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For certain sorts of games, motion capture is an excellent method for developing animation. If you learn how to use a tool or piece of software effectively, it can 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 worthwhile.

Previous Posts:
- Motion Capture for Games: Planning and Direction (Part 1)
- Motion Capture for Games: Planning and Direction (Part 2)
In the previous two parts, we have learned together about the specific steps to prepare for this process. Let’s dive into its final steps in this article!
Procedures During the Motion Capture Shoot
It may be difficult to playback each take of the actual data or watch the tape afterward to select the finest ones, depending on the studio and type of motion capture. Set up an ordinary video camera as a “slate camera” to tape the session to make things easier. This video camera’s time code should match the data tapes being recorded. For each take, set up a slate board with the file name, move name, and take number written on it.

Take Polaroids and trace outlines on acetate taped to a monitor showing the slate camera’s output to document rest frame positions. As you walk, take notes and make tentative selections on your shot list.
If time allows, a few important members (lead programmer, animator, and producer) should be present during the shoot. During the shoot, you’ll want their involvement as well as that of the motion capture studio staff. Have a pre-shoot meeting to talk about how you and the team will interact in the studio. Establish how decisions will be made first and foremost.

During the shoot, you don’t want to get into a debate with other team members about whether the move you just shot was good enough. This will waste time and put the artist in a bad mood. Make it clear that only one person, the director, will speak directly with the cast and crew on set, explaining each shot and providing comments.
The director must also be in charge of the session’s progress, including calling action and cuts, providing breaks, and determining whether to go on to the next step.
Directing the Talent
Treat the performer with respect; don’t belittle her or him and don’t presume she or he won’t grasp what you’re asking. Explain why hitting rest frames and markings are important, but make sure the performance is calm and moving organically. Explain the shot list to the talent and, if necessary, solicit their comments.

Maintain control as the director, though. Thank the performer for all of his or her suggestions, and take advantage of the ones that will benefit you. However, highlight that “genuine” sports, fighting, and acting elements must take a back seat to mo-cap and gaming needs.
On your shot list, make a note of those shots you like best during the session. Technical factors include things like continuity, timing, rest-frame placements, lengths, contact points, and so on. But don’t get too bogged down that you start treating the performance like a robot. Keep an overall sense of the game’s character in mind and assist the actor in bringing the role to life.
If you have any free studio time, throw in some amusing idle dances or will improvisations. The performer will most likely move organically, relieved to have hit his or her marks. Those spur-of-the-moment ideas often work nicely to spice up the game characters.
Special Set-ups and Stunts
You’ll need a stunt coordinator if you’re planning to put a performer in danger. If there will be any kind of contact—between the performer and an object, another performer, or the floor—it is a good idea to have an expert on hand to ensure that everything is done safely.

Special rigs, such as a flying harness, require stunt coordinators to set them. Another unique set-up is a ratchet, which drives the performer forcefully backward in a harness to simulate being blown away by whatever formidable weapons you’ve created for your game.
Rigs can also be used to mimic non-human motion. Put a performer on stilts or add extra motion capture arms and legs to their costume. Make an actor crawl around on their arms and knees impersonating an alien monster that barks to see how good they are.
Wrapping the Motion Capture Shoot
You’ll need to gather your notes and videotapes to review after each shoot. After you’ve decided which of your excellent takes is best for each move, give the motion capture processing team the take number and time code in and out points.

After the data has been processed, communicate with the animators to ensure that they grasp your vision. Continue to solicit input from the team as the motion data is integrated into the game, while you still have the opportunity to re-shoot anything that is missing.
Have a blow-out party for your actors and crew when your final reshoot is completed.
Read more: Lean and Mean 3D animation Production – Mocap the new hero
Conclusion
So together we have learned all the stages of the game-making process using motion capture. It’ll take a lot of effort, but your game characters will look fantastic and be a lot of fun to play. With any hope, you’ll have enjoyed yourself along the way. Hope this article was useful to you. If you have any questions about the steps, please comment below!
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Animost – Vietnam 3D Animation Studio
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