u/PossiblePotato961

▲ 5 r/AASMotionCapture+2 crossposts

High-Intensity Performance Capture Test | Unreal Engine Cinematic Workflow

Recent high-intensity performance capture test from Apple Arts Studios.

This workflow combines:
• Full body motion capture
• Facial performance capture
• Finger capture
• Combat movement and sword choreography
• Unreal Engine character integration

Focused on building cinematic sequences, game cinematics, MetaHuman workflows, virtual production, and AI-driven performance pipelines.

Always refining workflows and pushing performance capture further.

u/PossiblePotato961 — 1 day ago

High-intensity performance capture test applied onto Unreal Engine characters

High-intensity performance capture test from Apple Arts Studios.

Full body capture. Facial performance. Finger capture. Combat movement. Sword action.
Applied directly onto Unreal Engine characters in real time.

We continue pushing workflows across:
• Motion Capture
• Performance Capture
• Virtual Production
• MetaHuman Pipelines
• AI Motion Datasets

From cinematic sequences to game cinematics and AI-driven workflows, performance capture continues evolving far beyond traditional animation pipelines.

www.appleartsstudios.com

#MotionCapture #PerformanceCapture #Mocap #UnrealEngine #MetaHuman #VirtualProduction #GameDevelopment #AIDatasets #HumanMotionData

youtu.be
u/PossiblePotato961 — 1 day ago
▲ 10 r/mocap+2 crossposts

Recent performance capture test with body, facial, and finger capture combined

High-intensity performance capture test from Apple Arts Studios.

Full body capture. Facial performance. Finger capture. Combat movement. Sword action.
Applied directly onto Unreal Engine characters in real time.

We continue pushing workflows across:
• Motion Capture
• Performance Capture
• Virtual Production
• MetaHuman Pipelines
• AI Motion Datasets

From cinematic sequences to game cinematics and AI-driven workflows, performance capture continues evolving far beyond traditional animation pipelines.

www.appleartsstudios.com

#MotionCapture #PerformanceCapture #Mocap #UnrealEngine #MetaHuman #VirtualProduction #GameDevelopment #AIDatasets #HumanMotionData

u/PossiblePotato961 — 1 day ago
▲ 2 r/3danimation+1 crossposts

Animation studios — if you're working with mocap data (cleaning, retargeting, polishing), you know how much time goes into prep and processing.

We just finished a large-scale capture project and wanted to share the workflow since it's relevant to anyone working with motion data.

What we did:

  • 4-day continuous motion capture
  • 1800+ sequences
  • Parallel capture + processing (not serial)
  • Delivered production-ready data

Key insight:

Scale changes everything. One actor, one day = different workflow than 12 actors, 24-hour operations.

At scale, you need:

  • Real-time quality monitoring
  • Parallel processing pipelines
  • Marker consistency across sessions
  • Data annotation standards
  • Fast delivery without quality loss

Most animation studios outsource mocap data. If you're managing large projects and need clean motion data at scale, understanding how professional capture studios handle volume is worth knowing.

We're expanding to serve animation studios directly (not just film/game production).

If you work with motion data at scale, curious what your biggest pain points are.

www.appleartsstudios.com

u/PossiblePotato961 — 9 days ago
▲ 1 r/AASMotionCapture+1 crossposts

Animation studios — if you're working with mocap data (cleaning, retargeting, polishing), you know how much time goes into prep and processing.

We just finished a large-scale capture project and wanted to share the workflow since it's relevant to anyone working with motion data.

What we did:

  • 4-day continuous motion capture
  • 1800+ sequences
  • Parallel capture + processing (not serial)
  • Delivered production-ready data

Key insight:

Scale changes everything. One actor, one day = different workflow than 12 actors, 24-hour operations.

At scale, you need:

  • Real-time quality monitoring
  • Parallel processing pipelines
  • Marker consistency across sessions
  • Data annotation standards
  • Fast delivery without quality loss

Most animation studios outsource mocap data. If you're managing large projects and need clean motion data at scale, understanding how professional capture studios handle volume is worth knowing.

We're expanding to serve animation studios directly (not just film/game production).

If you work with motion data at scale, curious what your biggest pain points are.

www.appleartsstudios.com

u/PossiblePotato961 — 9 days ago

Just wrapped a 4-day motion capture dataset shoot at our studio in India. Wanted to share some behind-the-scenes since motion data is becoming increasingly critical for humanoid robot training and imitation learning.

What we did:

  • 12 actors
  • Continuous day + night shooting
  • Structured locomotion and action datasets
  • High-volume capture (1800+ sequences)
  • 24-hour production cycles to meet deadline

What's interesting about this:

Most AI/ML teams working on humanoid control or embodied AI are stuck with either:

  1. Low-quality synthetic data
  2. Academic datasets that don't scale
  3. Building their own infrastructure (expensive)

We realized professional motion capture studios have the infrastructure already built. So we're now offering this as a service specifically for ML teams.

The dataset we captured is structured for imitation learning — actions, locomotion, complex movements. Not cinematic. Not game-ready. Built specifically for training.

If you're working on humanoid robotics, gesture recognition, or motion-based ML models and need real human movement data, this is now available as a service.

More details: www.appleartsstudios.com

Happy to answer questions about dataset format, motion capture quality, or scaling.

instagram.com
u/PossiblePotato961 — 9 days ago