MoCap Boxing Animations Pack

Hi guys!

I’m excited to share an idea for a project I’ve been working on.

I haven’t mentioned it before, but I’ve spent more than ten years to boxing and even achieving the rank of candidate master of sports.
I love this sport very much (I even have a game in play market that I made in school) and I always wondered why there are so few animation assets with proper punching technique.

As an experiment, I’ve teamed up with a friend to make a mocap project. At the link you can see a small collection of animations of 4 moves and 10 punches.

Please keep in mind that this is still a very raw project with a lot of bugs and defects and I’m only sending it to demonstrate my vision.

Please share your opinion, ideas, suggestions of what you would like to see, and also share your personal experience :slightly_smiling_face:

P.S I’d like to highlight another aspect of the project. Rather than focusing only on recording boxing combinations, we’re concentrating on creating an animator with proper transitions between punches. So try to mix punches to create different combinations (for example 1-2, 1-2-3, 2-3-2, etc.).

Link on WebGL build : Boxing MoCap Animation Test
Video about current project status : https://youtu.be/GsWaNS28s0E
Discord : New Game Studio

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There has been a delayed release of a video on the current status of the project : https://youtu.be/GsWaNS28s0E

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Hi, guys. Just a little update on the status of the project. Finished cleaning up the mocap of punches. There are still a couple of things I want to improve, but you can already get an overall experience. Please share your opinions, it will really help to speed up the development of the project (or abandon it :face_holding_back_tears:).

I think you should concentrate on fight moves that are not so much available as mocap, like blocking, pulling, special punches (kravmaga, aikido etc), though it’s true that there’s smaller audience for that.

if you go with boxing, you can add step+punch, avoid+punch, reactions to punches or redneck-type of boxing, elbow etc (also I guess some left-stance hooks, punches are harder to find)

Thanks for the advice. There are actually a lot of ideas and options. It’s just that since this is a new area for me, I want to see if it pays off first, or if it’s better to focus on Editor Extensions :slight_smile: I’m going to start with classic moves, punches, hits, etc. Also want to focus on creating a character controller.

Hi, guys.

Finished clearing the locomotions. Now I’m moving on to the processing of punch+step.

It was very important to make two types of movement, when I start making demo scene - you’ll see why :slight_smile:


Hi everyone,

Just a quick update on boxing MoCap animations project. I’ve finished cleaning up the whole MoCap data and uploaded all the animations to Sketchfab for you to preview:

Next, I’ll be working on the demo scene and demo video so you can see everything in action before release.

Thanks for your support! Feel free to share any feedback.

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Here’s what the SubStateMachine responsible for punches looks like at the moment :laughing:

New WebGL Demo: Interactive Boxing Animation Controls

Hello everyone!

I’ve just put together a new WebGL demo scene that works on both desktop and mobile devices. In this demo, you can interactively control the character’s animations using a straightforward interface:

  • Sliders and Toggles: Adjust movement direction, toggle upper or lower blocks, and trigger damage states.
  • Buttons 0–9: Each button initiates a punch animation.

What’s really exciting is that these animations can be mixed. For example, you can hold an upper block, move, and punch simultaneously, or even combine dodging, blocking, and taking hits at the same time.

Feel free to experiment with different combinations to see how the animations blend together! I’d love to hear your feedback and suggestions for improvement.

Thank you for creating these.

I’ll purchase shortly and place them in my own boxing engine.

Hopefully, with the procedural animation system I have in place, I can post a nice video giving them additional realism and feel (impact).

Thanks.

Thank you very much for your interest. Are you planning to use them in your game?

Your welcome, and yes the plan is to test them and potentially use them.

I need to add some over exaggeration to them ie more rotation to shoulders and snap etc

They’re a great base for what i need and I hope to build on them.

It would be amazing if you could add more locomotions but understand the time and effort required to do so.

These we would be less absolute motions ie directions towrds and away, and more fancy little skips and
shuffles.

Ps anyway, i dont want to get greedy, great asset you’ve released.