Service 02
Animation
Keyframe and mocap-driven animation for players, creatures, and narrative beats, authored to run at 30 or 60 fps without retiming in engine. We match a reference title's timing, weight, and camera language before we animate, then deliver blend-ready clips with clean root motion and named events. Combat, locomotion, and cinematic sets stay consistent across episodes.
Animation — sample production
- Playback frame rate
- 30 fps or 60 fps, authored natively at the target rate
- Clip length
- 0.5-12 s gameplay clips; cutscene sequences up to 90 s
- Mocap capacity
- Single-actor to 4-actor simultaneous capture at 120 fps optical
- Delivery formats
- FBX, USD, .ma, plus engine-native animation assets
What you get
- Locomotion sets: idle, walk, run, sprint, turn, and stop transitions
- Combat animation covering light and heavy attacks, hit reactions, and finishers
- Creature and boss animation with unique silhouettes and readable attack tells
- Facial and lip-sync animation delivered as blendshapes or bone rigs
- Mocap shoot supervision, cleanup, retargeting, and hand-keyed polish
- Cinematic and in-game cutscene animation matched to storyboards
- Animation state machine documentation and engine-ready event tracks
How we run it
01
Reference and timing study
02
Rig audit and retarget setup
03
Blocking and key poses
04
Spline pass and polish
05
Mocap cleanup and blend
06
Engine playback review
Toolchain
Autodesk Maya
MotionBuilder
Autodesk 3ds Max
Blender
Unreal Engine 5
Unity
OptiTrack
Vicon
Related work
All work
Recent deliveries in this discipline.
Need this scoped for a real project?
Send the brief, the references and the milestone dates. We will come back with a schedule and named leads.