Motion capture is an excellent method for animating specific types of games. If you learn how to use it properly, like any tool or piece of software, it may make your life easier and create wonderful results, but if you try to wing it, you’ll likely waste time and money and end up with nothing helpful.

Motion Capture for Games: Planning and Direction (Part 2)
Motion Capture for Games: Planning and Direction (Part 2)

In the previous article, we learned about the first steps to planning for producing motion capture for games. This article will be the next steps in getting ready for the shoot like selecting the talent and scheduling the production properly.

For the previous post: Motion Capture for Games: Planning and Direction (Part 1)

Full Motion Video Sequences

The spec should include information on all of the game’s FMVs. Mocap for these sequences is typically done in the last phases of production. To build separate shot lists for FMV production, you should have finished voice-over scripts and detailed storyboards, including camera cuts.

Motion Capture for Games: Planning and Direction (Part 2)
Motion Capture for Games: Planning and Direction (Part 2)

These scenes’ timing will most likely be closer to real-time, and you’ll need to match any intended voice-over dialogue. Because the entire sequence will be pre-rendered and won’t be vying for memory with other game elements, you may be able to gather more detailed motion data for these sequences.

Motion Capture for Games: Planning and Direction (Part 2)
Motion Capture for Games: Planning and Direction (Part 2)

You may be able to capture the movements of two or more persons at once, depending on the type of mocap studio you’re using. Remember that these scenarios tend to require greater acting ability than the in-game maneuvers while casting your talent.

Getting Ready for the Shoot of Motion capture

When should you start filming during the development process? Of course, you must first finish and approve your spec, animation list, and shot list. But don’t stray from the schedule. Do a test shoot and then commence shooting as soon as you get the information for your shot list and your performer is available because months of post-production will be required to get the movements into the game.

Motion Capture for Games: Planning and Direction (Part 2)
Motion Capture for Games: Planning and Direction (Part 2)

Make a tentative studio time reservation far in advance. As soon as possible, schedule a test shoot, preferably with your main talent. Ideally, your main mocap production should be broken into at least two sessions separated by several weeks. Allow enough time before the second shot to process the majority of the data from the first, so you can learn from any mistakes and reshoot them.

Casting for Motion capture

You’ve figured out which motions you’ll need to make in order to shoot. Now you’ll need the talent to put them on. If you (and your marketing department) aren’t willing to spend the money on celebrity talent, you’ll need to find some fantastic “motion specialists” that can play your game characters fluently and accurately.

Motion Capture for Games: Planning and Direction (Part 2)
Motion Capture for Games: Planning and Direction (Part 2)

Stuntmen and women are a great choice for a non-sports game. Experienced stunt artists know how to throw a punch, hit their targets, fall to the ground, and repeat the process over and over. Other options for fighting games include martial artists and gymnasts. Look into the academies in your area. Try local colleges and training centers with a high reputation in your sport if you’re looking for sports talent.

Motion Capture for Games: Planning and Direction (Part 2)
Motion Capture for Games: Planning and Direction (Part 2)

Hold auditions and videotape them (this will help you get all necessary signoffs on casting decisions later). Any odd human movement will be captured very accurately by mocap technology, which will be amplified in a game where the same 10 frames are repeated frequently. You should also make sure that the performer’s proportions are similar to the game character’s.

Motion Capture for Games: Planning and Direction (Part 2)
Motion Capture for Games: Planning and Direction (Part 2)

The actor’s “skeleton” (i.e., the distance between joints) will be utilized to determine the character’s motion, hence height and frame are more significant than weight.

Remember that you can use the same person to play multiple roles.

Scheduling for Motion capture

Before you can effectively schedule your session, but the shot list in the order you intend to shoot it—logically and efficiently. Before capturing moves that branch off from those positions, establish your rest frame positions and loops.

Motion Capture for Games: Planning and Direction (Part 2)
Motion Capture for Games: Planning and Direction (Part 2)

Inquire about the studio’s scheduling methods with the motion capture studio manager. How many hours can you shoot every day? How much time will it take the crew to set up and wrap the studio? How long should you take a lunch break, and who will place the order? Is it possible to work overtime? A decent day’s schedule usually includes about six hours of capture time.

It’s best not to exhaust your talent (at least until the very last day! ), and this should give the crew ample time to prepare and wrap the studio.

Once you’ve devised a strategy, create a thorough timeline for everyone involved.

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Conclusion

Above are the 2nd steps of producing motion capture for games. To get a perfect product, there needs to be smooth coordination between the steps. The next part of this topic will be the final steps of the process. If you have any questions, leave a comment!

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