The stage
Our performance capture volume in Hanoi, and where every Animost project begins. The specs are below so you can check them against whatever else you are considering.
How a session runs
Script, shot list, or reference. We come back with a session plan and a number within one business day.
Your characters and environments loaded into Unreal before shoot day, so you direct against your world, not gray mannequins.
You call takes remotely through the live Unreal feed or on-site. Selects are marked before the session ends.
Cleanup, solve, and retarget happen the same day for standard sessions. No week-long wait to find out what you got.
Data in your format, to your naming conventions, in your pipeline. Or it stays with us and comes back as finished shots.
Remote direction
A session streams as one synchronised multiview, not a single camera. Stage cameras, a facial camera on each performer, the live Unreal previz, and the OptiTrack solve all arrive together on a shared timecode, so you are watching the performance and the shot at the same moment.
We built the streaming system ourselves to keep the delay down. Directors in Europe and the US work at under 200ms of latency, close enough to stop a take while it is still running. You call retakes as you would on your own stage, and we lock selects before the session ends.
Distance is the question we get asked about most. In practice the time difference works in your favour: notes you send at the end of your day arrive at the start of ours, so fixes are usually ready by your next morning.
From the floor
Day rates typically land 30 to 40 percent below comparable US and EU stages. Ask for the rate card.
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