Professional body and face capture

For professional animation creation recommended to use motion capture.
Our system is capture the data to BVH, FBX or much better Alembic format what is developed by Sony Pictures Imageworks and Lucasfilm Ltd. Alembic is an open computer graphics interchange framework. Alembic distills complex, animated scenes into a non-procedural, application-independent set of baked geometric results. This “distillation” of scenes into baked geometry is exactly analogous to the distillation of lighting and rendering scenes into rendered image data.


Alembic is focused on efficiently storing the computed results of complex procedural geometric constructions. It is very specifically NOT concerned with storing the complex dependency graph of procedural tools used to create the computed results. For example, Alembic will efficiently store the animated vertex positions and animated transforms that result from an arbitrarily complex animation and simulation process which could involve enveloping, corrective shapes, volume-preserving simulations, cloth and flesh simulations, and so on. Alembic will not attempt to store a representation of the network of computations (rigs, basically) which are required to produce the final, animated vertex positions and animated transforms.

Boby capture:
- full body and half body capture
- 1 to 6 people simultaneously
- automatic align
- automatic smoothing filter
- finger position and fingers
- 100% real-time
- playback after capture

Head capture:
- 1 to 6 people simultaneously
- track head position and rotation
- track 20 different face shape
- adjustable symmetry constrain
- automatic align
- automatic smoothing filter
- face mash build to resembling actor
- 100% real-time
- playback after capture