Overview
Real movement, digital bodies. Motion capture attached sensors to actors, recording their movements for translation into game animation. Sports games gained authenticity—real athletes’ running styles, shooting forms, celebrations. Fighting games captured martial artists. Story-driven games recorded actor performances. The technique bridged the uncanny valley between keyframe animation and believable human motion.
Fast facts
- Gaming adoption: Mid-1990s.
- Primary use: Sports, fighting, action.
- Process: Sensor-based recording.
- Evolution: Performance capture.
Capture process
| Stage | Method |
|---|
| Suit fitting | Sensor placement |
| Performance | Actor movement |
| Data capture | Position recording |
| Cleanup | Noise removal |
| Application | Rig mapping |
Sports game applications
| Use | Benefit |
|---|
| Player animations | Authentic movement |
| Signature styles | Individual recognition |
| Celebrations | Personality capture |
| Transitions | Smooth blending |
Fighting game use
| Capture | Purpose |
|---|
| Martial artists | Authentic techniques |
| Stunt performers | Impact reactions |
| Motion libraries | Move variety |
| Facial capture | Expression |
Technical evolution
| Development | Advancement |
|---|
| Optical markers | Increased accuracy |
| Inertial suits | Location flexibility |
| Facial capture | Performance acting |
| Real-time | Live preview |
| Extension | Scope |
|---|
| Body motion | Full performance |
| Facial expression | Emotion capture |
| Voice | Simultaneous recording |
| Integration | Unified acting |
See also