GameMaster Mocap

Upload a single-person video, process mocap once, then tune retarget strength with a live animated GLB preview.

Free CPU Space note: keep clips short. Processing the video is expensive; slider preview updates reuse cached mocap data.

Move a slider, then release it. The Space will rerun only retarget/export, not the full AI mocap pipeline.

0.1 8
0 10
0.1 10
0.1 10
0.1 8
0.1 6
0.1 8
0.25 20
0 5

Recommended starting point:

  • Global rotation strength: 2.35
  • Root/body motion strength: 2.25
  • Arm strength: 2.85
  • Leg strength: 2.55
  • Torso strength: 1.90
  • Head strength: 1.55
  • Hand/foot strength: 2.25
  • Rotation limit multiplier: 1.45
  • Animate hips/pelvis: enabled
  • Disable rotation limits: disabled
  • Smoothing sigma: 1.5
  • Start with idle pose: enabled
  • Idle transition frames: 6

For stronger movement, increase global, arm, leg, and root strengths.

For extreme motion testing:

  • Global rotation strength: 3.0 to 4.0
  • Arm strength: 3.5 to 5.0
  • Leg strength: 3.0 to 4.5
  • Root/body motion strength: 3.0
  • Rotation limit multiplier: 2.5

If the animation waits too long in idle before moving, set MOCAP_IDLE_TRANSITION_FRAMES=1 in Space Variables.

The character template keeps its real mesh, materials, skin weights, fingers, and extra bones.

The 17 animated mocap target bones are:

Hips
Spine
Chest
Neck
Head
LeftUpperArm
LeftLowerArm
LeftHand
RightUpperArm
RightLowerArm
RightHand
LeftUpperLeg
LeftLowerLeg
LeftFoot
RightUpperLeg
RightLowerLeg
RightFoot
  1. Import motion_capture_character.glb into Godot.
  2. Open the imported scene and play the embedded mocap animation.
  3. The separate animation.tres and animation.res files are also exported for Godot animation-library workflows.

The animated GLB is usually the safest Godot output because it contains the mesh, armature, skin weights, and embedded animation together.

GDScript example:

func _ready() -> void:
    var player := $AnimationPlayer
    player.play("mocap")
  1. File > Import > glTF 2.0 > select motion_capture_character.glb.
  2. Select the imported armature/character.
  3. Open the Timeline or Dope Sheet and play the mocap action.
  4. You should see the uploaded rigged character moving.

If the FBX output is missing, install Blender in the Space. The GLB output is still the primary output.

Live Character Preview

The viewport starts with a generated normal-standing idle pose, not the raw T-pose template.

Upload a video and click 1. Process Video.

First run downloads DETR, ViTPose, and MotionBERT assets if they are not cached.

Blender found at /usr/bin/blender: Blender 4.3.2

Final downloads


Uses DETR, ViTPose, and MotionBERT for pose extraction/lifting, then retargets onto the provided rigged GLB template.