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Motion capture

Virtual Human & Motion Capture Production

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.

Riot Games2023Unreal Engine 5
Client
Riot Games
Engine
Unreal Engine 5
Platforms
PC, Broadcast
Year
2023
Duration
6 months
Team size
11 specialists
Disciplines
Motion capture, Facial & performance animation, Real-time virtual human, Look development
Category
Virtual humans & mocap
Virtual Human & Motion Capture Production — cover artwork
Virtual Human & Motion Capture Production

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.

Have a similar production coming up?

Tell us the scope and the date. We will tell you what it takes — honestly, including what we would not promise.