(reuploaded with audio fix)
This video is kind of a companion piece to the discussion I had with Ben Kuchera of Penny Arcade regarding games animation. In it I use Valve's Model Viewer to demonstrate how the many different pieces of games animation come together to form a coherent, player experience.
In the middle as I discussed using mocap clips for source and clocking them to each other, I forgot to mention that these animations not only need to blend together but also to *travel at the exact same speed*, which is pretty much impossible to capture perfectly. And the speed game characters often need to move at are higher than real people move, which is another restriction of relying too much on mocap. Sure, you can speed up and slow down motion capture but the further you get from the original, the more the intent and integrity of the motion are lost.