REFLECT ↝ - [Post-human choreographic studies]
Made entirely on the "intelligent" implementation of Seedance 2 on Uisato Studio.
Made entirely on the "intelligent" implementation of Seedance 2 on Uisato Studio.
Sony Mocopi (1st edition) is a lightweight system for motion capture for simple, mobile usage. It was covering the dust in our studio, so we decided to check if it would be a good solution for object tracking inside Unreal. With KARIANA.ai and some tricks, we manage to get the sensors working together. We can now connect the mocap suite and track the swords, chairs, and any objects in 3D.
Question:
Is it possible to get a better signal with Rokoko Coil Pro?
Hi all,
I’m a UK-based motion capture actor currently looking for opportunities in video game, film, and animation projects.
I’m particularly interested in collaborating with indie studios and student productions, though I’m open to a range of project types.
My portfolio is linked here. Please feel free to reach out for enquiries or additional details.
Thanks for reading!
From raw film footage to the final result. I created a green screen environment in Unreal Engine 5, then built two additional environments using the exact same camera movement. After keying out the green screen footage, I composited the performance into each environment layer by layer to add more depth, scale, and complexity to the Metahuman environment and the overall look of the scene.
This is a previz sequence (no audio) of my short film, Holy Sh*t I'm Dead. The entire film is created using Unreal Engine for the environment while the actors are all shot on a green screen. I'm using Beeble to create PBR maps so the 2D plane of the actor can interact with the Lumen lighting.
Testing PBR maps on real actor footage for my next short film.
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.