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Unit 11: Motion Capture Foundations

Alton Delane

Created on October 6, 2025

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Transcript

Animation & Motion Capture II

Unit 11: Motion Capture Foundations

Click the Start button to begin.

Start

Final Project Overview
Mocap Session
Behind the Scenes
Intro to Mocap Tutorial

Go behind-the-scenes

(Select one to view)

Insider: "How ‘The Lion King’ Remake was Animated" – virtual production and mocap. (10:54)

Stream Wars: "Making of AVATAR: THE WAY OF WATER – Best of Behind the Scenes…" – high-end performance capture. (12:38)

PlayStation: "Sifu – Behind the Scenes: Making-of Kung Fu and Mocap" – mocap in gaming. (6:01)

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Unit 11: Motion Capture Foundations

Final Project Overview
Mocap Session
Behind the Scenes
Intro to Mocap Tutorial

Select Your Journey

Video experience

Interactive experience

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Unit 11: Motion Capture Foundations

Final Project Overview
Mocap Session
Behind the Scenes
Intro to Mocap Tutorial

Intro to Mocap

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Back

Unit 11: Motion Capture Foundations

Final Project Overview
Mocap Session
Behind the Scenes
Intro to Mocap Tutorial
Typical AAA Games
Facial Capture
Early Mocap
Modern Mocap
Why use Motion Capture?
Volumetric "4D" Capture
Markerless Pose Estimation
Motion Capture
ROM
IMU

What is Motion Capture?

Motion capture (mocap) is the process of capturing movement and performance and converting into digital data.

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Unit 11: Motion Capture Foundations

Final Project Overview
Mocap Session
Behind the Scenes
Intro to Mocap Tutorial
Typical AAA Games
Early Mocap
Modern Mocap
Why use Motion Capture?
Volumetric "4D" Capture
Markerless Pose Estimation
Facial Capture
Motion Capture
ROM
IMU

MOCAP is not:

  • A replacement for animators.
  • Plug-and-play - it takes serious work.
  • Purely artistic - it's a technical craft with defined methodology.
  • Cheap... not yet.

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Unit 11: Motion Capture Foundations

Final Project Overview
Mocap Session
Behind the Scenes
Intro to Mocap Tutorial
Typical AAA Games
Early Mocap
Modern Mocap
Why use Motion Capture?
Volumetric "4D" Capture
Markerless Pose Estimation
Facial Capture
Motion Capture
ROM
IMU

The Typical Optical Mocap Pipeline

Infrared cameras (OptiTrack, Vicon, Qualisys) record and reconstruct 3D motion, then export to MotionBuilder, Maya, or Ble

Cleaned data is imported into Unreal or Unity for animation blending, motion matching, and timeline control.

Reflective markers (~50 body & face) are placed on Velcro suits to define key motion points.

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Marker Setup

Capture & Processing

Intefration

Flip each card to learn more

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Back

Unit 11: Motion Capture Foundations

Final Project Overview
Mocap Session
Behind the Scenes
Intro to Mocap Tutorial
Typical AAA Games
Early Mocap
Modern Mocap
Why use Motion Capture?
Volumetric "4D" Capture
Markerless Pose Estimation
Facial Capture
Motion Capture
ROM
IMU

Optical Motion Capture Systems (Infrared, Marker-Based)

Pros:

  • Highest accuracy & precision in 3D space
  • True real-world position tracking (no drift)
  • Excellent for multi-person capture
  • Handles fast, complex motion well
  • Consistent, repeatable results for research and instruction

Qualysis

OptiTrack

Vicon

Cons:

  • Line-of-sight required (occlusion sensitive)
  • Higher setup & calibration effort
  • Markers add prep and maintenance time
  • Controlled room conditions needed
  • Higher cost & space requirements

Infrared cameras and reflective taped balls with velcro suits triangulating to millimeter precision tracking markers and solving where they would be based on provided ROM (range of motion)

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Back

Unit 11: Motion Capture Foundations

Final Project Overview
Mocap Session
Behind the Scenes
Intro to Mocap Tutorial
Typical AAA Games
Early Mocap
Modern Mocap
Why use Motion Capture?
Volumetric "4D" Capture
Markerless Pose Estimation
Facial Capture
Motion Capture
ROM
IMU

Typical AAA Games / Film VFX Pipeline

Flip each card to explore each point.

