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2026 Β· Mocap / Motion Matching Pipeline

Vicon to Unreal: Motion-Matched Hit Reaction Pipeline

A production-focused pipeline that transforms raw Vicon motion capture into clean, responsive, Motion Matching-ready animation assets for Unreal Engine.

Year
2026
Type
Mocap / Motion Matching Pipeline
Role
Technical Animator / Tools Developer

Implementation

01

Capture-to-engine pipeline

The project covers the complete animation pipeline, from Vicon capture and Maya cleanup to trajectory-driven animation selection in Unreal Engine. The workflow turns long, unprocessed mocap recordings into organized, reusable animation clips while addressing unstable root motion, incorrect facing direction, foot sliding, inconsistent starting transforms, and transitions that do not connect cleanly with an idle pose.

02

Maya cleanup toolkit

I developed a custom Maya toolkit with clip segmentation, editable Root Motion generation, trajectory and heading refinement, foot-lock correction, pose storage and blending, animation-start normalization, and standardized export tools. The systems preserve the original performance while producing cleaner trajectories, stable contact points, correct orientation, and animation boundaries suitable for blending and looping.

03

Motion Matching preparation

Inside Unreal Engine, the cleaned assets are prepared for Motion Matching using trajectory and pose data. The character capsule provides the intended movement trajectory, while Motion Matching selects the animation that best supports that movement.

04

Hit reaction prototype

Animation Modifiers generate foot-contact curves for downstream Animation Blueprint logic. The final prototype demonstrates responsive eight-direction hit reactions selected through Motion Matching.

Process gallery

Process & Details

Vicon to Unreal: Motion-Matched Hit Reaction Pipeline β€” Vicon performance capture, image 1

01

Vicon performance capture

I performed the motions in the Vicon lab, cleaned the capture in Maya, and tested the clips in Unreal Engine.

Vicon to Unreal: Motion-Matched Hit Reaction Pipeline β€” Clip preparation and Root Motion, image 1Vicon to Unreal: Motion-Matched Hit Reaction Pipeline β€” Clip preparation and Root Motion, image 2

02

Clip preparation and Root Motion

MocapKit scans long raw FBX recordings, organizes named frame ranges, and builds isolated work scenes for each animation clip. Export status and project paths remain visible so a large capture session can be processed consistently instead of managed through one-off Maya scenes.

The Root Motion Builder converts pelvis and chest movement into an editable path. Artists can smooth position and heading, correct the initial facing direction, adjust control points, and bake the refined trajectory back to the Root bone while preserving the original performance timing.

Vicon to Unreal: Motion-Matched Hit Reaction Pipeline β€” Foot contact and pose continuity, image 1Vicon to Unreal: Motion-Matched Hit Reaction Pipeline β€” Foot contact and pose continuity, image 2

03

Foot contact and pose continuity

Foot IK Lock stabilizes selected contact ranges with configurable blending and optional rotation locking, reducing visible foot sliding without requiring every frame to be corrected manually.

Pose Library Manager stores reusable control-rig poses and can apply them to the current frame or blend them across a range. It is used to normalize animation starts and ends, reconnect clips to a consistent idle pose, and prepare cleaner transitions for Unreal Engine.

Tools

Technical stack.