Motion Capture News
The latest Motion Capture coverage curated for game developers.
XBox Wire says Hideo Kojima has cast Bill Skarsgård as the lead in PHYSINT, the studio’s action-espionage project. Kojima also shared a new poster and said recent costume fittings, scans, …
SeMoCo reframes motion tokens around meaning first, splitting each token into a semantic core and residual kinematics. For animation and ML pipelines, that could make text-to-motion generation easier to steer …
ACM Transactions on Graphics has published an erratum for OmniHands, the hand-motion capture paper aimed at interactive hand tracking. The correction lands in Volume 45, Issue 5, dated October 2026. …
A new motion-generation method uses speech cues to decide which gesture frames to mask, aiming to produce more natural co-speech animation. EchoMask builds a shared motion-audio space, then scores frame-level …
A new motion-editing method uses Laplacian optimization in Rodrigues vector space to stitch animation clips with smoother transitions. By keeping joint rotations continuous, it avoids the brittle hand-tuning and learning-based …
A new multi-view avatar pipeline combines separate face and hand modeling with a parametric upper-body mesh, then renders the result with dynamic 3D Gaussians. The goal is to preserve subtle …
A new data-driven motion model can reproduce an individual's repetitive movement signature from real human data. Built around LSTM networks, it captures both velocity distribution and amplitude envelopes, which could …
260 hours of motion capture went into Karlach’s performance in Baldur’s Gate 3, and Samantha Béart says that level of collaboration is reshaping expectations for game acting. Béart also pointed …
A new motion-capture approach uses just two or more people wearing smart glasses to reconstruct human movement in 3D. EgoExoMoCap blends egocentric and exocentric signals, plus head and optional wrist …
Disney Research Studios has turned a generative motion model into a Blender plugin for artist-driven animation authoring. The rig lets animators shape motion with sparse poses, handles, window lengths, and …
A new hand-motion completion system uses a learned body-hand prior first, then adds control signals on top, aiming to make real-time animation both plausible and steerable. It targets the hard …
A 2026 TOG paper describes a transformer-based hand mocap system aimed at messy, interactive hand poses rather than clean lab captures. For teams building VR, AR, or first-person interaction, the …
For teams building motion-capture or animation tools, this paper tackles a familiar problem: collaborative human-object captures are noisy, with hand-object misalignment, jitter, and missing finger detail. MOCHI uses a two-stage …
TopoCap tackles a real production pain point: retargeting motion from monocular video onto rigs that don’t share a human template. The paper claims zero-shot animation transfer across arbitrary skeletal topologies, …
Sparse IMU tracking gets a meaningful accuracy bump when UWB ranging is treated as geometry, not just another feature. This paper says reconstructing the sensor layout and guiding diffusion sampling …
AnyAct turns monocular video of non-human characters into editable human motion, aiming to give animators a usable starting point instead of a full reconstruction. The method leans on sparse local …
A new dataset for complex 4D markerless human motion capture has been introduced, addressing the limitations of traditional marker-based systems. This dataset captures intricate human interactions, making it invaluable for …
Disney Research Studios has introduced a groundbreaking method for disentangling style and content in human motion data, which could significantly enhance style transfer in game development. This innovation is particularly …
DancingBox introduces a novel approach to motion capture, making it accessible for novice animators. By utilizing everyday objects and a single webcam, it transforms coarse movements into refined character animations. …
Step2Motion introduces a novel approach to reconstructing human locomotion using pressure sensing insoles, offering game developers a way to capture motion without the constraints of traditional methods. This technology could …