Motion Capture in .FBX for DCCs & Game Engines
Industry-standard .fbx animation files on the MotusMan skeleton — compatible with Maya, MotionBuilder, 3ds Max, Blender, and all major game engines.
Industry-standard .fbx animation files on the MotusMan skeleton. Compatible with Maya, MotionBuilder, 3ds Max, Blender, and all major game engines. Pose-matched loops and hand-edited transitions included.
Why Choose FBX Animations?
- Universal interchange — FBX moves characters, skeletons, skinning, and animation reliably between DCCs and engines.
- Engine-ready — Import directly into Unreal or Unity, then retarget to your game rig (UE5 Mannequin/MetaHuman; Unity Humanoid).
- Clean loops & transitions — All idles and locomotions are pose-matched for seamless motion trees and state changes.
What's Included
- .FBX animation files (binary, 7.x) with consistent, human‑readable bone names on our MotusMan skeleton.
- Carefully pose-matched idles, locomotions, and hand-edited transitions for clean blends.
- Carefully pose‑matched idles, locomotions, and hand‑edited transitions for clean blends.
- Authoring pipeline: MotionBuilder/Maya to FBX; validated in Unreal and Unity importers.
- License: Motus Man character © Motus Digital, LLC.
Popular FBX Format Animation Packs
Hand-picked packs available in FBX Format format — ready to download and use.
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Compatible Animations with Pose-Matched Idles and Transitions in All Formats
- Designed For
- Autodesk Maya (Character Animation)
- Game Engines
- Unreal Engine, Unity, Godot, CryEngine, and all major engines via FBX import
- Other Apps
- Download high-quality FBX motion capture animations for Autodesk Maya, featuring rig-ready MotusMan_v55 skeletons, seamless retargeting, and a variety of mocap packs from MoCap Online.
Quick-Start: FBX Animations
- Download and unzip the animation pack to a folder on your machine.
- Import the .fbx file — in Maya use File > Import, in Blender use File > Import > FBX with Automatic Bone Orientation enabled.
Technical Specifications· .fbx
- Technical Specs
- Format: .FBX (binary, 7.x)
- Contents: skeletal animation (bones/skin), camera tracks where applicable; optional morph targets depending on pack
- Rig Basis: MotusMan (FBX)
- Authoring: MotionBuilder/Maya → FBX; validated in Blender importer and engine importers
- Recommended workflow: Retarget to engine rigs (Unity Humanoid, UE5 Manny/MetaHuman) for best results
Frequently Asked Questions
Which apps open .FBX?
Autodesk MotionBuilder, Maya, 3ds Max, Blender (via built-in importer), and game engines (Unreal, Unity) accept FBX. It’s the de facto interchange for character animation.
Binary vs ASCII FBX?
We supply binary FBX (7.x) for speed and compatibility. Many pipelines (e.g., Blender) import binary 7.1+; ASCII is human-readable but larger and not always supported.
How do I handle scale and up-axis?
Unity uses Y-up and meters; Unreal uses Z-up and centimeters; 3ds Max/Blender are Z-up; Maya is Y-up by default. Match units/up-axis at export and verify on import.
Can I retarget to UE5 Manny/MetaHuman or Unity Humanoid?
Yes. In UE5, use IK Rig/IK Retargeter. In Unity set Rig → Animation Type = Humanoid and create an Avatar.
Do these animations loop cleanly?
Yes. Idles and locomotions are pose-matched; transitions are hand-edited for clean state changes.
Do you include morph targets / blend shapes?
Some packs include morphs for facial or mesh deformations. Unity/Unreal import them when enabled at export; control them via blend shape curves (Unity) or morph targets (Unreal).
Pro Tips
- Set project units and frame rate before loading .BIP.
- Use Figure Mode to match proportions; reload motion after changes.
- Use layers for variations; collapse/bake before export.
- When exporting FBX, bake keys to avoid controller issues.
