Yes all the same mocap animations that I’ve included in the Unity version will come packaged with Motion Symphony on release day.
Regarding Kubolds animations, they are originally captured from mocap but are cut into individual clips. This isn’t particularly ideal for motion matching, however, before I had mocap capability I was developing ‘Motion Matching for Unity’ and testing only with Kubolds ‘Movement Anim Set Pro’. They do work but it’s just not possible to be as good as the full mocap just because of the sheer coverage of animation.
This is why I’m doing more than just continuous motion matching. I don’t believe that continuous motion matching is ideal for cut clip users, so to specifically target that I’m going to make pose matching nodes which can be used to pick animations and the point in the animation to start for transitions in a state machine. Essentially you still structure your state graph but it becomes much simpler with less states and higher quality because you won’t have to worry about picking say the left or right footed version of an animation. If done right you could have every RunStart (in all directions) animations in a single state and let the special node pick which one it should use and where to start. That’s the goal at least for cut clip support.
That’s correct. UE4’s animation system is a lot better and more flexible than Unity’s so I will be able to do a lot more with it.