Motion Library get started

Key takeaways
Introduction to the Motion Library Plugin for Maya
Introduction to the Motion Library Plugin for Maya
Introduction to Motion Library in Rokoko Studio
Introduction to Motion Library in Rokoko Studio
How to apply Motion Library assets to your custom character in Cinema4D
How to apply Motion Library assets to your custom character in Cinema4D
Walk-through of the main features in the Motion Library
Walk-through of the main features in the Motion Library
How to apply Motion Library assets to your custom character in Unreal Engine 4.24
How to apply Motion Library assets to your custom character in Unreal Engine 4.24
How to download and apply assets to the characters in your project
How to download and apply assets to the characters in your project
Setting Up Character Animations
Setting Up Character Animations
Making a Zombie Chase You
Making a Zombie Chase You
Import Motion Library Animations to iClone
Import Motion Library Animations to iClone
How to Retarget Motion Library Animations on your Character
How to Retarget Motion Library Animations on your Character
The Motion Library and Maya Live Streaming
The Motion Library and Maya Live Streaming
Motion Library Workflow for Blender 2.8+
Motion Library Workflow for Blender 2.8+

How to Retarget Motion Library Animations on your Character

Watch along as we show you how to retarget your Motion Library animations within Maya to make them ready for use in Unity!

This blog serves as a guide for users who want to learn how to retarget Motion Library animations to make them work perfectly with their custom-sized characters. Follow along as we go through the process of installing the plugin from the Asset Store, finding and animation and applying it to our custom character.

Importing Motion Library Plugin

  • Launch Unity and open the in-editor version of the Asset Store
  • Click ‘Window’ > ‘Asset Store’
  • Using the search bar at the top of the Asset Store window, type ‘Motion Library’
  • Select the ‘Motion Library’ asset and click the ‘Import’ button to add it to your project
  • After importing, click ‘Window’ > ‘Motion Library’ to open the Motion Library

Using Motion Library

  • With the Motion Library window open, you now have access to thousands of animations. To find the right animation you’re seeking:
  • Use the search bar to type in a word that describes the motion you’re looking for
  • When typing, suggestions for motions, categories and subcategories will appear to help you pinpoint exactly what you’re looking for
  • Use the ‘Filters’ dropdown to select between different Categories, Subcategories, Motions, Gender, and Loopable animations
  • Use the ‘Sort by’ feature to sort the animations by Name, Price, and most recently uploaded
  • The ‘Categories’ tab allows you to see the full list of categories and search for animations through those individual categories
  • The ‘Publishers’ tab allows you to see the full list of publishers on the Motion Library and search for animations they specifically have uploaded
  • The colored circles on the animation preview window represent a specific category and the infinity symbol lets you know that an animation is loopable
  • You can double-click an animation to expand its’ view and see the details of it
  • The ‘+ Add to cart’ button will add that animation to your cart for purchase
  • The name of the animation and Publisher name is listed at the top left of the window
  • The left side of the window shows information like, animation duration, FPS count, File type, Gender of the mocap actor, and Price
  • The right side of the window allows you to see the categories, subcategories and motion names this animation belong to
  • The green square button allows you to toggle the camera follow function
  • The icon below that allows you to toggle between different camera angles
  • The last icon at the bottom right allows you to toggle the mesh on and off to view the skeleton
  • The playback buttons at the bottom of the window allow you to Stop, Pause and Loop the playback of the animation
  • You can also scrub through the timeline and adjust the playback speed by clicking the ‘x1’ and selecting a different speed
  • The ‘X’ at the top right of the window closes out of this animation preview window
  • The icon of a person at the top right of the window opens a dropdown menu with the following:
  • ‘Orders’ - You can view previous orders and download already purchased animations here
  • ‘Currency’ - Allows you to switch between USD and EUR pricing
  • ‘Organizations’ - If you are a part of an organization you will see it listed here
  • ‘Contact’ - Allows you suggest a feature or motion, report a bug, or contact us about a refund on a purchase
  • ‘About Motion Library’ - Displays the version number of the plugin in use
  • ‘Go to tutorials’ - Opens a browser window taking you to our tutorials page on motionlibrary.com
  • After purchasing an animation, a green outline will appear around the animation preview of the purchased animation and the ‘Add to cart’ button will change to a ‘Download’ button
  • Click the ‘Download’ button to import the animation to your project

Importing to Maya

  • Launch Maya and import your character
  • Click ‘File’ > ‘Import…’
  • Locate the file of your character and click on it
  • Click the ‘Import’ button
  • Next, import your animation by following the same steps
  • Once your animation has been imported, you will need to create a character definition for it
  • Click ‘Windows’ > highlight ‘AnimationEditors’ > click ‘Human IK’
  • Click the ‘Create Character Definition’ button within the ‘Human IK’ window
  • Under the Definition tab, you’ll see a silhouette of a character with grey icons placed through its’ body. These symbolize that joints have not been defined
  • To define joints, double-click on a grey icon in the silhouette then left-click on the joint it’s associated with
  • Alternatively, you can click on the joint first, then right-click on the grey icon and click ‘Assign Selected Bone’
  • Note: When you assign joints, it will mirror the action and assign the opposite joint as well, so you only need to do this for one side of the body
  • The hands, shoulders, neck, spine, and feet have extra bones that can be assigned by clicking the arrow button next to each bone
  • Once you have defined all of the skeleton joints, it’s time to create a rig for your character

