Single clip
Cleanup of one motion-capture clip.
- One clip cleanup
- Jitter reduction
- Foot-lock correction
- One target export
Game Development & Assets
Motion capture cleanup turns a finite set of raw clips into usable animation through jitter reduction, foot and contact fixes, retargeting, trimming, loops, and polish.
Raw mocap commonly includes noise, foot sliding, contact errors, occlusion jumps, unstable hands, and timing sections that are not useful. I review capture format, skeleton, frame rate, clip count, target rig, proportions, and required output first.
Work can include filtering, foot locking, contact correction, trimming, loop creation, transition smoothing, retargeting, and manual polish. Draft previews are reviewed before final named exports.
Different body proportions can require significant pose and contact correction. Cleanup cannot restore motion that was never captured accurately, and final engine behavior still depends on skeleton, blending, physics, code, and import settings.
We define the objective, deliverables, dependencies, and success criteria before production starts.
You review working previews, so decisions are made against tangible output.
The agreed revision rounds are used to complete details within scope.
I deliver the agreed files, access, and practical usage notes in an organized package.
Game Development & Assets · Delivery
Final pricing is provided after scope, deliverables, and integrations are confirmed.
Cleanup of one motion-capture clip.
Cleanup and retargeting for a finite clip set.
Detailed cleanup and polish for an agreed clip set.
Sometimes, but raw data often needs noise, feet, contacts, timing, loops, and retargeting reviewed before production use.
Yes, for one agreed target rig. Large proportion differences can require additional pose, foot, hand, and contact correction.
Yes, when the client has the required license. Library terms remain in force, and the target skeleton and file format must be compatible.
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Unreal Engine game development creates a scoped UE5 prototype, vertical slice, or multi-level test build with Blueprint, C++, visuals, and target performance criteria.
Game prototype development creates a fast, playable test of one defined mechanic, gameplay loop, or pitch before a full production commitment.
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3D furniture modeling creates a defined piece or coordinated set from approved dimensions and references for real-time scenes, interiors, catalogs, or rendering.
Share a short brief and I’ll help define the scope, dependencies, and a realistic delivery window.
Tell me about the project