Motion Matching Library Guide
The Motion Matching Library contains long-form raw mocap animation source clips designed for motion matching, locomotion systems, animation prototyping, previs, and custom animation editing. Product pages link here when a movement pattern, raw mocap format, or workflow term needs more explanation.
Raw mocap source data
Raw mocap products contain the complete recorded source animation from start to end, including T-pose or calibration sections where present. They are intended as source material for trimming, editing, blending, retargeting, cleanup, and integration into your own animation direction.
The source files contain animation data only and do not include a character mesh. Prepared and retargeted versions are provided to make review and engine testing easier, but they should be treated as starting points for further refinement rather than final manually cleaned game-ready clips.
The data is quality checked, but small mocap noise can remain, and some clips have optical finger noise. Please review the product video before buying.
Formats and what they are for
C3D - Raw optical marker data
C3D files contain raw optical marker data exported from the capture pipeline. This format is best for technical users who want the lowest-level mocap source data for custom solving, research, or advanced post-production workflows.
BVH - Raw skeleton animation
BVH files contain raw skeleton animation data. They are useful in DCC tools and animation pipelines that prefer BVH for editing, retargeting, or analysis.
FBX - Source skeleton animation
FBX files contain source animation data on the actor-sized skeleton. They are useful for MotionBuilder, Maya, Blender, Unreal, Unity, and custom retargeting pipelines.
Prepared 60fps FBX
Prepared 60fps FBX files are processed versions of the animation data. Where available, body and finger animation are combined, the clip starts at frame 0, rotations are unrolled, and the data is resampled to 60fps on a unified skeleton.
Retargeted rigs
Retargeted variants are provided for common review and engine workflows, including Unity, Unreal Engine 5 Manny, Unreal Engine 5 MetaHuman, Mixamo, iClone, and CC3 where available. These variants are intended as convenient starting points for preview, testing, and further refinement.
Reference video
Reference video shows the original actor performance. Use it to review timing, weight shifts, contact points, hand motion, and overall performance intent before and after retargeting.
Looking for a format that is not listed? Contact us to request it.
Motion matching movement patterns
The library includes standardized movement patterns intended for motion matching systems, animation graphs, and locomotion prototyping. Many clips can also be cut into shorter traditional animation clips.
Dance Card
Dance card captures cover directional turns in 45-degree increments, including 45, 90, 135, and 180-degree turns to the left and right. Some versions include stops before turning; others keep the movement more continuous.
Snake
Snake pattern clips follow a squiggly forward path with repeated left and right changes of direction. They are useful for studying continuous turning, path variation, and non-linear locomotion.
Star
Star pattern clips cover movement into multiple directions while the character keeps facing forward. This is useful for strafing-style movement, directional dodges, and forward-facing locomotion systems.
Square
Square pattern clips cover 90-degree directional changes, sideways travel, forward movement, backward movement, and left/right path changes.
Diamond
Diamond pattern clips cover diagonal forward movement with 45-degree direction changes for both left and right orientations.
Circle
Circle clips cover curved locomotion with natural turning and body lean. They include clockwise and anti-clockwise movement, often from larger to smaller circles.
What is included in the library?
The full Motion Matching Library contains 139 animation files with a total duration of nearly 3 hours. It includes detailed movement patterns, dance cards, transition clips, idles, repositions, loops, interrupted movements, jumps, and dodges.
The library includes clips with optical finger data, StretchSense finger data, and clips without finger data. Each take includes at least one reference video showing the actor performance.
Raw mocap products vs game-ready clips
Raw mocap products are source performances. They are ideal when you want the full recorded motion and need control over trimming, cleanup, retargeting, blending, or integration.
Game-ready products, when available, are shorter edited clips derived from selected source takes. They are intended to be cleaner, more specific, and more directly usable in an engine or animation state machine.