Creating a Rig

  • If your character is not rigged, follow the steps below.
  • If your character is already rigged, feel free to skip below.
  • Change your Maya Workspace to Rigging (top-right corner of Maya) if it isn’t already
  • Select the dropdown in the top-left corner of the window and click “Rigging”
  • To have Maya automatically rig your character, click Skeleton at the top of the window then click “Quick Rig”
  • Make sure Model is selected and facing towards the Z-axis before proceeding
  • Within the Quick Rig box, click “Auto-Rig”
  • Once it’s done creating a rig, the skeleton preview window on the right should update to show the rig.
  • If you would rather have a bit more control in the rigging process, you can click the “Step-By-Step” option button:
  • “1) Geometry” will show you the mesh that is having the rig created for it
  • “2) Guides” allow you to generate guides for your rig which will be where your joints are
  • “3) User Adjustment of Guides” will allow you to adjust your guides
  • “4) Skeleton and Rig Generation” will generate all of the bones and controls of the rig
  • “5) Skinning” will allow you to adjust the Binding Method used to skin your character
  • Each of these fields has a “Create / Update” button that allows you to make changes and update your rig even after it’s created. Make sure you click this button at least once for all of them to fully complete the auto-rigging process

Retargeting the Animation

  • In the “Human IK” tab, click the dropdown menu under “Source” and change the source to the name of the animation file you imported.
  • This will allow the skeleton of your animation to drive the character model.
  • At this point animation is tied to your character it by pressing the play button at the bottom of the screen, you can see it in action
  • If the animation looks perfect, you can bake the animation directly onto the skeleton
  • To do this, click the blue square icon within the “Human IK” tab, highlight Bake, then click “Bake to Skeleton”

Exporting from Maya

  • Once the animation has been baked to the skeleton, you can export your character to bring it back into Unity
  • Within the Outliner, click on your character’s mesh and its’ ‘QuickRig’ skeleton to highlight them
  • Click ‘File’ > ‘Export Selection…’
  • Find the ‘Assets’ folder of the Unity project file that you want to export the character to and click the ‘Export Selection’ button

Testing in Unity

  • Re-open your Unity project
  • Your character should already be sitting within inside of the Assets folder if you exported directly into your Unity project folder
  • Once your animation is set up, create an ‘Animator Controller’ for your character
  • Right-click within your ‘Project’ window, highlight ‘Create’ > click ‘Animator Controller’
  • Name it something that makes sense for your character (i.e. “Main Character”)
  • Drag and drop your character FBX into your scene and within the ‘Inspector’ window, click the ‘Add Component’ button
  • Type ‘Animator’ and click it to add it
  • Drag and drop your newly created ‘Animator Controller’ from the ‘Project’ window into the ‘Controller’ field of your ‘Animator’ component in the ‘Inspector’
  • Now open the ‘Animator’ window
  • Click ‘Window’ > highlight ‘Animation’ > click ‘Animator’
  • Expand the FBX of your animation within the ‘Project’ window by clicking the arrow to the left of its’ name
  • Drag and drop the clip of your animation (icon w/ play button) from the ‘Project’ window to the ‘Animator’ window
  • Now click the ‘Play’ button at the top of the editor and watch as your character comes to life with your new animation

We hope this guide has helped teach you how to retarget your Motion Library animations onto your custom characters. If you have issues with the Motion Library or any animations found in the plugin, feel free to email us at support@rokoko.com.

Motion Library
Unity
Key takeaways
Introduction to the Motion Library Plugin for Maya
Introduction to the Motion Library Plugin for Maya
Introduction to Motion Library in Rokoko Studio
Introduction to Motion Library in Rokoko Studio
How to apply Motion Library assets to your custom character in Cinema4D
How to apply Motion Library assets to your custom character in Cinema4D
Walk-through of the main features in the Motion Library
Walk-through of the main features in the Motion Library
How to apply Motion Library assets to your custom character in Unreal Engine 4.24
How to apply Motion Library assets to your custom character in Unreal Engine 4.24
How to download and apply assets to the characters in your project
How to download and apply assets to the characters in your project
Setting Up Character Animations
Setting Up Character Animations
Making a Zombie Chase You
Making a Zombie Chase You
Import Motion Library Animations to iClone
Import Motion Library Animations to iClone
How to Retarget Motion Library Animations on your Character
How to Retarget Motion Library Animations on your Character
The Motion Library and Maya Live Streaming
The Motion Library and Maya Live Streaming
Motion Library Workflow for Blender 2.8+
Motion Library Workflow for Blender 2.8+
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