Motion Capture for VFX: Trials and Configurations
As a visual effects studio, we’re aware of the benefits of utilising motion capture data in our projects. R&D is also hugely important to us, as it’s pivotal to stay abreast of industry developments and emerging technologies. Ultimately, it’s about delivering the most efficient and highest quality visuals for our clients and partners. For this reason, we’ve invested time and resources into exploring motion capture for VFX at Lux Aeterna.
Here are our learnings:
1.Motion capture delivers a more authentic narrative
It’s amazing how the human eye can notice subtle nuances in body language. For this reason, motion capture can deliver a more authentic portrayal of movement. We recently used mocap data for an upcoming film and while it was very subtle and simply applied to a CGI audience in a concert hall, the slight movements of the crowd added a more lifelike narrative to the scene. A slight shrug of the shoulders or a scratch of the head can deliver a more authentic experience for viewers.
Likewise with facial motion capture. Whether it’s applied to a shot or simply used as a reference point for a facial animation, the more lifelike the portrayal, the more it’s believed. There are approximately 40 phonetic pangrams and 44 phonemes in the English language–these cover all of the sounds used when talking. A high quality facial capture system with a head mounted camera (HMC) can pick these up and thus deliver the most accurate facial animations possible.
2. It allows for creative application and out-of-the-box thinking
Motion capture doesn’t always have to apply to animated films, TV shows, and games. It can also be applied in more creative ways to enhance audience experience and even heighten it for hearing impaired viewers. We delivered hand and finger motion capture for the UK’s first deaf gameshow, ‘Sign 2 Win’.
Contestants on the show rely on a mix of skills based on their BSL language from reaction and memory to deaf culture knowledge. We worked with a sign linguist to deliver the game show’s sign language animations–a central part of the game, as they were displayed on screen for the contestants to respond to.
3. One size does not fit all
There are so many options out there for visual effects artists to choose from. From optical systems like Vicon to suits such as the offerings from Rokoko and Xsens. There’s also AI generated platforms like Move AI and dedicated facial capture systems such as DI4D.
We have access to a number of systems–both within the studio and through local bristol partners. We have a Rokoko suit on site and have worked with Move AI.
What we’ve found is that no size (system) fits all needs–it’s all about configuration. Hence why we’re open to different methods of motion capture for VFX at Lux Aeterna. It ultimately depends on the level of precision and (literally!) what body part needs to be captured! We aim to be flexible to the needs of the project and as a result, R&D plays a big part in this process…
4. Continuous R&D is essential
We’re not just big on AI and VFX at Lux Aeterna, we invest time and resources into ensuring we’re on top of all visual effects developments through our dedicated R&D function, spearheaded by our Creative Technologist James Pollock.
The world of motion capture develops and changes every day. There is always a new and improved mocap system being launched, especially in the realm of AI. It’s critical that we stay on top of this because it always boils down to how efficiently we can deliver at the highest level of quality possible. We don’t always apply these learnings to live projects and often use spare pockets of time to simply test and trial new technologies.
5. Data is data–it’s application is technologically flexible
The beauty of most motion capture systems is that they purely provide data. This data can then be applied to and work with whatever visual effects software you prefer. We’re very flexible with the tools our team uses, as it should and does come down to preference. Likewise, if a client or a partner has a preference on the platform, the data can be worked with.
For example, our Ancient Powers motion capture was delivered in Maya. Sign 2 Win was processed in Cinema 4D, and James has been using Unreal Engine to create a Metahuman Rob Hifle! We hope there’s more news on this to follow!
6. Efficiency and quality are key
A running theme in our learnings has been centered on our clients. The use of motion capture in projects is about delivering the highest quality, most efficient and authentic movement possible with visuals effects. We will definitely continue to trial mocap and offer it as a service to clients and partners but this isn’t without constant R&D and ensuring we’re keeping on top of industry best practice.
If you’re interested in exploring how we can work with motion capture on your next project, don’t hesitate to Contact Us
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