Yeah, “not-so-distant future” was more wishful thinking on our part, sorry bout that. A lot goes into taking awesome data and editing and turning it into a complete, cohesive and integrated animation pack/tree. We’re still working hard assembling major updates for the existing packs. Moving forward our idea is to make all our packs work together (a common connecting idle pose, etc.) so supplement packs (parkour, etc.) could work with any.
On the subject though, creating animations from the data that represents the awesome actor’s moves as captured is much faster. Cutting them up into small segments, looping, pose matching, etc. and creating cohesive motion trees is a huge amount of the work. As a mocap studio we typically delivered just great looking motion as acted, on provided characters, and the client’s team edited it all into what they wanted - be it cinematics or motion trees or whatever. We’ve done plenty of final edit work and game trees as well for developers, hence we got into making generic animation packs for UE4 and others, which is what most users on the Marketplace want and/or need.
If we put out a “pack” of unedited parkour moves - just the full length crazy jumps/flips/tumbles/climbing/etc. as acted - would there be any interest in that? Probably more appropriate for piecing together a cinema, but solid uncut movement to truncate/loop/assemble individual moves with UE4 or any other tools/software at your disposal.
Let us know if there’s any interest in solid but “raw” motion capture! It’s up to the user to implement as is, or massage into whatever assets they specifically need or creatively come up with. Everyone, sound off please.