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Rokoko’s Motion Library provides Unity users the ability to preview character animations and purchase with just a few clicks without leaving the editor. Visit the Asset Store today to download this plugin!

What is the Motion Library?

The Motion Library is an extensive motion asset marketplace that gives you access to AAA-quality character animation natively in the Unity editor. Character animation is time-consuming, expensive, and requires a high level of technical expertise. The Motion Library provides a unique shortcut for Unity users: you can instantaneously preview animations on your characters in existing projects, and purchase with just a few clicks without leaving the editor. This means you can previsualize character interactions, map out scenes, create cut-scenes, and rapidly animate characters in 3D projects with high-quality assets, skipping so many of the expensive steps in a typical animation workflow. It has never been this easy to find and work with motion assets.

Unity developers can get access to the plugin, along with a collection of demo motion assets and 3D previews of the entire library of premium motion assets made by Rokoko’s Featured Publishers, including top-tier professional motion capture studios Audiomotion (Star Wars: The Last Jedi, Ready Player One, Horizon Zero Dawn, Dying Light) and Centroid (Assassin’s Creed, Godzilla, Doctor Strange). These partners used professional actors and million dollar mocap systems to create assets that are now available in the Motion Library for as little as $1 per asset with a $10 monthly subscription.

Here’s how it works

The Motion Library is a plugin to the Unity editor that allows you to search, preview, and purchase motion assets from the marketplace natively in the editor.

These three key features work as follows:

Search

The Motion Library search bar is placed at the top of the editor and will always be visible to the user. You can search directly for title, publisher or tags/categories, making it easy to find what you need.

More tutorials can be found here.

Preview

After finding a relevant asset, you can preview it either in thumbnail view simply by hovering over it, or you can click the thumbnail to play it full size with options such as camera control, timeline etc. Both preview modes give the option to drag and drop your own characters on the asset to see how the motion will look on your character.

Purchase

Motion assets come in different price categories: 1 USD for standard assets, 5 USD for plus assets, and 20 USD for pro assets. Price category is determined by each publisher. Once you add the motion assets you want to your cart in the plugin, you can checkout with your existing Unity account.

All your purchased assets will be stored for you and can be accessed at any time when you login with your Unity ID. You can find them in the order overview, and download as FBX whenever you need them for a specific project. You also have the option to share your purchased motion assets with team members.

How to use Motion Library in your project

All motion assets on the platform are made to support the standard Mecanim Humanoids in Unity (see this blog post for a description), so if you have a humanoid character, all assets work out of the box with Unity’s retargeting system.

Please see this skeleton for reference regarding skeleton and naming:

When buying an asset in the library, you will be able to download it as an FBX file containing only the movement on a skeleton. This means that no mesh and/or characters are included in the FBX files. Some animations come with finger animation as well, which will be shown in the preview and on the tags. Here’s a demo file of a motion asset from the library.

You can use these motion assets like you use any other animation asset in a project.

Many have asked us to include an animation rig with IK targets for animation modifications, but as Unity does not support this yet, it will not be included until later. We do, however, recommend you to work with other plugins (such as Puppet3D) or other software tools (such as Maya, MotionBuilder or Blender) if you want to modify the animations.

Featured Publishers:

Behind the assets in the Motion Library are the absolute top motion capture studios in the industry. They are the studios behind the biggest film and game titles in the world, and are providing motion assets directly from their stages to your projects.

Here is a video featuring one of those featured publishers – internationally renowned Audiomotion Studios based out of Oxford in the UK.

About Rokoko and the partnership with Unity

Copenhagen/San Francisco based startup Rokoko set out in March 2014 on a journey to make character animation accessible, affordable, and intuitive to all. With Rokoko’s first products, Smartsuit Pro and Smartsuit Studio, they put professional quality motion capture into the hands of creators who never had access before. This journey was perfectly aligned with Unity’s work of democratizing game development, so it was only natural for the two companies to join forces in their shared mission of making expensive tools accessible to the millions of developers on Unity’s platform. See Rokoko’s Smartsuit Pro in action here.

Rokoko, maker of the Motion Library and the Smartsuit Pro, is offering a 10% discount on the Smartsuit Pro for Unity users. Simply email sales@rokoko.com to redeem your discount!

 

Visit the Asset Store today and subscribe!

25 Comments

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  1. Looks like a great resource. Thanks for the heads up, Unity Blog!

  2. This blog is very useful and very helpful to me, Sahasra Academy of Media & Entertainment Studies is the best Animation training institute in Hyderabad. They are providing VFX, Animation, Gaming, Multimedia, Digital Film Making.

  3. UPDATE FROM ROKOKO:
    Some of you have commented on the 3 year limitation that we initially had on the usage of the assets. We have listened to your feedback and have good news!
    We presented your concerns to the Publishers that are providing assets for the Motion Library. We understand that the time limitation is misaligned with what the asset store has come to stand for and what you users have come to rely on. We really want the Motion Library to be a perfect fit for the Unity users and this shouldn’t stand in the way. So we are happy to say that we have now written that part out of the EULA.
    From now on there will be no time limitations on usage of the assets you purchase. We just released our version 1.0.4 with a large number of new assets and collections, and we really hope you will try it out!
    Best, Rokoko

  4. How long am I locked in to the $10/month fee? Can you just sign up for a month and then cancel it?

    We spend a relatively large amount of money every month on unity assets, on sundry 3D models (eg from TurboSquid), and on animations. Both ready-made animations and custom animations.

