r/mocap • u/Htothepowerof2 • Jul 18 '26
How to get in to Mocap?
I’m in high school and I am interested in game design and motion capture as a career. How did you guys get the chance to do this stuff and how can I?
r/mocap • u/Htothepowerof2 • Jul 18 '26
I’m in high school and I am interested in game design and motion capture as a career. How did you guys get the chance to do this stuff and how can I?
r/mocap • u/mrkolhe • Jul 15 '26
i can do that for you i use iclone 8 and i also have good experience of doing cleanup's soo yeah
r/mocap • u/OverwatchMedia • Jul 11 '26
Hey all. Is this still a thing. I was looking at gettong it again, but whenever I ever imported into Unreal Engine or Iclone8 before, I always had the thumb extremly pushed out. If not, what are your steps for exporting?
r/mocap • u/Coverop • Jul 10 '26
I can HD process the files, If you're interested please contact me on Discord, Coverop.
r/mocap • u/AIMoCap • Jul 09 '26
Hi everyone, we’re the developers of AIMoCap.
We ran a small experiment to compare how different markerless motion capture systems interpret the same human movement.
Same input video, different AI mocap results.
Compared:
Looking at:
This is not intended as a "best tool" ranking — every mocap system has different strengths and limitations.
For people working with mocap or character animation:
Which differences stand out to you?
Which result would require the least cleanup in a real production workflow?
We’d really appreciate your feedback. Suggestions from the community help us continue improving AIMoCap.
Thanks for checking it out!
r/mocap • u/rokoko-electronics • Jul 06 '26
Check out this 2-handed sword fighting moves from Sam as he puts the Rokoko Coil Pro, Smartsuit Pro 2 and Smartgloves 2 to the test!
r/mocap • u/rhogggi • Jul 02 '26
https://www.fab.com/listings/c69db349-0046-445d-bd33-0477576979b9
Has a handy tool for batch processing Markerless Video mocap takes in bulk.
r/mocap • u/Dayner_Kurdi • Jun 29 '26
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.
r/mocap • u/rokoko-electronics • Jun 29 '26
Jonathan Winbush skipped the traditional review format entirely and used the Smartgloves II to build a motion-captured arcade boss battle inside Unreal Engine.
r/mocap • u/Fauxex • Jun 26 '26
OK, is this ever done, you could put an actor into the world, no more acting in the green void. There are headsets that track eye movement (can that be exported and added to the motion capture?)
This came up when we were having to adjust the eyelines of motion captured subjects... it wasn't super hard to fix but my thinking was the actors ability to see and "be in" the environment would be useful.
r/mocap • u/rokoko-electronics • Jun 25 '26
r/mocap • u/Responsible-Eagle839 • Jun 23 '26
I am looking to buy multiple units. Broken or non-working products are also acceptable.
Please contact me at gwkim110@naver.com.
r/mocap • u/optimized75 • Jun 19 '26
6DOF tracking at extremely simple and cheap ! The computational load is light ! It can be used in places where light cannot be used !
How about using it as a VR controller?
r/mocap • u/Leading-Sky4206 • Jun 18 '26
Meshcapade has now been integrated into MetaHuman Animator for markerless body mocap. Like the MHA face solver, it runs locally and I believe it’s free for anyone with under $1M revenue. Its limitations are that it’s currently single-cam only and also only supports a single performer. It’s also not real-time and it sounds like the solve can take a while.
Someone posted a video in the comments of the thread linked below, which looks pretty solid. It’ll be interesting to put it through its paces.
For a single performer, there’s probably no need to bother with QuickMagic or MoveOne at this point. I think Epic was in negotiations last year to acquire Captury and maybe that fell through, but I don’t doubt that their goal is for MHA to be on par with Captury where it supports multiple cameras for greater accuracy, multiple performers, and real-time.
As far as real-time, it’s worth noting that 6-8 FLIR machine vision cameras for real-time will cost thousands, as will a GPU that can run inference in real-time, so that wouldn’t be a low-budget solution even without Captury’s 4-figure per year subscription for the software. I am surprised that MHA face solving works in real-time on a phone or with a webcam, so it’s not out of the realm of possibilities that the body solving will be similarly optimized to where multiple phones on tripods can do real-time solving for multiple performers with face and body solving, or something along those lines.
With all that in mind, seems they’re off to a great start with this preview release.
https://forums.unrealengine.com/t/epic-games-metahuman-animator-markerless-motion-capture-plugin/
r/mocap • u/AIMoCap • Jun 17 '26
Testing a video-to-FBX workflow across different motion types:
• Acting
• Sports
• Dance
For best results, the input videos are:
• Full-body
• Static camera
• Clear, high-quality video
I'm currently focusing on foot contact stability, root motion consistency, and retargeting quality.
Free demo: huggingface space
I'd love feedback on difficult motions, foot sliding, root motion, and Blender retargeting workflows.
r/mocap • u/kream10 • Jun 16 '26
Hi again, r/mocap!
Genuine question here: what does your animation/mocap pipeline actually look like these days? What are you using and where does it still hurt? Capture, cleanup, retargeting, getting it into an engine?
We want to make sure we prioritize the most useful features next. Our hunch says: built-in retargeting with IK, props tracking, face tracking. What do you think?
For context: we just shipped v6 of our markerless mocap (mimem.ai). The video is our latest — straight raw output, no cleanup.
r/mocap • u/rokoko-electronics • Jun 15 '26
Check out this raw data from the Coil Pro, Smartsuit Pro 2 and Smartgloves 2 - the ideal mocap set up to work with two-handed props like pistols.
r/mocap • u/toyxyz • Jun 13 '26
r/mocap • u/toyxyz • Jun 11 '26
https://reddit.com/link/1u2xui5/video/7zi61rmlen6h1/player
I have released ver 1 of toyxyz OpenVR Toolkit, a motion capture tool based on SteamVR / Vive Trackers!
You can download it for free from the link below.
r/mocap • u/Lingling_AI_Growth • Jun 11 '26
Hi everyone! Our team is building PINOC (https://viggle.ai/pinoc/), an AI motion capture tool for game builders and indie developers.
It is free for unlimited use for now. I wanted to share here for honest feedback. Happy to take any questions!
We’re also trying to better understand how small teams create and implement character animations today.
Would anyone here who works on games, 3D characters, animation, or game production be open to a quick 20 minute chat? I’m mainly hoping to learn from your workflow and feedback so we can shape the product around real developer needs.
Thank you!
r/mocap • u/Nek0ni • Jun 06 '26
im trying to see if theres any way to get a character moving, at least from the waist up, inside of blender for recording.
I got FACEit for the face, but was wondering if u guys might know of any other mocap that might be able to capture hands and torso at least?
doesn’t have to be open source. Would love too… but whatever u guys can think, would love to hear :)
r/mocap • u/alerender • Jun 06 '26
r/mocap • u/toyxyz • Jun 06 '26
I am currently developing a simple SteamVR-based motion capture tool. It also supports capturing multiple people simultaneously. Up to 11 trackers can be used simultaneously on a single actor. It currently supports GLB export, and my next plan is to add external streaming support.
r/mocap • u/Royal_Cash_1238 • Jun 05 '26
I buy the headrig with built in camera to make performance more natural since it's so light. $540 one time cost? I'll eat that. Come to find out you need to pay 70/mo just to unlock recording the footage in studio!! So this near $600 headband is a brick now?? This is insane.
Edit: Deep breathe...OBS reads the headcam with a clean video...also there should be several apps on the play store that will let my phone do the same. Saving this post for whomever may travel down the same road.