Basic animation set

Yep, I am using the carnegie mellon university data in bvhacker already… it seems to be just about the only way that works. Other things I’ve looked into:

  1. Mixamo Fuse - can create characters and animate, but their customisation is nowhere near as good as makehuman and you can only get 1 or 2 rigs per week which is nowhere near enough for experimenting with lots of different ideas. Also in the end I want to have in-game character customisation so this isn’t going to work.

  2. Epic’s Maya/ART workflow - I don’t have Maya, it’s expensive, I am already familiar with blender, and the makehuman -> maya pipeline isn’t as good as the makehuman -> blender pipeline anyway.

  3. Truebones - There’s a big library of mocap data offered by truebones, but from reading various forums and looking at the contents list etc, it looks like it’s more of a collection of motions from other places and the licensing isn’t clear enough for commercial uses in my opinion.

  4. Unity assets - Unity has some motions you can get from the asset store, including some free ones. However, they seem to come in a strange format, I can’t get the FBXs they provide to work in other tools. In any case, the licensing on the use of these in other engines is a bit of a grey area.

I have a walk, run and idle working in makehuman now. I’m more or less happy with them. Unfortunately, I can’t work out how to get the makewalk motion retargetting to load the motions into different channels, so I have 3 different rigged characters rather than one with all 3 animations. When I try to import them onto the same skeleton in UE4 it doesn’t work because UE4 seems to rename all the bones when it imports so they don’t match. The retargetting thing in UE4 doesn’t seem to work for this either.

Oh and it doesn’t help when the importer keeps doing things like this: