FAQ_Motions-for-Metahumans.jpg

FAQs

"The search for answers is the essence of human existence."

— Marcus Aurelius

Would you like to produce your own film in 3D, but you feel like there are more questions than answers? Don't worry; everyone's been there ;)

That's why in the near future, the Frequently Asked Questions section will evolve into a proper, frequently updated blog for beginners in 3D film production.

Until then, have a look at the basic topics explained below.


Motions explained

  • Motion files, often known as motion capture (mocap) files or animation files, contain data capturing motion and action sequences, transferring that information from real-time recordings of actors to a 3D character of your choosing.

  • Motions are captured by recording real-life actors using specialized equipment.

    The raw data from these recording sessions needs to be corrected, eliminating any errors that may have occurred during recording, and adjusted to fit a dedicated virtual skeleton (rig) of a 3D character. This ensures compatibility and prevents discrepancies in the behavior of your 3D character compared to the original motion.

  • Absolutely. Native rigs present in individual 3D softwares can have significant differences.

    These variations may include the total number of virtual body bones, their names, the rules governing relationships between them, or how they relate to motion files.

  • Yes, Unreal Engine 4 and Unreal Engine 5 have their own 3D characters known as Metahumans.

    These characters come with their own rigs, and these rigs are fully compatible with the Unreal Engine 4 and 5. Although the rigs are different, the motions used for any of them will work on other. Tested.

    Furthermore, all users who register an account on the Epic Games (this registration is free) gain access to the free MetaHuman Creator.

    This web-based editor allows you to create your own 3D characters for use in your Unreal Engine 4 and 5 projects. This is just one of the reasons why the Human Capture library focuses its motions on Unreal Engine.

  • The best practice to save you time is to use motions specifically designed for Metahumans, such as those available in the Human Capture library.

    It's crucial to always check the compatibility of any motion with the 3D characters you intend to animate. Incompatible motions may lead to motion errors, visible in the overall body posture or in specific body parts (e.g., fingers, arms, posture) of your MetaHuman.

  • Yes, they will, but you might still encounter some compatibility issues with your individual character. These issues may arise when there are significant differences between the archetypes of the models in the motion files and your own character.

    For example, using a motion sequence of a person scratching their belly, captured and adjusted to an average-weight person, may result in the character's hand disappearing into an obese person's belly. In such cases, you'll need to adjust the hand to fit the individual attributes of your 3D character. Currently, this aspect of potential differences is unavoidable when using ready-to-use motions, like those from the Human Capture library.


Human Capture motions

  • Human Capture utilizes specialized third-party equipment to capture the movements of real actors.

    The raw motion capture (mocap) data then undergoes Library’s original workflow, which involves removing any errors from the capture process and ensuring full compatibility for use with MetaHumans in Unreal Engine 5.

  • First and foremost, the motion sequences in the Human Capture library cover full-body motion, including gestures, and - what makes this library unique - facial expressions.

    Furthermore, all motion files are designed in formats that are ready to be used directly with MetaHumans in Unreal Engine. This means there's no need for you to convert or translate these motions to fit MetaHuman rigs (when your characters are based on body with average height and normal weight archetype). All you have to do is copy the motion files into your project and you’re ready to go.

    If your MetaHuman character is based on different body archetype, you will have to proceed with quick and easy setup to make it compatible and avoid body deformations. Don’t worry, each downloaded pack has quick guide which will take you step by step through the whole process.

    That's not the end of it. To make things even more convenient for you, each package in the library contains mirror-reflection body motion files. This provides a significant advantage when directing your 3D character's motion. For example, if you've selected a motion sequence where a person is turning left, you can use the mirror-sequence file to have your 3D character turn right.

  • All motion sequences in the library are offered in compressed to .zip format packages (sets). Each package contains either 12 motion sequences or a total of 120 seconds of motion, whichever comes first.

    Detailed information about the individual number of motion sequences and the total duration of motions in each package can be found on the cover in the library and in the description of each package.

    For your convenience, each downloaded package includes an attached .mp4 video file that provides a preview of the motions. This allows you to easily check the specific motion sequences you have access to without having to go back to the library. The video preview is exactly the same as the one you'll find on the description page of the downloaded package in the library.

    In every package, you'll also find a .pdf file containing the End User License Agreement, which outlines the extent of rights granted to you after purchasing the motion package. If you want to review the precise rights you'll be granted, please visit the Human Capture EULA.

  • The workflow within Unreal Engine requires 2 separate files to fully animate MetaHumans. One file contains the complete body motion, including gestures, while the other contains mockup data for facial motion, essential for animating your MetaHuman's expressions.

    This is why each motion sequence in the package is divided into separate files, named in a way that makes it easy to identify their purpose:

    Files ending with "Body" contain the full-body mockup data for each motion sequence, including gestures.

    Files ending with "BodyM" contain the mirror reflection of the full-body mockup data from the files ending with "Body".

    Files ending with "Face" contain the mockup data for facial expressions for each motion sequence in the package.

  • In each motion package, every motion filename begins with 3 letters followed by 5 digits. This naming system was implemented to facilitate navigation when dealing with multiple files, particularly when they're arranged in alphabetical order.

    The first 3 letters indicate the gender of the actor for whom the motion was originally intended. "FEM" indicates female, while "MAL" indicates male.

    The subsequent 5 digits following the gender indicator represent a unique motion sequence number. This numbering is essential for identifying the body motion and facial mimicry files within each individual motion sequence.

  • All motions are in .fbx files calibrated for newest Epic Games MetaHuman (body and face). This gives you the benefit of easy process of importing motions to your project and avoiding any problems with translating mockup data to MetaHuman rig.

  • Absolutely! There's an essential distinction in how to interpret the fps speed in mockup data as compared to linear video. 

    In motion files, the fps speed tells you the number of position “snapshots” (inc. XYZ space and rotation) taken for each "bone" of the 3D character rig per second. When a motion is marked as 24fps, it means there are 24 such snapshots for each second of motion. Unreal Engine 5 handles the reinterpreting of this mockup data, regardless of the fps speed you choose in your animation sequence or when changing the motion sequence speed within the Unreal Engine 5 Sequencer.

    So don’t worry, the typical problems encountered when changing fps speed in linear film sequences won't occur in this case.

  • Human Capture motions are designed to be fully compatible with the new generation of MetaHumans. Additionally, you can still use them with previous generations of MetaHumans without encountering any major problems.

    However, it's essential to consider that the exact compatibility of the motion sequence with your specific MetaHuman may vary based on the body archetype of your MetaHuman and how it differs from the model that the individual motion was created for. If there are significant differences in height or weight between your MetaHuman and the reference model in the motion library, you may need to edit the motion to adjust it to your MetaHuman's individual posture.

    This adjustment usually becomes necessary when the archetypes differ. Unless stated otherwise in the individual package description, all motions are prepared for instant use with average height and normal weight body archetype..

  • Human Capture motions are specifically designed for use with newest MetaHuman in Unreal Engine. Each motion is made to meet the compatibility requirements of Unreal Engine 4 and 5.

    It's important to note that no consideration was given to any other 3D engines during the production of the final motion sequences so it would require individual calibration to your humanoid rig if you work in other 3d engines.

  • Human Capture primarily focuses on providing motions suitable for 3D film productions. So you may expect a wide range of motion sequences, from general activities that can be used in various contexts and film genres, to specialized contextual sequences like the 'Interrogation' or 'Walk in the Space' packages, which are designed to fit specific film scenes and play distinctive roles in film dramaturgy.

    Human Capture consistently expands the variety of motions available over time, ensuring that you have access to as many different contexts as possible.As your feedback on the motions in the library values; if you'd like to share your thoughts, please feel free to do so here.

  • At first glance, you might think they look similar. However, it's important to understand that there's no one single way to stand, sit, or perform any activity. Replicating the exact same motion in crowded scenes within your production could make your actors seem like non-playable game characters (NPCs).

    To avoid this effect and enhance the natural feel of motion in your 3D film production, the Human Capture offers different variations of similar motions. This approach gives you the freedom to choose the number of characters in a scene while maintaining a more authentic and diverse cinematic experience.

  • Absolutely! As you read this, new motions are being prepared for release in the near future.

    Since Human Capture is a newly established library, it currently operates with a limited production capacity. Up to this point, you can expect the addition of 1-2 new motion packages per week.

    As Human Capture continues to grow, these numbers will also increase, offering an even broader selection of motion options.


Pricing & Purchases

  • All packages featuring motion sequences are priced at $7.49.

    Each package includes either 10 unique motions or a total of 100 seconds of human motion.

    By doing the math, you'll find that the cost averages out to around $0.75 per motion or every 10 seconds of motion.

  • Absolutely!

    You can download a free pack containing sample, diverse motions. This will give you a firsthand look at the quality and usefulness of the motion packs available in the library.

  • It's straightforward. Just click the "Purchase" button on the product description page.

    You can access the product description page by clicking on the poster or title above. You'll also find the "Purchase" button in "Quick view" mode.

    Once you click the "Purchase" button, you'll be taken to the checkout page, where you can review your order and proceed with the payment.

  • If you're interested in purchasing more than one package with a single payment, simply return to the library.

    The items you've already chosen will be waiting for you in the shopping cart.

    To access it, just click the shopping cart icon on the right side of the menu bar.

  • Applying a discount code is done during the checkout process.

    It's simple: just type the code in the "Discount Code" section, which you'll find under your Order Summary. Once you've entered the code, click the "Apply" button. If everything is correct, you should see the discounted amount reflected in the price breakdown.

  • There could be several reasons why a discount code isn't accepted during checkout. If this happens, let's go through the possible reasons:

    Spelling Mistake: First, double-check if you've typed the code correctly. If there's a mistake, retype it and press the Apply button.

    Expired Code: Discount codes may have a time limit or a maximum number of uses. Make sure to review the specific terms and conditions of the offer to ensure that your code is still valid and that you've followed all the rules of the promotion.

    Still Not Working: If none of the above applies and you believe the code should work, it's a good idea to reach out. Please send an email here before proceeding with your payment.

  • No, it's not necessary to register a User Account to buy motions from the library.

    However, there are significant advantages that User Account holders enjoy in comparison to unregistered users. For more information, please refer to the following question.

  • One significant advantage is the expansion of the User License (EULA), allowing you to extend your license to include two additional collaborators who are working on the same project or are colleagues within your organization. This flexibility can be a game-changer in certain usage scenarios.

    Additionally, a registered User Account provides access to your transaction history and the ability to save billing information and payment methods for faster future transactions within the library.

    By registering a User Account, you also open the door to receiving long-term relationship bonuses from Human Capture, based on the history of your past orders. This adds extra value to your continued engagement with this library.

  • The reason for collecting your email is to ensure that you receive essential communication related to your purchase.

    Since Human Capture provides digital products, your email address is necessary to deliver important information to you. This includes sending you the download link to access your purchased motions as well as providing a receipt for your transaction.

    Don’t worry, your email is solely used for these transaction-related purposes to ensure a smooth and secure process.

  • You have the flexibility to pay with either your credit/debit card via Stripe or your PayPal account.

    Both of these payment methods are accessible during the checkout process, allowing you to choose the one that suits you best.

  • If you're a resident of a country where payments through Stripe or PayPal are accepted, you're eligible to purchase the motions.

    To confirm the available payment methods in your country, please visit the following links:

    For Stripe payments go here

    For PayPal payments go here

  • As any other business, Human Capture is bound by various laws, including tax regulations. Providing your billing/shipment address ensures accurate reporting of the tax zone for your transaction to the local tax authorities that this library adheres to.

  • No, that's not necessary.

    Your payment details are only required when you're making a purchase. If the total amount for the motion is $0.00, you can proceed without entering any payment information.

  • After a successful payment, you'll receive an email with links to download the purchased motions.

    These links will be valid for 24 hours. If you attempt to access the link after this period, a new email with the link will be sent to you.

  • No, refunds for processed orders cannot be accepted.

    For further details on this topic, please review the Human Capture End User License Agreement (EULA).

  • Before making a purchase, each motion pack comes with a full video preview showcasing all motions in the pack, rendered on reference MetaHumans.

    It's essential to watch these preview videos thoroughly before proceeding with any purchase to ensure you're getting what you need.

  • No, there is no warranty included with purchased motions.

    For additional details, please refer to the Liability section in the Human Capture End User License Agreement (EULA).


Licensing & Legal

  • When you purchase our motions, you are granted a comprehensive license for both commercial and non-commercial use, covering various creative projects, such as films, games, VR, and AR experiences. This license has no limitations in terms of time or project count.

