Batch migration scheme based on human motion capture
Game teams can use the following methods to achieve animation resource reuse:
- Create a library of basic movements: Record 10-15 standard human movements (walking/running/jumping/attacking, etc.) as source data.
- Hierarchical processing strategy::
- Protagonist/Boss: using full bone mapping + manual fine-tuning
- Normal monsters: use auto-generated mapping scheme
- Population gizmos: migration results for direct reuse of similar topologies
- Physical Effects Enhancement: Add a secondary animation system for special parts (wings/tails) to overlay detailed dynamics on top of the basic movements.
Case reference: A 3A project used this method to convert 200 hours of human capture data into 3,000+ animation clips of 87 types of monsters, increasing production efficiency by 16 times. Detailed workflow can be referred toGDC Presentation MaterialsThe
This answer comes from the articleMotion2Motion: a character motion animation migration tool that supports different skeletal structuresThe