    (Say, $2500 last month on custom animations from animators. About $1000 on general asset store stuff, and ready-made 3D models in general. Thousands on custom 3D modeling.)

    But I really wouldn’t pay $10/month to “just look”. It just seems weird.

    One idea would be to just have the same model as Soundsnap. Everyone uses Soundsnap, you “load up” your account with say 50 bucks now and then, and then as you download sound effects it just deducts from that. From time to time it tells you “you’ve reached zero!” and you just load up another fifty bucks.

    (I think snap takes some right off the top, or a percentage, which is fine, and then you just spend your balance.)

    Every business in the world wants a subscription model, but this one is a hard sell because you’re not getting anything for it.

    Again I suppose my question is, can you cancel after one month?

    (It might sound bizarre but I would just do that every time I wanted to use it! – I couldn’t even be bothered with the hassle of setting up a subscription with our accounting department! If I just buy something – model $500, unity asset $100 .. whatever .. I just buy it and it gets charged to corporate. But setting up a subscription is a big hassle, corporate-wise.)

    1. Hi Fattie, thanks for commenting!
      Yes, you can cancel your subscription any time. The $10 is not just to look. In the free preview version you can look at all assets and preview on your custom character. We did that exactly for that reason: to make sure that you did not have to pay just to look. We didn’t want a new feature like this to be hidden behind a pay-wall and have you run any “risks” by subscribing because you had not seen the content.
      However, if you decide that you want to purchase an asset, you will have to start subscribing monthly before you start. We have a variety of users with different preferences: some that are looking to buy a lot of assets and therefore would prefer paying a higher subscription for free assets, and others that are only looking for a few assets and would prefer a lower subscription and buying assets on top. With this model we hope to deliver the highest possible value for money to both groups.

      That said, your suggestions are great and we are definitely considering other plans and options. For instance, something closer to what you mention with Soundsnap or an “all you can eat” option:)
      We hope you will still try it out with the current setup. But if not, stay tuned and we will probably have some good news for you before too long:)

      Thanks a lot for your comments and time!

      Rokoko

  5. Hi everybody, thanks a lot for your engagement and feedback!
    Just letting you all know that we uploaded a series of tutorials at https://www.motionlibrary.com/tutorials

    Please let us know if you have additional questions and we will do our best to address them.
    Latest tutorial on how to apply assets to your custom character can be found here:
    https://youtu.be/7eB_PnMTTsQ

    Best, Rokoko

  6. 3 years License limitation?! and access to my Unity Account?! are you guys serious??? I stay far away from this…

    1. Hi Ryan, thanks for commenting.
      We are not asking for access to your Unity account, but asking you to share your email with us because we need that in order to save your purchases by linking your activities to your Unity ID. It also saves you from having to log in twice. It is a way that many companies minimize the hassle for users by keeping track of all activities in one place.
      We actually just today released a new tutorial showing how the access to old purchases looks and works. You can see it here: https://youtu.be/mvmljAL9iFY

      As explained below, the 3 year limitation is something that was requested by our Featured Publishers. They are making their work accessible at a very low cost and some of them requested that the usage rights had a time limit – and we thought that was reasonable.
      It is, however, very important to clarify that if you have used the assets in a game that you have published (a Unity build that has been deployed) then there are no limitations. It only applies to new titles and projects after the 3 years.

      Best, Rokoko

    2. UPDATE FROM ROKOKO, SEP28:
      Hi Ryan and others reading this.
      We have listened to your feedback and have good news!
      We presented your concerns to the Publishers that are providing assets for the Motion Library. We understand that the time limitation is misaligned with what the asset store has come to stand for and what you users have come to rely on. We really want the Motion Library to be a perfect fit for the Unity users and this shouldn’t stand in the way. So we are happy to say that we have now written that part out of the EULA.
      From now on there will be no time limitations on usage of the assets you purchase. We just released our version 1.0.4 with a large number of new assets and collections, and we really hope you will try it out! Best, Rokoko

  7. Both preview modes give the option to drag and drop your own characters on the asset to see how the motion will look on your character.
    https://urbanclap.ae/printer-repair/

  8. Can you explain the 3 years License limitation some more? it states that upon expiry “END-USER shall destroy any and all copies of the Motion Asset contained or stored on any type of media under the control of END-USER”. I hope that means we have to remove them from our computers and such (not from our released projects), because buying a subscription to buy is bad enough. if we have to pay again or remove the animations once the time is up, then it’s rather unreasonable. We develop games, not tv commercials. Games live a lot longer (decades even).

