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:
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 **** 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.
Never worked on this stuff so I don’t know if my opinion can be useful but probably I would need a facial expressions pack, some “gestures” with the fingers (don’t need to go into detail ) and some specific body’s animations like strafing,idle animations,crouching,laying and stuff like that. Maybe you can also try to do some stunts like somersaults etc…
Climbing different sorts of ladders, getting into a car, coming out of one.
Some non-combat military: doing pushups, or other exercises, saluting, marching:forward, turning, standing etc. in cover covering ears (impending explosion). Full ground contact crawling (like under barbwire fence in training).
Getting into bed, sleeping, standing up from bed.
PS: you should put a marker on the tip of the nose, in that first video the characters nose goes all crazy since it has too much influence form that upper lip one, and it shouldnt.
We’d like to see an RPG animations pack on the Marketplace that included everyday activities such as reading, eating and drinking, house cleaning, harvesting activities, crafting activities, emotes, and so forth.
A pack of wounded animations – limping, holding arm, holding head, etc – and combat medic animations – surgery, bandaging, etc – would also be helpful.
Yeah we have a lot of basic movement motions around but not a lot of more finer motions like conversation gestures or world interactions, just need some small motions to give the world that little bit more attention to detail and to make the world seem more alive.
Looking at the current animations available in the marketplace 99% of the basic is already available so what would make a nice addition is A-B sync animation for say knife fights and take downs that usually requires renting studio time.
A nice change though is instead of a package covering a bunch of general animations it would be nice to have smaller matched sets based on a theme set up with ready to use blendspaces and animation BP’s. An 8-way movement package ready to plug and play that takes into account stops/starts turns has value over and above raw individual clips. A take down package as unique to a theme becomes and impulse purchase over buying an 80 dollar package just to get the few that are of use.
As a though/idea as a (cough cough) professional animator I do not buy mocap animations as to what I need but based on price and fair use licensing that I can make us in any project I wish. For the most part I already have most of anything where the character is grounded so anything in air or where character interact physically is something of interest to me.
A question I have though is who’s framework are you using? Is this a custom rigging solution necessary to to match with your animation sets or are you using Epic’s base rig?
A bonus idea.
Animations is not bound by any unique 3d space so a open marketplace to check out is over at daz3d.com. If you check out available animation packages, more so for the G3 framework there is very little, are not that good, and very expensive as compared to what is available on Epic’s marketplace. A little retargeting work to Genesis 3 and you could sell your product into a much larger, and focused, marketplace.
A Mocap with a raising of a weapon (sword), like in a moment of Attack and or victory would be nice. In case of attack weapon would point towards the target (to the front). Thanks for your offer.
Wow, that’s a great idea, thanks a lot for your generosity; I hope you will share the animations with many developers
For my hobby project (mostly simulation of everyday social life), it would be great to have some animations, which are not easy to find tuned for the same skeleton. Here are some ideas:
Simple in-house actions:
sit down/stand up (variations - occasional, formal, sit straight, slouch back, bring a chair closer before sit down, move it away when stand up, sit down on a sofa, male, female etc.)
open/close a fridge or a cupboard
open/close a locker
open/close a drawer while sitting
open/close a drawer while standing
cross/uncross hands
cross/uncross legs (variations - male, female)
yawn (variations - politely, freely)
sneeze (variations - politely, freely)
throwing something into a disposal bin
turning on a TV, switching channels etc.
read a book (turning pages)
use a cellphone (variations - answer a call, make a call, pick the phone from a table, take it out of different pockets or a purse)
taking a standing pose (variations - military, normal, occasional, sloppy, leaning to a wall, with a hand stretched against a wall, with a hand in a pocket
smoking (yeah, I know, it’s not cool…)
boarding/unboarding a car as a passenger
boarding/unboarding a car as the driver
opening a car door for somebody
using a lift
using a door keypad
using an ATM
paying with money
paying with a card (card swiping gesture)
Different forms of greetings:
wave
shake hands (variations - informal, formal)
kiss a hand (like a gentleman meeting a lady)
lift a hat
military salute
Actions at work:
write on a board
give a presentation or a lecture (a set of small animations like going to a table, picking a sheet of paper, reading it aloud while walking, then putting it back)
use a phone (variations - use while sitting, use while standing - will require leaning forward to reach the phone on the table)
use a computer keyboard
write with a pen (variations - carefully, sloppy, sitting, standing)
Idle animations for sitting:
tapping fingers on a table
putting hands in different gestures (A shape, all fingers crossed, hands on a table, hands on the lap)
scratching the chin as if thinking
slouching back
leaning forward
fiddling with a pen while listening or thinking
Actions on yourself:
blowing your nose in a tissue
cleaning your mouth with a napkin
actions in front of a mirror, such as adjusting your hair (variations - male, female), tie knot, tie itself, doing make-up for eyes,lips, adjusting your belt (as if moving it up)
patting a pocket as if checking if everything is inside
putting a wallet into/out of a pocket
Facial animations:
besides the usual list of various kinds expressions, there are some animations (mostly at a mesh morph level, I guess) which are often neglected. Usually when you stand at a bus stop and wait, your thoughts wander around, and your face is not still - there are some subtle animations going on, both on your face and sometimes involving your hands. You get dreamy, you smile slightly, you touch your nose or lips, you scratch your cheek etc. These kinds of animations could really give more life to NPC characters.
Ok, enough from me, I guess.
Also, similarly to FrankieV, I’m also curious, which skeleton are you going to use?
It is important to have support for IK bones and attachment markers and also to consider root motion, so we can have programmatic control over the animations. Also, the animations and the skeleton should account for LODs to save CPU power and skip some bones, in case we need a bunch of NPCs running around and performing your animations. Choosing (or creating) a skeleton to support all kinds of animations and fully leverage UE4.14 animation features might turn out to be a serious task, unless you have already done it. I have heard people criticizing UE mannequin, Blender’s Rigify and other skeletons for various reasons (issues with twist bones, fingers, root motion etc.). So, it would be great to have not only the animations but also a fully UE4.14 compatible skeleton to run all your animations smoothly.
Thanks again for your generosity and I wish you good luck!
Great idea,
there are lots of animations available for fighting and dancing.
As a genre filmmaker I’m more interested in everyday social life
and typical behaviour/acting as seen in horror movies.
I’m also interested in your pricing and how we would order custom animations.
Standard actions:
lots of idle movement/small movements
open/close doors, windows
sit down/stand up
leaning against wall, railings
picking up things from floor/table
reading a book/tablet/magazine
using a remote control
switching on/off light
use a cellphone
eat and drink
Horror action
careful walking, orienting left/right with many versions
Interactions between two actors. Aggressive actions during arguments or disputes.
"Look at me when I’m talking to you" Masculine
(person B has their back to person A, person A grabs the shoulder of person B and forcefully turns them to be face to face)
"Back off" Masculine
(Person B shoves Person A with both hands)
**“You’re going down” **Masculine
(Person A tackles Person B from the front)
Basically any scene between two disputing actors having a dialog where their gestures are aggressive, hostile, then violent towards each other.
Bravado Masculine, and Feminine versions
Scenes where an actor does all their dialog gestures in a provoking way, smug, and condescending.