"There is no need to delay production at the front end of the development period."
Read More »Creative Assembly: Animating 266 skeletons and why motion capture isn’t actually boring
Every month the team at Creative Assembly debunks some common dev role myths.
Read More »Poetry in motion: F1 crews, chariots and cats
Motion capture remains a key development tool, so much so that some are bringing the tech in-house. MCV talks to veteran studio Audiomotion about why experience counts, access for indies, remote shoots and trying to direct a cat
Read More »Remedy Entertainment teams up with Nvidia for new face animation technology
Shown off at SIGGRAPH and reported by Ars Technica, the technology uses nureal networks to create first time, accurate facial animation results
Read More »OptiTrack opens European office in Paris
Performance capture specialist comes to France to service expanding customer base
Read More »Tempestuous Tech
It’s unexpected to see a 400-year old play push the technological boundaries of live stage performance, but that’s exactly what the Royal Shakespeare Company has done with their latest production of The Tempest. Jem Alexander asks how games influenced the show.
Read More »Motion CaptVRe
With recent improvements to hardware and software, plus an increasing emphasis on real-time, interactive performance capture, we could be on the precipice of a golden age for motion capture technology. Jem Alexander investigates recent progressions in mo-cap technologies
Read More »Develop November 2016: The Motion Capture Special
Print and digital editions out now, 60-page issue dedicated entirely to motion capture in games
Read More »What Hollywood is learning from video games mo-cap
Xsens product manager Hein Beute discusses the relationship between the two mediums and their uses of motion capture
Read More »How motion capture firms are driving the push for realism
Dimensional Imaging’s Colin Urquhart discusses the impact video games are having on the world of mo-cap
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