This week has been quite a rollercoaster for me as I started importing mocap data to UE5. It’s been an exciting journey, but also one filled with challenges. My main focus was on cleaning up the animations and preparing them for import into my scenes. One of the key aspects I worked on was the rig retargeting system in UE5, which allowed me to seamlessly integrate the mocap data into my projects. This system made it easier for me to map the animations to different characters and ensure they moved realistically within the game environment.
However, I encountered some problems along the way. Despite my best efforts, the hip movements in the mocap data looked off, and I couldn’t pinpoint the issue. After asking for help from Serra, we discovered that the export from the mocap team was incorrect; every animation had 2 skeletons. This setback meant I had to request new exports, leading to a delay that added to the pressure of meeting submission deadlines. To keep things moving, I improvised by using Mixamo for one of the shots, allowing me to continue with my plans while waiting for the corrected data.


Thankfully, after a few days, the team sent me the revised data, and some of it worked seamlessly. I began importing and cleaning up the animations, focusing particularly on refining the finger movements, which proved to be time-consuming but worthwhile. The end result is truly impressive—dancing, sitting, and talking animations that look incredibly realistic. I can’t wait to bring them to life in my environments and see how they enhance the overall experience. Overall, this experience has taught me a great deal about problem-solving and perseverance in the face of unexpected challenges. It’s been a valuable learning curve, and I’m excited to see how these mocap animations elevate my projects in UE5.

