[Request]Cleaning up mocap data and importing into UE4 for the default UE4 character

Attached below is a text file which is actually a .BVH file of a sword swing. This animation was made with motion capture cameras and software from my friend and I. While I’m still trying to figure out the work flow for taking raw mocap data, cleaning it up, and importing it into UE4. I think it would be helpful for other people to know as well.

The file below is free to be used by anyone. In exchange for additional mocap files I can provide, I’d like to request a tutorial on how they could be cleaned up and imported into something usable into UE4.

Would anyone like to take this on?

Hi,
As far as I know there’s no way to import bvh ( or any other format ) data into UE4, simply because UE reads the baked information on the skeletal rig rather then be fed by data.
I know that there are plans to stream mocap data from Kinect2 ( and other devices ) to UE4/Unity, but right now, if you want to have full control on your character, the best solution is still to import your mocap data into a 3d software ( Max, Maya, Blender, whatever ) and tweak everything from there, simply because you have full control on what you’re doing and you can clean up/modify everything.
From there then you can bake the result into the skeletal rig and export as FBX into UE4.
You can do some tweaking on the animation itself ( keyframes reduction/compression ) inside UE4, but still Max/Maya allows you to do whatever you want and its a better and effective solution if you deal with mocap data.

If by cleaning up you mean adjusting the animation into the 3d software itself ( so not inside UE4 )…well…you simply do that inside your 3d app and you’re fine.

Recently I worked with some mocap files from Mixamo to work with, and in order to tweak the animation data you simply key what you need, then bake it into the skeletal rig, then export