    Additionally, you have the right to edit, modify, cut, and mix the motions to suit your needs. If you buy the motions without registering a User Account, the license is limited to single-seat use, meaning only you can use the purchased motion.

    If you purchase the motions as a registered user with a User Account in the library, your license extends to cover two additional seats. This is beneficial for collaborative scenarios within the same organization. Even if your coworkers don't work on the exact same project as you, they can still utilize the motions under this license.

    For independent 3D creators, registering a User Account with Human Capture allows you to share purchased motions with two other collaborators, as long as they are actively working with you on the same project.

    For a more in-depth understanding of the license terms, please refer to the Human Capture End User License Agreement (EULA).

  • You are not permitted to redistribute or resell motions as motion assets to any file format or engine. Neither unedited, unconverted, edited nor converted.

    For details about that, go to Human Capture EULA.

  • You are granted exactly the same license with the same scope of rights and applying conditions as with your purchased motions. It means that even though the motion pack is for free, you still may use it in commercial projects, too.

    For further details, go to Human Capture EULA.

  • First of all, please note that the MetaHumans seen in preview videos are not included in the pack of motions. Human Capture doesn’t own the rights to MetaHumans, as the entire scope of rights belongs to Epic Games.

    But if the question refers to replicating the face features of Human Capture reference models used in previews, feel free to do so in your MetaHuman Editor. It won’t be understood as a breach of intellectual rights or copyrights, as long as it won’t be used in a manner of misleading other users to communicate with them as a Human Capture motion library. That kind of use would require written consent from Human Capture.

    For further details, please refer to Human Capture EULA.

  • In the Human Capture EULA, videos with previewed motions on MetaHuman models are considered as "Other Content." It means that Human Capture doesn't own the full scope of rights here. Therefore, the best use would be limited to editorial purposes. If you want to use these files in your blog, YouTube channel, or any other social media account with a clear reference to the Human Capture library as the origin of such a file, then you can do so, as it doesn’t breach third-party rights. Any other use is prohibited and - again - limited to editorial rights.

    For further details, please refer to Human Capture EULA.

  • If you'd like to subscribe to the Human Capture newsletter and want to read the Privacy Policy first, please visit the following links:

    Human Capture Privacy Policy

    Human Capture Terms & Conditions.

  • By subscribing to the newsletter, you'll receive regular updates on significant library news, new tutorials for 3D film production in Unreal Engine, and valuable post-production tips and tricks for software such as Adobe Premiere Pro, DaVinci Resolve, Audacity, and more.

    Additionally, you'll be part of a select group of users who are notified about exclusive discounts available only to subscribers, along with upcoming short film contests.

  • To unsubscribe from the newsletter, simply locate the "Unsubscribe" link located at the bottom of every newsletter you receive from Human Capture. Clicking this link will automatically remove your email address from the mailing list.

  • When you unsubscribe from the newsletter, your email address and any other details are promptly and permanently removed from the mailing list. However, if you maintain an active Human Capture User Account, your address will remain in the section of active account holders. This ensures you may receive essential email communications regarding changes to the library's Terms and Conditions. Nevertheless, you won’t receive any further marketing emails.

    For more information about Human Capture's Privacy Policy, please visit the following links:

    Human Capture Privacy Policy

    Human Capture Terms & Conditions

  • When you register a User Account, Human Capture gains access to your name, surname, email address, billing/shipment address, as well as the history of your orders and the total amount spent in the Human Capture library. This information is used to effectively process your orders and potentially reward you in future loyalty programs based on your purchase history with Human Capture.

    However, it's important to note that even if you choose to save your card details for future payments, this information is not shared with Human Capture.

    For more details about Human Capture's Privacy Policy, please visit the following links:

    Human Capture Privacy Policy

    Human Capture Terms & Conditions

  • All your information is permanently removed. Your profile is excluded from any ongoing discount or loyalty programs within Human Capture.

    However, if you haven't unsubscribed from the newsletter, you may still receive marketing emails concerning important changes to our service and marketing emails sent to Human Capture newsletter subscribers.

    For more details about Human Capture's Privacy Policy, please visit the following links:

    Human Capture Privacy Policy

    Human Capture Terms & Conditions


More questions?
Write here.