs out there but I wasn't able to find spear animations of acceptable quality.

                Comment


                  #9
                  When I was working on a project, I was in need of horse riding animations and I couldn´t find them anywhere. I think that those are pretty commonly used in RPG/Medieval or even other types of games.

                  Comment


                    #10
                    okay, I can present a nice long list for an ancient/medieval/fantasy game (to be RTS friendly: without requiring to blend animations)

                    Infantry without shield (shared):
                    climb ladder up, climb ladder down, die

                    Infantry with shield (shared):
                    climb ladder up, climb ladder down, die

                    Horseman (shared):
                    mount, dismount, die

                    Peasant:
                    idle, walk, dig, mine, chop tree

                    Slinger:
                    idle, ready, walk, advance, run, shoot, reload

                    Archer:
                    idle, ready, walk, advance, run, shoot, reload

                    Crossbowman:
                    idle, ready, walk, advance, run, shoot, reload

                    Javeliner:
                    idle, ready, walk, advance, run, throw, reload

                    Swordsman:
                    idle, ready, walk, advance, run, charge, block attack, attack cut infantry, attack pierce infantry, attack pierce cavalry

                    2-handed swordsman:
                    idle, ready, walk, advance, run, charge, block attack, attack cut infantry, attack pierce infantry, attack pierce cavalry

                    Axeman/Maceman:
                    idle, ready, walk, advance, run, charge, block attack, attack infantry, attack cavalry

                    2-handed axeman:
                    idle, ready, walk, advance, run, charge, block attack, attack infantry, attack cavalry

                    Spearman:
                    idle, ready, walk, advance, run, charge, block attack, attack infantry, attack cavalry

                    Pikeman:
                    idle, ready, walk, advance, run, charge, block attack, attack infantry, attack cavalry

                    Halberdier:
                    idle, ready, walk, advance, run, charge, block attack, attack cut infantry, attack pierce infantry, attack cut cavalry, attack pierce cavalry

                    Horse Archer (rider):
                    idle, ready, gallop pose, shoot, shoot sidewards, shoot backwards, reload

                    Mounted swordsman (rider):
                    idle, ready, gallop pose, charge, block attack, attack cut infantry, attack pierce infantry, attack cut cavalry, attack pierce cavalry

                    Mounted spearman (rider):
                    idle, ready, gallop pose, charge, block attack, attack pierce infantry, attack pierce cavalry

                    Siege engineer:
                    handling catapult, battering ram, ballista; pushing siege tower etc.

                    it seems to be long enough now
                    "Age of Total Heroes" - RTS Pathfinding and Movement System for UE4
                    RTS Camera C++ Tutorial

                    Comment

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