- The amount of animation data that can be produced within a given time is extremely large when compared to traditional animation techniques. This contributes to both cost effectiveness and meeting production deadlines.
- Complex movement and realistic physical interactions such as secondary motions, weight and exchange of forces can be easily recreated in a physically accurate manner.
Generally motion capture is cheaper and faster.
Motion Capture is the process of recording movement. The data recorded is then processed to create a realistic 3D representation.
The recording process consists of having a capture space which we call “volume” and enough cameras to capture the action. The amount of cameras and volume space will vary depending on project but at least 4 cameras are needed to be able to capture. We attach reflective markers to rigid bodies or actors in order to track their movements. A marker must be within the visual range of at least 2 cameras at all times to be able to triangulate and determine its position. A 41 default marker set is used on actors to create a skeleton which is required to efficiently track human movement.
The process consists of the following steps or stages in order:
4. Motion Editing
For a better understanding of the workflow, please refer to the chart here.
The actors will be wearing a Motion Capture suit onto which we attach reflective markers at strategic points around the body, so we can track the full motion. The actors must prepare for the sessions by following these requirements: no perfumes, colognes on any part of the body including hair. A close fitting t-shirt to wear beneath the suit. Boxer shorts or leggings to be worn as well. Actors will need to have scrunchies or flexible head bands to tie loose hair tight to the head.
We can prepare special props and sets for the shoot day. The props and set pieces must be see through—at least as see through as they can be—in this way we avoid unnecessary occlusion.
It is recommended to have a shot list with the movements you want to shoot.
A complete listing of all actions to be performed by the actors with any props in the scene.
- Name of the Take
- Number of Actors
- Characters to be retargeted
- Small description of action
We are capable of remote installation, but we strongly advise to consider the limitations required to host a successful activity. It is quite a bit less costly to run a mocap session at the studio since we do not have to transport equipment and spend any time to properly install the cameras, calibrate and conduct coverage tests before we begin actual recording.
It is possible to capture outside using an active marker system. This means that the markers are sending the information to the cameras.
The limitations are physical space: footprint and height, number of actors:
• 10 ft 'active' height
• 30 ft x 20 ft 'active' volume
• 5 Actors with props
After the data is captured it is cleaned & solved (plotted/baked) into a skeleton, then retargeted to the final rig. Some motion editing can be done if required before exporting the file for rendering.
We deliver .fbx files with the animation baked/plotted onto the skeleton joints. Animators then use the mocap data as a base layer of animation, helping them create almost 80% of a shot or project, leaving only small motion editing to adjust any animation fixes (interaction with environment, finger animation). At the Sawmill we workd side by side with the client to secure optimal integration of workflows.
• Raw Data: .c3d, .fbx, .csv, .bvh and .trc
• Cleaning & Solving: .ma, .fbx
• Retargeting: .ma, .fbx
At the moment, we are able to accept wire transfers, certified financial institutions cheques, PayPal transactions. Credit card transactions will be forthcoming shortly.
Estimates are based on a number of factors such as amount of actors, props, complexity of movements, size of project, shot list, delivery schedule, etc. Please contact our producers and coordinators to receive specific rates.
Motion Capture works alongside Virtual Reality in two main aspects:
• There are wireless VR headsets that require a motion capture studio to be able to track the position of the user, allowing the viewer to move around in real time. The headsets have markers attached to the body allowing the motion capture cameras to track the headset position within the active volume.
• MoCap processed data is used to fill the virtual world. Once the data is processed and 'baked' into the final model/rig, it is brought into game engines such as Unity and Unreal. The viewer/participant (the person the wearing the headset) can interact with the mocap environment.
• Wireless headset
• Motion capture studio
• PC powerful enough to run all the data
The studio is available for other activities such as audio recording, filming, photography, performance documentation. In the past few years, the studio has been dressed for film sets, recorded triathletes on high speed cameras for biomechanical studies, filmed glass breaking for VFX shots, hosted film wrap events, presented many Virtual Reality
The main studio has very limited parking near the doorway entrance which can be secured. However, more parking spaces are found at the parking lot about 50 yards north of our gated area. There is additional free parking nearby located at the front of the 2 complex buildings.
Yes. The studio has all the office assets.