This project was a workshop I led at NYU’s Media Commons, focused on teaching how to create short character animations using motion capture and Unreal Engine 5. The session provided a fast-paced, hands-on overview of the full production pipeline, including:

  • Quickly modifying and optimizing downloadable 3D assets

  • Rapid rigging techniques for mocap readiness

  • Using MotionBuilder for retargeting and cleanup

  • Importing assets and animations into UE5 for real-time rendering

The workshop emphasized efficiency and accessibility, aiming to help participants create compelling animated sequences with limited time and resources.

Motion Capture & UE5 Workshop at NYU Media Commons

Demonstration Animation I created,
showcasing the full production pipeline.

The key stages covered in this project include:

  • Modeling

  • Shape key creation for character deformation

  • Rigging and skinning

  • Texture modification

  • FBX animation export and integration

  • Environment redesign

  • Cinematic camera setup and animation

The animation serves as a complete example of how to build and animate a stylized sequence from start to finish.

To give participants a practical understanding, I shared a behind-the-scenes breakdown of my Pacific Rim-inspired mecha fight sequence, walking through the entire production process and highlighting key techniques—including modeling, shape key creation, rigging, texture adjustments, FBX animation export, environment modification, and cinematic camera setup. I also provided original production assets from the project, allowing participants to experiment and apply what they learned directly during the session.

Additionally, I gave a quick demonstration of the OptiTrack optical motion capture system, showcasing its setup, workflow, and how captured data integrates into the animation pipeline.

Case Study & Practical Demo.

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Ultra Herrte (Character Design and Modeling)

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Stylized Demogorgon (Character & Toy Design)