Actors come into the studio and data is recorded Sometimes in-house & other times from outside vendors You get a spreadsheet of takes (the recordings from the shoot)

Merging the cleaned data to the model (adjusting for differing joint lenghts).Modifying the mathematical inputs to refine the performance.

Reconstruct the data & QA (previewing the takes before) to identify problems Cleaning (labeling, filling missing / swapped markers, fixing bad data, solving)

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Mocap tech work ends here, animators continue the work.

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Capture the data

Post (Cleaning)

Retargeting

Send it off to the studio

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Back

Unit 11: Motion Capture Foundations

Final Project Overview
Mocap Session
Behind the Scenes
Intro to Mocap Tutorial
Typical AAA Games
Early Mocap
Modern Mocap
Why use Motion Capture?
Volumetric "4D" Capture
Markerless Pose Estimation
Facial Capture
Motion Capture
ROM
IMU

Range of Motion (ROM) Capture

Connects motion capture markers, a skeletal template, and the performer to create a unified kinetic model.

Defines body constraints, neutral pose, and range of motion, mapping the real-world skeleton to a digital one for accurate tracking and animation..

Facial Capture ROM

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Back

Unit 11: Motion Capture Foundations

Final Project Overview
Mocap Session
Behind the Scenes
Intro to Mocap Tutorial
Typical AAA Games
Early Mocap
Modern Mocap
Why use Motion Capture?
Volumetric "4D" Capture
Markerless Pose Estimation
Facial Capture
ROM
IMU
Motion Capture

IMU (Inertial Measurement Unit) Suits

  • Combines accelerometer, gyroscope, and magnetometer
  • Tracks motion and orientation relative to self and to other sensors
  • Pros: Mid-tier mocap system priced between $1 K-$20 K with decent capture quality and flexible configurations.
  • Cons: One-size-fits-all setup is slow, sensors are prone to magnetic interference and break easily, and foot tracking is inconsistent.

What's out there

Next

Back

Unit 11: Motion Capture Foundations

Final Project Overview
Mocap Session
Behind the Scenes
Intro to Mocap Tutorial
Typical AAA Games
Early Mocap
Modern Mocap
Why use Motion Capture?
Volumetric "4D" Capture
Markerless Pose Estimation
Facial Capture
Motion Capture
ROM
IMU

Volumetric "4D" Capture

Volumetric capture uses real-time photogrammetry or depth sensing, such as LiDAR, to reconstruct moving subjects as 3D meshes or point clouds from multiple synchronized cameras. This technique is commonly used to create holograms and highly realistic digital doubles.

Pros:
  • No rigging or character modeling required.

Cons:
  • Captured data cannot be easily edited or re-animated
  • Expensive, experimental, and technically complex
  • Visual noise and realism issues, especially eyes (dead eyes)

What's out there

Next

Back

Unit 11: Motion Capture Foundations

Final Project Overview
Mocap Session
Behind the Scenes
Intro to Mocap Tutorial
Typical AAA Games
Early Mocap
Modern Mocap
Why use Motion Capture?
Volumetric "4D" Capture
Markerless Pose Estimation
Facial Capture
Motion Capture
ROM
IMU

Markerless Pose Estimation

Uses standard cameras and AI to detect people, estimate skeletal pose, and extract motion data without reflective markers or capture suits.

Pros:

  • No markers or suits required
  • Fast setup, flexible environments, and lower cost

Cons:

  • Less accurate for fine detail or fast motion
  • Occlusion and complex interactions reduce reliability

What's out there

Next

Back

Unit 11: Motion Capture Foundations

Final Project Overview
Mocap Session
Behind the Scenes
Intro to Mocap Tutorial
Typical AAA Games
Early Mocap
Modern Mocap
Why use Motion Capture?
Volumetric "4D" Capture
Markerless Pose Estimation
Facial Capture
Motion Capture
ROM
IMU

Facial Capture ($)

Facial Capture ($$$)

