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)
Next
Unit 11: Motion Capture Foundations
Final Project Overview
Mocap Session
Behind the Scenes
Intro to Mocap Tutorial
Select Your Journey
Video experience
Interactive experience
Back
Unit 11: Motion Capture Foundations
Final Project Overview
Mocap Session
Behind the Scenes
Intro to Mocap Tutorial
Intro to Mocap
Next
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.
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
MOCAP is not:
- A replacement for animators.
- Plug-and-play - it takes serious work.
- Purely artistic - it's a technical craft with defined methodology.
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
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.
Title
Title
Title
Use this side to give more information about a topic.
Use this side to give more information about a topic.
Use this side to give more information about a topic.
Subtitle
Subtitle
Subtitle
Marker Setup
Capture & Processing
Intefration
Flip each card to learn more
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
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)
Next
Next
Back
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)
Title
Title
Title
Title
Title
Title
Title
Title
Use this side to give more information about a topic.
Mocap tech work ends here, animators continue the work.
Use this side to give more information about a topic.
Use this side to give more information about a topic.
Use this side to give more information about a topic.
Subtitle
Subtitle
Subtitle
Subtitle
Subtitle
Subtitle
Subtitle
Subtitle
Capture the data
Post (Cleaning)
Retargeting
Send it off to the studio
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
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
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
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.
Next
Back
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
Next
Back
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.
Next
Next
Back
Back
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
Back
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
Unit 11: Motion Capture Foundations
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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)
Next
Unit 11: Motion Capture Foundations
Final Project Overview
Mocap Session
Behind the Scenes
Intro to Mocap Tutorial
Select Your Journey
Video experience
Interactive experience
Back
Unit 11: Motion Capture Foundations
Final Project Overview
Mocap Session
Behind the Scenes
Intro to Mocap Tutorial
Intro to Mocap
Next
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.
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
MOCAP is not:
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
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.
Title
Title
Title
Use this side to give more information about a topic.
Use this side to give more information about a topic.
Use this side to give more information about a topic.
Subtitle
Subtitle
Subtitle
Marker Setup
Capture & Processing
Intefration
Flip each card to learn more
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
Optical Motion Capture Systems (Infrared, Marker-Based)
Pros:
Qualysis
OptiTrack
Vicon
Cons:
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)
Next
Next
Back
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)
Title
Title
Title
Title
Title
Title
Title
Title
Use this side to give more information about a topic.
Mocap tech work ends here, animators continue the work.
Use this side to give more information about a topic.
Use this side to give more information about a topic.
Use this side to give more information about a topic.
Subtitle
Subtitle
Subtitle
Subtitle
Subtitle
Subtitle
Subtitle
Subtitle
Capture the data
Post (Cleaning)
Retargeting
Send it off to the studio
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
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
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
ROM
IMU
Motion Capture
IMU (Inertial Measurement Unit) Suits
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:
Cons:
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?
Next
Back
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
Next
Back
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.
Next
Next
Back
Back
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
Back
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
Capture Quick Start Guide