Unity 3D
Tool & Systems Developer
Accessible, real-time motion capture recording in Unity using consumer VR/XR hardware and IK animation retargeting.
High-end motion capture systems are prohibitively expensive and time-consuming to set up. This Unity plugin enables creators to record clean, reusable motion capture data using consumer XR headsets and trackers.
By pairing Inverse Kinematics (IK) driven tracking with an automated, proportions-based calibration system, the tool allows rapid swapping of both 3D character models and human performers—eliminating the need for custom bone re-rigging or manual scaling per session. Recorded animation data is exported directly within Unity for open, royalty-free use.
Dynamic Rig Scaling: Uses headset and controller/tracker spatial points to automatically scale and warp model proportions to match the actor’s physical height and limb lengths in real time.
Rapid Actor & Model Swapping: Swap character models or switch performers instantly without breaking animation alignment or needing to recalibrate from scratch.
Rig Agnostic Import: Drag-and-drop support for any standard Humanoid-configured 3D avatar or custom model.
Hardware-Agnostic Inputs: Integrates head, hand, and optional extra tracker telemetry (feet/waist) from standard consumer XR hardware (Meta Quest, SteamVR, Vive, Index).
Inverse Kinematics Engine: Solves full-body joint rotations programmatically via IK, generating natural locomotion, reach, and bending poses without optical camera arrays.
In-Engine Animation Bake: Records transform and rotation data directly onto the model's skeleton frame-by-frame inside Unity.
Royalty-Free Export: Saves clip data as native Unity .anim assets or standard export formats for seamless use across animation pipelines, games, or film sequences without license restrictions.
1. Import Character Model: Prerequisite: Humanoid-rigged 3D Avatar. Drag any target 3D model into the scene. The plugin automatically detects the rig hierarchy and prepares IK target anchors.
2. Calibration & Scaling: The performer enters T-pose or neutral stance inside the XR headset. Click Calibrate to instantly scale bone lengths and align the virtual avatar to the actor’s physical proportions.
3. Real-Time Performance & Review: Move naturally within the tracking space. The IK engine translates controller/headset positions into smooth full-body pose updates in real time.
4. Record & Export: Hit Record, perform the sequence, and stop. The plugin bakes keyframes onto the avatar's skeleton and outputs a royalty-free animation file ready for immediate use.
Cost Reduction: Replaces thousand-dollar dedicated MoCap suits with off-the-shelf consumer XR headsets and controllers.
Rapid Prototyping: Allows indie developers and solo animators to create custom, high-fidelity character animations in minutes rather than spending hours keyframing by hand.