    1. Hi Alverik, thanks for your question! Yes, we will certainly explain and please follow up with any additional questions.
      The 3 year limitation is something that was requested by our Featured Publishers. They are making their work accessible at a very low cost and some of them requested that the usage rights had a time limit – and we thought that was reasonable.
      It’s very important to clarify, however, that if you have used the assets in a game that you have published (a Unity build that has been deployed) then there are no limitations. It only applies to new titles and projects after the 3 years. I hope this makes sense to your point about the lifetime of games that we are of course very aware of.
      As with all comments, we are taking notes of your comments and will definitely see if there are ways we can accommodate your requests. Best, Rokoko

    2. UPDATE FROM ROKOKO, SEP28:
      Hi Alverik and others reading this.
      We have listened to your feedback and have good news!
      We presented your concerns to the Publishers that are providing assets for the Motion Library. We understand that the time limitation is misaligned with what the asset store has come to stand for and what you users have come to rely on. We really want the Motion Library to be a perfect fit for the Unity users and this shouldn’t stand in the way. So we are happy to say that we have now written that part out of the EULA.
      From now on there will be no time limitations on usage of the assets you purchase. We just released our version 1.0.4 with a large number of new assets and collections, and we really hope you will try it out! Best, Rokoko

  9. Not intrested while don’t have animation hand with fingers.

  10. So if I understand correctly you have to buy a monthly or yearly subscription to only browse the available motions? Paying extra if you want to use them in your project. I clearly don’t understand the business model behind that decision and this will lead to a lot of customer just pass for the ‘service’. I would recommand to substract the subscription from the purchases, in such a case at least you get something for it.

    1. Hi Vit, thanks for commenting! There is actually finger tracking on a lot of the assets in the Motion Library. Check out for example the assets from AXYZ Design. Hope you’ll find what you need there!:) Best, Rokoko

    2. Hi Wim,
      Thanks for you sharing your thoughts on this. We understand that this is a new model for the asset store.
      As explained below, the preference between paying subscription or paying per asset varies a lot depending on how many assets you need and what kind of user you are. That is why we landed on this model that we still think is optimal and most affordable for both kinds of users.
      You are right that you now need to buy assets on top of the subscription and in that sense don’t get additional features for subscribing until you actually purchase assets (which we assume is why you subscribe of course:)). The reason we did it this way is that we wanted you all to have a chance to see and preview the assets and assess if this tool is of value to you before you subscribed. Alternatively, it would all be behind a pay-wall and would be more of a risk and “leap of faith” to the users to subscribe. Of course that leaves the issue of not getting any “bonus” for subscribing expect for the ability to purchase assets, which is of course what it is all about. We are taking notes of your comments and definitely see if there are ways we can accommodate your requests. Thanks! Rokoko

  11. Hi all, thanks a lot for the kind words and feedback! We will try to answer them in one response here. Please feel free to follow up!

    @Andy, Here are our thoughts behind the payment model. We expect to have a variety of users with different preferences: some that are looking to buy a lot of assets and therefore would prefer paying a higher subscription for free assets, and others that are only looking for a few assets and would prefer a lower subscription and buying assets on top. With this model we hope to deliver the highest possible value for money to both groups. But we’ll of course reevaluate if our assumptions are incorrect:)

    @thelebaron, great to hear that you like the design and core features! The features you mention (browse by publisher and categories/collections) are actually in our pipeline and will be included in a coming release. But great to know that it is something you need. Will be there soon!
    In regards to the amount of assets, all publishers will be adding new collections frequently and we will also be adding more publishers soon. We published a lot of assets just around launch time, so please try to check back in to see if we have more now – there should be quite a lot now!:) And many more will be added regularly. The idea with a marketplace like this is that it will adjust to the users. If a lot of users request shooting, high quality hit/death animations as you say, the publishers will be notified and create specific collections to meet that demand. So please just keep checking in. This is only the beginning!

    @Trent Sterling and developer, Thanks so much for the kind words – that’s exactly what we are hoping to hear.

    Please feel free to ask any additional questions here or at support@rokoko.com and we will respond as fast as possible.

    Best,
    Rokoko

    1. Paid subscriptions with the ability to buy content is precisely my problem with sites like 3d.sk and the like. It’s double dipping and it’s really scummy at best.

      1. I don’t think the scummy bit is necessary; but it does look like double dipping, and will likely sour a lot of Unity developers – high fidelity motion is going to be come increasingly important, even to smaller indie’s and game shops, who will balk at this.

        Perhaps you guys need to do more market research about who your new Unity3d customers now and who they will be in 3 years time. I reckon there’ll be far more pennies than pounds in the Unity landscape as AR comes of age – and double dipping is a great way to miss out on a ton of cash imho.

  12. Why on earth would one want to get a PAID subscription (!?!) just to be allowed to do an actual purchase of whatever might be interesting. This is just wrong! No, thanks…

  13. Perfect! I just needed something like this!

  14. The visualization of animations is really impressive, and its nice how fast it works. But so far I cant help but be disappointed by the lack of categories for searching for animations and how thin it appears for things which are common to games(shooting, high quality hit/death animations. While there appear to be a few shooting animations, there are dance animations by the bucketload). Maybe it has a broader collection than it appears but needing to know which exact keyword to search for is annoying if they aren’t labeled with common descriptors.

  15. Bravo, unity , u know what developers want most

    1. Yeah it seems developers nowdays don’t want to develop at all.