Next

Back

Unit 11: Motion Capture Foundations

Final Project Overview
Mocap Session
Behind the Scenes
Intro to Mocap Tutorial
Typical AAA Games
Early Mocap
Modern Mocap
Why use Motion Capture?
Volumetric "4D" Capture
Markerless Pose Estimation
Facial Capture
Motion Capture
ROM
IMU

Early Mocap

Computer Image Corporation (1970)

Delle Rae Maxwell (1983)

Star Wars: Episode I (1999)

Sinbad Beyond the Veil of Mists (2000)

The Lord of the Rings: The Two Towers (2002)

Next

Back

Unit 11: Motion Capture Foundations

Final Project Overview
Mocap Session
Behind the Scenes
Intro to Mocap Tutorial
Typical AAA Games
Early Mocap
Modern Mocap
Why use Motion Capture?
Volumetric "4D" Capture
Markerless Pose Estimation
Facial Capture
Motion Capture
ROM
IMU

Robert Zemeckis and the rise of Modern Motion Capture

Robert Zemeckis Film director, producer, screenwriter

Zemeckis transformed motion capture from an experimental technique into a powerful storytelling tool, paving the way for its widespread use in modern film and virtual production.

Next

Back

Unit 11: Motion Capture Foundations

Final Project Overview
Mocap Session
Behind the Scenes
Intro to Mocap Tutorial
Typical AAA Games
Early Mocap
Modern Mocap
Why use Motion Capture?
Volumetric "4D" Capture
Markerless Pose Estimation
Facial Capture
Motion Capture
ROM
IMU

Modern Mocap

Avatar (2009) Helped define modern performance capture by recording body and facial motion at the same time, allowing live-action performances to drive fully digital characters in virtual environments.

Next

Back

Unit 11: Motion Capture Foundations

Final Project Overview
Mocap Session
Behind the Scenes
Intro to Mocap Tutorial
Typical AAA Games
Early Mocap
Modern Mocap
Why use Motion Capture?
Volumetric "4D" Capture
Markerless Pose Estimation
Facial Capture
Motion Capture
ROM
IMU

Why use Motion Capture?

  • Captures real human performance with the highest accuracy, often referred to as “ground truth” motion.
  • Faster than keyframed animation, while still benefiting from an animator’s refinement.
  • Allows directors to shape performances even when characters are fully digital.
  • Enables stunt performers to work safely, with risky actions adjusted later in post-production.
  • And yes, it is fun.

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Unit 11: Motion Capture Foundations

Final Project Overview
Mocap Session
Behind the Scenes
Intro to Mocap Tutorial

Preparing for a Mocap Session

Teachers may select from two approaches based on students’ prior experience:

Marker Mania

Instructor-Led

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Unit 11: Motion Capture Foundations

Final Project Overview
Mocap Session
Behind the Scenes
Intro to Mocap Tutorial

Wrap up! Remember to:

Save and close the mocap project.

Cleanup — Remove markers, store mocap suits, and organize props and equipment.

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Unit 11: Motion Capture Foundations

Final Project Overview
Mocap Session
Behind the Scenes
Intro to Mocap Tutorial

Start Shaping Your Final Project

Final Project Overview You will create a short animation (approximately 1 minute) that incorporates motion capture or mocap-inspired techniques. This project will serve as the culminating piece for the course. Final projects will be presented during a class Student Project Showcase at the end of the course. Getting Started In this lesson, you will review final project expectations and begin generating ideas. Nothing is due for this lesson. This is a planning step. The earlier you start shaping your idea, the easier the rest of the course will feel and the stronger your final project is likely to be.

Tips for Planning Successfully

Possible Project Directions

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Unit 11: Motion Capture Foundations

Facial Capture ($$$)

Budget face capture struggles with subtle, asymmetrical expressions and high-fidelity detail. Professional solutions like Faceware and custom studio systems capture these nuances with precision, producing film-quality facial performance for games and cinematic animation.

