Step into the volume.
One calibrated optical stage. Body, hands, face and props captured in the same take, then solved, cleaned and delivered by the same team that recorded it.
From first take to final file.
Five steps, run by one team and reviewed before the next begins, so nothing gets lost between the stage and your timeline.
- Step 01
Plan
We break your script or move list into a shot list, lock the rig and delivery format, and prep props before anyone suits up.
- Step 02
Capture
Body, fingers, face and props recorded together at up to 240 frames per second, with every take reviewed on the stage before we move on.
- Step 03
Solve and clean
Markers labeled, gaps filled, jitter removed and foot contacts locked, so the motion holds up frame by frame.
- Step 04
Retarget
Your performance mapped onto your character, from the UE5 mannequin and MetaHuman to fully custom rigs, with timing and weight intact.
- Step 05
Deliver
FBX for Maya, Blender, MotionBuilder or any engine, or a ready-to-open Unreal Engine project with Animation Blueprint and Control Rig setup.
The whole pipeline.
Book the full pipeline or just the piece you need. We plug into your workflow, not the other way around.
Performance capture
The acting is what sells a character. We record the whole performance, body, hands and face, in a single pass.
Facial capture
Expression recorded alongside the body, so the face and the movement stay in sync.
Prop tracking
Swords, rifles, phones and set pieces tracked as rigid bodies, so every grip, swing and handoff lands for real.
Cleanup and refinement
Raw capture is never ready on its own. We solve, clean and polish takes from our stage or from any system you bring us.
Retargeting
Your performance on your character, with timing and weight preserved across very different proportions.
Movement sets
Complete movement libraries built to spec, from locomotion and combat to idle variations and cinematic beats.
Unreal Engine integration
Animation Blueprints, Control Rigs and in-engine setup for motion that plays in Unreal Engine 5 the day it arrives.
Motion datasets
Structured human motion for machine learning, robotics and research, recorded on the same stage as everything else.
Who we capture for
GamesFilmShort filmsCinematicsVirtual productionVR and XRRobotics and AI
Ready to capture?
Share your shot list, characters and timeline, and we'll come back with a session plan and a quote.