Recording motion capture in the Unreal
So, after we got all the pieces working we were able to record in both Rokoko and Unreal takes like:
- Metahuman in the meadow, enjoying the nature and stretching
- Holding objects and sitting down in the chair
- Fighting
- Directional jumps
Observations:
- Interaction with objects went good mostly because Rokoko gloves capture finger motion very well and it is pretty easy to tell what shape the actor is holding at the moment.
- Jumping up and side to side looks pretty good too, we could clearly see that the actor's feet are off the ground and they move in space for appropriate distance.
- However, having both of the feet off the ground for a longer period of time confuses Rokoko and the character flies away.
- Since there is no calibration of the floor, having contact with the ground is very important to get the motion captured correctly. Rokoko does not recognize hands as a way of standing, so if you want to touch the ground or do a cartwheel, these actions will need a lot of post-production work.
- While recording fight scenes, we realized that Rokoko studio makes all actor’s movements look smooth and steady. In this case, it is not beneficial because fighting in real life looked more dramatic and powerful, but in Rokoko these motions slowed down.
- Make sure that you put down the right measurements for each actor, since it will significantly improve movements like clapping, putting hands on your waist, shoulders etc. If the calibration or the measurements are wrong, you might not be able to reach your body or your hands might go through the body in certain movements.
Please keep in mind that those disadvantages can be fixed in post-production, but since we are focused on real time streaming, I point out these pre-production details.
– Sofiia