Results: Using RADiCAL's MoCap Data

faq overview
  • Unreal sample project

    We also have an Unreal sample project to get you started with livestreaming your animations from Studio into Unreal.

    Download it here.  Credit to Xuelong Mu.

  • How can I test RADiCAL’s output?

    If you want to see how RADiCAL’s output integrates in to your workflow, you can download free FBX files from videos on our explore page.

    You can also download FBX files from the Gen 3.1 samples folder in your account dashboard.

  • My animation looks hunched over. What can I do?

    Some users experience results that show the virtual character in an unnatural, forward-hunched position, inconsistent with the actor’s pose and motion.  Where this problem appears, it is evident as early as during the T pose calibration phase.

    If you see this happening, it is likely because the scene was filmed with an excessive and uneven amount of dead space above or below the actor. This is most common to videos recorded in portrait mode.

    It’s essential that in the frame, the space above the actor and below the actor are equal. We therefore recommend you film your scenes with:

    (1) your camera oriented in landscape mode; and

    (2) the actor placed firmly at the vertical center of the frame.

    If you’re working with pre-recorded videos, we recommend you crop the dead space out of the video.  We like to use this free tool (but there are many others): https://ezgif.com/crop-video

  • Maya: How do I use my FBX output?

    To animate characters in Maya, please see GameDevAcademy’s tutorial here.

  • Unreal: How do I use my FBX output?

    If you would like to retarget your animation manually in Unreal, please see GameDevAcademy’s tutorial here.

  • Unreal asset pack

    If you are importing your animations into Unreal Engine, we have an asset pack available on our downloads page.

    For a video tutorial on how to use it, please check it out here.

    Video credit to Xuelong Mu.

  • Unity: How do I use my FBX output?

    Using RADiCAL’s FBX output in Unity is simple.

    Here is a great,general and fairly basic tutorial on how to retarget animations in Unity. It’s not created by us, but it is applicable.

    Simply put, to use our FBX output in Unity, you have to make sure that you choose “humanoid” in the rig settings for both the RADiCAL animation:


    and the mesh you plan to retarget to:

    That’s it!

  • Blender: How do I use my FBX output?

    For Blender users, we have included a T-pose rig that you can map to your character before re-targeting your RADiCAL animation to that character.

    Make sure you download the T-pose that corresponds to the AI your scene was processed with.

    When you import the FBX in to your Blender workflow, make sure you select Automatic Bone Orientation in the armature options.

    Project Spark Studios provides a comprehensive tutorial for using RADiCAL with a Blender add-on that you can watch here.  The add-on used in the video can be downloaded here.

    We also have a quick tutorial on how to use RADiCAL’s native Blender add-on that you can watch here: here.

  • Blender add-on

    To download our Blender add-on, please go to our downloads page.

    For a quick video tutorial on how to use the plugin, please go here. We will have a much more comprehensive tutorial published by Gottfried Hoffman of blenderdiplom coming out in December 2020.

    Our friends at Project Spark Studio also created a more involved add-on that allows you to make custom retargeting profiles, watch the tutorial here.  Download the add-on here.

  • iClone 7: How do I use my FBX output

    If you want to animate characters in iClone 7, please see our friend Simon Keating’s tutorial here.

  • Does RADiCAL’s rig conform to the HumanIK standard?

    Yes.  RADiCAL’s FBX output is rigged to the HumanIK standard.

    The HumanIK rig can be used across all 3D modeling and gaming packages, including Autodesk Maya, 3D StudioMax, MotionBuilder, Blender, Unity, Unreal, and many more …

    There is loads of free information publicly available about using your characters on a HumanIK rig. Essentially, the first step is to set up the character you want to retarget as a HumanIK character.  This means in turn that it must have a valid skeleton definition that maps out its skeletal structure.

    More general information about HumanIK is available here.




  • How do I retarget to custom rigs?

    If you want to retarget your RADiCAL animation to a custom rig, our friends at Project Spark Studio have developed an add-on that will allow you to create retargeting profiles.


    Download the add-on here.


    There is a video tutorial for the add-on you can watch here.