One of the first projects I worked on was a PlayStation 2 game based on the TV series Alias. To make the game more “NextGen”, the character’s movements needed to be as lifelike as possible, so we decided to use motion capture.
As the lead (actually, only) animator on the project, I needed to find the best software for working with this type of data.
Enter, MotionBuilder... or Kaydara FilmBoX as it was called back then.
Now all I had to do was learn how to use the software… while using it to create all the in-game animations… on a project that had already started… before we went on our first mocap shoot...
Suddenly I had a LOT of questions:
- How do you rig a character for motion capture?
- How do you get that character into MotionBuilder?
- How and when do you transfer the mocap to it?
- Why doesn’t it look right when you do?
- How do you get the animation back onto your character?
- And where does all this even fit into your pipeline?
When Alias shipped in 2004, I’d used MotionBuilder to create over 1,000 in-game animations. I learned a lot about how it works and what you can and can’t do with motion capture
Since then I’ve use MotionBuilder on hundreds of different projects at some of the leading video game, motion capture and visual effects studios.
This experience has given me a unique insight into what makes a reliable and efficient workflow that will transfer motion capture onto a character cleanly and accurately, on any sized project in any industry.
And this is the workflow I want to share with you today...