top of page

Motion Capture for Animation Studio

 

We capture human performance and turn it into clean, rigged animation data your team can drop straight into a game engine, a broadcast pipeline, or a feature production, without weeks of manual keyframing or a mocap cleanup backlog.

Why Every Studio Needs a Capture Partner

Why Studios Need a Specialist in Motion Capture for Animation

 

Animation timelines don't bend for bad data. A shoot that comes back with foot-sliding, jittery fingers, or a skeleton that doesn't match your rig doesn't save time, it creates a cleanup job bigger than the animation itself.

Most vendors capture movement. Fewer deliver something you can actually animate with. The difference between the two is what happens after the stage session: retargeting, contact fixes, jitter removal, and formatting for wherever the clip is actually headed, a game engine, a broadcast edit, or a cinematic.

That's what we build for: capture that arrives ready for your rig and your pipeline, not a generic export you still have to fix.

Where Mocap Pipelines Break Down

 

Common Pitfalls in Motion Capture for Animation

 

Most animation teams don't have a capture problem, they have a usable-data problem. Raw mocap that looks fine on the stage floor often falls apart once it's on a character rig.

 

Problem 01

 
 

The data doesn't hold up on your rig

Off-the-shelf capture usually ships on a generic skeleton, leaving your team to solve retargeting and foot contact after the fact. We retarget to your existing rig or naming convention from day one.

Problem 03

It doesn't scale across a full production

A single hero shot is easy. Hundreds of clips at consistent quality is where most pipelines slow down. Ours doesn't, because it's built for full productions, not proofs of concept.

Problem 02

It's too clean for cinematics, too raw for games

Cinematic performance needs subtle facial and body nuance. Real-time production needs lean, loop-ready cycles with clean root motion. 

What You Get

Benefits of Working With a Specialist Mocap Studio

 

01

Production-ready, not just captured

Cleaned and retargeted data, not raw marker output your team has to fix.

02

Engine-agnostic delivery

Direct export to Unreal Engine 5 and other real-time engines, plus standard formats for film and broadcast.

03

Matches your existing rig

We work to your rig and naming convention, so new capture drops straight into a live production.

04

Scales across a full production

A repeatable pipeline built for hundreds of clips, not one-off shoots.

What's In the Box

What's Included in Our Motion Capture for Animation

HighresScreenshot00022.png

Every project starts by scoping the destination, game engine, broadcast, or cinematic, because that decides the capture method. We shoot markerless or optical depending on the fidelity, budget, and timeline the work calls for.

From there we capture body motion, facial performance, or both, and move into cleanup: fixing foot sliding, smoothing jitter, and solving contact points before anything reaches your team. Retargeting matches your existing rig and naming convention wherever possible, so the handoff doesn't create extra engineering work on your end.

Delivery includes looping cycles with clean root motion for real-time and game work, and full performance takes for cinematics and broadcast, in the formats your pipeline already uses. Everything runs under NDA with secure delivery and built-in revision rounds.

How We Get There

Our Motion Capture Process

motion-capture.gif

"Animation-ready" isn't a raw take, it's a series of decisions made during capture and cleanup. We match the capture method, markerless for speed and flexibility, optical for the fidelity feature and broadcast work demands, to the destination first.

Cleanup is where most pipelines fail productions. We solve foot contact, remove jitter, and retarget to your rig before delivery, so your animators are refining performance instead of fixing data. Every clip is tested against its destination format before it leaves the studio.

Proof, Not Promises

Motion Capture Work From Our Studio

From Brief to Delivery

How Our Motion Capture Workflow Works

 

01

Scope & brief

We map your target engine or delivery format, existing rig, and timeline before capture starts.

02

Capture

Markerless or optical body and facial capture, matched to your fidelity and budget needs.

03

Clean & retarget

Foot contact, jitter removal, and retargeting to your rig or naming convention.

04

Deliver & scale

Loop-ready clips for engines, or full performance takes for cinematics and broadcast, with capacity to repeat across a full production.

Where This Fits

 

Applications Across Animation Production

Game animation

Loop-ready cycles with clean root motion, exported directly to Unreal Engine 5 and other real-time engines.

Cinematics

Full-fidelity facial and body capture for narrative, cutscene, and pre-rendered work.

Broadcast & film

Optical-grade capture for productions seen at broadcast quality.

Character animation pipelines

Motion data retargeted to your existing rig, so it drops straight into an in-progress production.

Previz & blocking

Fast markerless capture for early-stage blocking and pitch material.

Full-production mocap

A repeatable capture-to-delivery workflow built for hundreds of clips across a complete production.

Questions Studios Ask Us

Common Questions

 

Send us your shot list and engine - we'll scope it and quote within 48 hours.

Everything, under one roof.

bottom of page