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Motion capture

Virtual Human & Motion Capture Production

A virtual performer built for a live broadcast segment: four days of optical motion capture, 90 facial solves and a real-time Unreal Engine 5 stage rig driven by two operators. Astel Games delivered the character, the mocap cleanup and a playback system that ran three hours without a restart.

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.

The brief

What the client needed.

Facial capture ran on a performer wearing a head-mounted camera under coloured stage lighting, which introduced tracking noise around the jaw and eyelids. The broadcast also required a clean switch between the live performer and a pre-recorded take without dropping the character.

How we ran it
  • Calibrated the head-mounted camera rig daily and stored a lighting-specific solve baseline for the stage.
  • Cleaned 90 facial takes by hand in Maya, fixing jaw and eyelid noise frame by frame where solvers failed.
  • Built a two-machine Unreal setup with a hot spare sharing one Take Recorder feed.
  • Rehearsed the live-to-recorded switch 14 times in the venue before broadcast day.
  • Prepared a baked animation fallback for every segment, loadable in under 20 seconds.
Result
  • The full three-hour broadcast ran with no character restarts and no visible tracking pops.
  • 90 facial solves were delivered in five weeks against an initial eight-week estimate.
  • The stage rig and rollback procedure were documented for the client's in-house team.

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.