What was the problem?
The existing mocap import process was a manual task that took a very long time to complete. It worked well for shorter gameplay animations, however with the cinematics needing to import thousands of frames for multiple characters, an improvement was needed.
What was the solution?
I wrapped the existing mocap tools in a UI that allowed for easy multi-selection of mocap takes for batch processing. The tool imported all actors, re-assembled the scene and then named it according to our standards.
Additionally, a variable number of Maya processes could be chosen for handling a large number of files at once. Depending on the animator’s hardware, up to twelve separate processes could run simultaneously which substantially decreased the total import time.
What previously took an animator all day to accomplish was wrapped in a process that could be completed during a lunch break.