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Service 07

Virtual Humans & Motion Capture

MetaHuman rigs, digital doubles and performance capture delivered engine-ready: facial solve and cleanup reviewed at final framing, body data cleaned against your rig’s joint limits, and assets following the project’s own naming and hierarchy conventions.

Service 07Unreal Engine 5MetaHuman CreatorMotionBuilder
Virtual Humans & Motion Capture — sample production
Virtual Humans & Motion Capture
Capture rate
120 fps optical body capture; 60 fps facial with head-mounted camera
Blendshape count
52 ARKit shapes or 100+ FACS-based shapes per character
Skeleton compatibility
UE5 Mannequin, Unity Humanoid, or your custom rig hierarchy
Delivery formats
FBX, USD, .uasset, plus solved mocap takes and marker data

What you get

  • MetaHuman or custom digital human assets with rigged body, face, and hair
  • Facial rigs with ARKit or FACS blendshape sets and calibrated expression ranges
  • Motion capture shoots with actor direction, marker cleanup, and solved skeletons
  • Retargeted animation for your character skeleton in FBX or engine-native format
  • Real-time avatar setups streaming into Unreal Engine, Unity, or broadcast tools
  • Digital doubles matched to scan or photo reference for film and trailer work
  • Virtual production prep: tracking data, timecode sync, and engine scene wiring

How we run it

01

Scan, reference, and likeness prep

02

Rig and blendshape build

03

Mocap shoot and direction

04

Cleanup, solve, and retarget

05

Facial performance and lip-sync

06

Real-time integration and review

Toolchain

Unreal Engine 5 MetaHuman Creator MotionBuilder Autodesk Maya Blender Houdini Faceware Studio OptiTrack

Need this scoped for a real project?

Send the brief, the references and the milestone dates. We will come back with a schedule and named leads.