Whats out there

https://donotunplug.tumblr.com/

- DIY Multi Kinect setups

https://metastage.com/

- Extremely expensive studio quality capture

https://dynamic3dgaussians.github.io/

- Gaussian Splatting

https://github.com/DSaurus/Tensor4D

- Neural Radiance Fields

https://www.depthkit.tv/

- Consumer facing depth camera/software

Tips for Planning Successfully

  • If your idea is large or ambitious, consider collaborating with classmates. Helping each other can reduce workload and improve results.
  • Think about what assets your project will require: environments, character models, motion capture or animation data, voice acting, sound effects, or music.
  • Make a simple list of everything you think you will need. For each item, estimate how long it will take to create and how important it is, rated from 1 (not necessary) to 4 (vital).
This planning step will help you manage your time, focus your effort, and avoid last-minute stress later in the course.

Markerless Mocap

The Free Mocap Project

Real-time, GPU-powered pose estimation that runs directly inside Unity3D. Includes example projects and an easy-to-use interface for live capture.

Open-source, free toolkit built on Google's MediaPipe for human pose estimation. Runs best on high-end hardware or advanced setups. Not real-time, but excellent for research, testing, and experimentation.

ThreeDPoseUnityBarracuda

Real-time, GPU-powered pose estimation that runs directly inside Unity3D. Includes example projects and an easy-to-use interface for live capture.

https://freemocap.org/

https://github.com/digital-standard/ThreeDPoseUnityBarracuda

https://stevenharmongames.itch.io/markerless-mocap

Cloud-based Al Mocap Tools

Paid, cloud-powered options like Move Al, Plask, DeepMotion, and Rokoko Vision that process video online to extract 3D motion data. Fast, convenient, and scalable priced per minute of footage.

The Lord of the Rings: The Two Towers (2002)

The first feature film to use a real-time motion capture system. Actor Andy Serkis performed as Gollum, with his movements and expressions streamed directly into a digital character a new standard for performance capture in film.

Facial Capture ($)

Uses a newer iPhone with a depth camera and the free Face Cap app to record facial performance. The phone can be mounted to a simple helmet or head rig to capture expressions and export facial animation to Unreal Engine or Maya.

Star Wars: Episode I – The Phantom Menace (1999)

The first feature film to showcase a main character driven entirely by motion capture. Jar Jar Binks - performed by Ahmed Best

Computer Image Corporation (1970)

The Computer Image Corporation (CIC), based in Denver, Colorado, was a pioneering company in the field of analog computer graphics during the early 1970s led by Lee Harison III.

The ANIMAC was a analog real-time animation capture system that had keyframing, bone hierarchies, and used cathode ray tubes and analogue circuits to capture motion.

Sinbad Beyond the Veil of Mists (2000)

The first feature-length animated film produced primarily using full-body motion capture for its characters.

Delle Rae Maxwell (1983)

In 1983, Delle Rae Maxwell, a graduate student at the Massachusetts Institute of Technology (MIT), submitted her Master's thesis titled "Graphical Marionette: A Modern-Day Pinocchio."

Her goal was to develop a system capable of full-body tracking-one that bridged the gap between artistic expression and scientific modeling.

Possible Project Directions

Your final project can take many forms. Here are some examples to help you think:
  • Animated cutscene: A short, scripted narrative or cinematic moment.
  • Game character animation set: Examples include walk cycles in multiple directions, crouching, sprinting, dances or emotes, special moves, or attacks.
  • Motion or physics study: A focused animation or capture exploring movement, such as analyzing acceleration or motion of a rigid body using volumetric or motion capture data.
  • Something else: You are encouraged to be creative and propose your own idea.

Facial capture requires additional data to represent emotions and phonemes, the individual sounds that form speech.

Marker Mania

Goal: Teams of 3-4 students race to correctly apply all 50 motion capture markers to a suited up mocap performer, ensuring proper placement for an accurate digital skeleton capture in Motive:Body. Roles: Mocap performer, gaffers (marker applicators), and a brain board operator responsible for system setup. Win Condition: The first team to successfully build a fully functional digital skeleton wins.

Capture Quick Start Guide

Instructor-Led Walkthrough

  • For students new to motion capture, guide them step by step through marking up a volunteer in a mocap suit according to the Motive model skeleton and Capture Quick Start Guide.
  • Ensure markers are correctly placed, making corrections where necessary.
  • Capture the properly markered performer in a T-pose in Motive: Body.

Capture Quick Start Guide