MetaHuman rigs, digital doubles and performance capture delivered production-ready: facial solve, body cleanup, and engine assets that follow the project’s existing naming conventions.
Virtual Human & Motion Capture Production — cover artwork
Artwork from our archive. High-resolution originals are available on request under NDA.
Production stills
The brief
What the client needed.
Performance capture is unforgiving about cleanup: a face solve that is 95% right is a face that looks wrong in close-up. And digital doubles only save time if they follow the same naming and rigging conventions as everything else already in the build.
How we ran it
Solved the face first: a 95% accurate solve is a wrong face in close-up, so facial cleanup was reviewed at final framing.
Followed the project’s existing naming and rig conventions, so digital doubles dropped in without a mapping pass.
Cleaned body capture against the target rig’s joint limits rather than the raw data, avoiding rolls that break in engine.
Delivered engine-ready blueprints with the same hierarchy as the shipped characters.
Reviewed each performance with the director in the target framing before committing to cleanup.
Result
Digital doubles that drop into the build without re-mapping.
Facial performance that holds at close-up framing.
Engine assets that follow the project’s own conventions, not ours.
Fewer cleanup passes: problems caught at review rather than after delivery.