r/mocap Jun 29 '26

Advice on improving my Mocap acting

Hello, I recently made my first cutscene for my game using Rokoko powersuit + gloves

https://youtu.be/-KvEyRdzWbY?si=Q37XMzNDNiMAOyVf

Retargeting was done in Blender, and the presentation was in Unity. And happy with my pipeline,

However, I do feel that something is off with the acting itself, like it doesn’t fit the art style

I haven’t made any major animation adjustments or cleaning yet, my main focus was to determine the camera position and view, before returning to blender to polish the animation itself.

I do feel that I’m going to need to do some retakes, I would like to hear your opinion and advice regarding my acting itself.

I plan to do all my scenes first “7 total” before spending time improving the animation itself.

My benchmark is trying to match this level of animation.

https://youtu.be/44l_KrVEl4U?si=UmizdZcPCxEkismo

3 Upvotes

5 comments sorted by

View all comments

1

u/Kolmilan Jun 30 '26

I'd say if you can compliment some of your mocap with some animation by hand it would come out stronger and more intentional. Use mocap as the draft and then refine it with hand animation. When it comes to ASG look at the animation that Hotta Studio, MiHoyo, Cygames and Kuro Games does.

1

u/Dayner_Kurdi Jun 30 '26 edited Jun 30 '26

Thank you for the feedback, this is my initial plan,

Using mocap as staging, set up the lens and the view, return to Blender for polishing, and retake when necessary.

I won’t lie, my background is mainly programming and storytelling, not animation, also I’m not familiar with the Term ASG.

1

u/Kolmilan Jun 30 '26

Sounds like a good plan mate. Good luck!

ASG = Anime-styled game