Service 08
Virtual Humans & Motion Capture
Build MetaHuman and custom digital human assets, then drive them with captured or keyframed performance for games, virtual production, and branded content. We handle facial rig setup, ARKit or FACS blendshape sets, body retargeting, and real-time streaming into Unreal Engine or Unity. Mocap sessions can run on your stage, with data cleaned, solved, and delivered against your skeleton.
Virtual Humans & Motion Capture — sample production
- 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
Related work
All work
Recent deliveries in this discipline.
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.