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Final Project

WEEK 9 – Using Motion Capture for Animation

This week, I worked on animating my character using motion capture. I chose mocap because it offers realistic movements, and it was also a skill I wanted to improve.

Switching to Rokoko Mocap

For this project, I decided to use Rokoko for mocap. Last term, I used VICON, but it didn’t work well for me, so I wanted to try something new. Roos guided me through the Rokoko setup, which was a smooth process.

I asked my best friend and flatmate to act out the motions for me. This was important because I needed to observe the performances from an outside perspective and ensure they matched the story. I showed her my previs and storyboards before we began, and we spent about 2–3 hours recording the movements. We also tried recording face mocap data, even though I didn’t use it in this project.

Processing the Data in Maya

After recording, I imported the mocap data into Maya. Using HumanIK, I mapped the mocap to a simple rig I had prepared for my character. The retargeting process included:

  1. Importing the Rokoko data into Maya.
  2. Setting up the source skeleton and linking it to my character’s rig using HumanIK.
  3. Adjusting the motion to align correctly with the character.
  4. Baking the animation onto the rig for final use.

Refining and Integrating the Animation

Once the data was retargeted, I referenced the animations into my scenes. I used animation layers in Maya to clean up the motions and ensure they fit the context of each shot. This step was time-consuming but essential for making the animations look polished.

Using Rokoko mocap allowed me to create natural movements that enhanced the overall quality of the animation. It was a valuable process, and I learned a lot along the way.

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