SALES FAQ

We have some sample packs on the various marketplaces we sell our  content on.

You can also find the sample data in FBX format in our mocap data store on www.awesomedog.co.uk

Our animations are crafted with care in our state-of-the-art motion capture studio. We bring in professional dancers and actors to choreograph and perform the animations, which are then recorded using our advanced mocap equipment. Once the data has been captured, our team meticulously cleans and processes it, ensuring that it's ready for use in your projects right out of the box.

We apologize, but we are unable to create custom animation packs due to the significant amount of time and resources required. Additionally, we are unable to offer additional discounts beyond occasional sale events. However, we do have several animation packs available at very reasonable prices, providing a cost-effective solution for your needs.

Unfortunately, we are unable to accept custom work at this time due to the time-intensive nature of the process. However, we are always open to hearing suggestions from our customers. If there is enough demand, we may consider creating a dedicated animation pack based on your idea in the future.

If you purchase our animations from an online marketplace such as Unreal Engine (FAB), Unity Marketplace or Reallusion Marketplace then please check their respective license terms before purchase. If you wish to purchase mocap data from our own mocap data web store on www.awesomedog.co.uk please check our EULA.

We are doing our best to upload helpful tutorials to assist in the use of our data in UE. If you have any questions please contact us using the form on our website site or email directly to contact@awesomedog.com and I'll do my best to assist.

If you recently purchased one of our asset packs and you like it! Please do leave a positive review on the marketplace 🙂 However if you have any technical problems with it please do contact me so I can try my best to help out!

UNREAL ENGINE FAQ

At present, our animation packs are compatible with Unreal Engine versions 4.24 and later. If you need to use the data in an earlier version of Unreal Engine, we recommend importing the source FBX files included in the project folder. This should allow you to use the animations in your desired version of Unreal Engine.

If you need to work on the FBX files, you can export them from Unreal Engine. However, for your convenience, we've included the files in the project folder. They may not be visible in the Unreal Engine content browser, but you can access them by right-clicking on the project folder in the content browser, selecting "Show in Explorer," and opening the folder in your operating system's file explorer. You should find the FBX files either in the pack folder or in the root of your project folder in the "Source" folder.

Since migrating from the Unreal Engine Marketplace to 'FAB', Epics new marketplace. We now include the FBX files as a downloadable zip file seperate from the Unreal Engine Project files.

UNREAL MANNEQUIN & T-POSE FILES
Included in our UE asset packs you will find the official Unreal Engine mannequin, which is necessary for the proper import of the FBX files that have been retargeted to it (as demonstrated in the video tutorial). If it is not present in your project, it can be obtained for free from the Unreal Marketplace. The pack also includes animations for the mannequin in both A and T poses, which can serve as helpful reference points for retargeting within UE and other platforms.

If you want to import FBX files, such as those you've worked on using the included source files or retargeted to your own characters using an external application, you can do so by dragging them into the Unreal Engine content browser viewport. Our FBX animations are rigged to the Epic Skeleton, so they can be easily imported if you already have it in your project. For your own animations, you'll need to set up your own character in Unreal first so its skeleton is recognised.

If you have successfully imported an FBX file or obtained one of our Unreal Engine animation packs, you can utilize the retargeting feature within Unreal Engine to apply the animations to your own character. Our website provides detailed instructions and a tutorial video to guide you through the process.

UNITY FAQ

The asset packs have been created for use with Unity 2021.3 and later.
(They may work with earlier versions but have not been tested.)

In your Unity project inside the asset pack folder you will find a folder called SourceFiles. The zip file in this folder contains the FBX files used in the project. The motions are retargeted to our android character. The zip also includes a T Pose which may be useful for retargeting to your own characters in third party apps.

The FBX files should import fairly seamlessly into Unity. They motions included with our assets packs have been built on a skeleton hierarchy compatible with mixamo. They should work with both the legacy animations system and the officially supported mecanim. We have a tutorial page and video showing the import process available to watch here: CLICK HERE

Unity mecanim system allows you to configure animations so they can be used on other characters within Unity. There is a video on this webpage shows how you can do this.

If your game characters proportions differ significantly from our default android character you may wish to modify the motions. To some degree this can be done with mecanim. You may however wish to retarget the animations and modify them in an external application and reimport.

iClone FAQ

We have a video on this page showing how you can import an individual .rlmotion file.

Some motions may not fit a particular character if the proportions differ significantly from that of the original character. A motion can be adjusted in iClone itself to allow for this. We have a tutorial on this webpage which demonstrates how adjustments can be made with iClones Motion Layer.

FBX FAQ (AND OTHER FORMATS)

We hope to make various tutorial videos soon covering this and a range of other mocap editing topics.

Please check our help section for more info.