Just by chance I noticed this, so it would have been advisable to contact me via my website HERE or PM on here :).
What exactly are you after, because obviously I’m not going to send a hundred gig in one go or upload it anywhere because I don’t want the whole lot added to torrent sites. Some animations are owned by Epic Games Inc, Rockstar games, Crytek, Ubisoft, Sony Entertainment and Take-Two Interactive. So they’re for learning and understanding how it all works effectively. Epic Games animation sets are included in UDK and are subject to UDK licensing, so they tend to be for education more than anything else. I can’t quote you on what the different licensing terms are for each company specified, but I can say with all honesty that they’re generally black and white in saying “not for redistribution” . I have tons of free, (Creative Commons) motion capture too, which is rough and raw, and needs editing and polishing. I also have extensive Autodesk motion capture sets that are from various professional studios, and are polished/ready to load onto a biped.
With all that said, I tend to send artists what they specifically want, ( ie: full game set moves or primary moves)
But there’s also a fundamental necessity on your side, that you actually know what you’re doing.
For example, if I send you a bip animation set with all the animations on a single timeline, do you know how to separate out each animation, (linking or baking it to your character) for export to Unreal Engine Four?
Or If I sent you an FBX set in separate files, do you know how to link those animations to your own skeleton, or wrap your rig to one provided? I ask this because on many occasions I send these animations to people and they have no idea what to do with them.
I have tutorials covering everything above and normally my viewers will contact me with a specific request after watching one
If you are a total newcomer to Unreal Engine, you’d be advised to watch as many tutorials on the animation workflow from 3ds Max, (rather than Maya) for an understanding of how this works. Jeremy Ernst’s videos only cover the workflow from Maya to Unreal Engine, where’ as my videos generally cover the 3ds Max work-path.I have some videos on the traditional approach to rigging for Unreal Engine in Maya, but 99% are for 3ds Max and UDK.