

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.