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Motion Capture

In motion capture, we can record multiple actors and props simultaneously. Since our motion capture studio is located within Toei Movie Studios, we have the advantage of being able to accommodate a large-scale stage, props, and a stunt team. We can provide a total solution for providing quality work and effective workflow in various genres including movies, anime, video game, commercial and many more.




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Hard Ware

-Permanent motion capture studio/shooting area:
10m ×7m× height 2.5m
※Vicon T160(16 million pixels): 24 cameras
※Vicon Vantage: 24 cameras
-The maximum shooting range with using all 48 cameras: 27m x 17m
*For further details, please refer to OPTION.

Soft Ware

• Vicon Shogun
• Autodesk MotionBuilder
• Epic Games Unreal Engine

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Facial Capture

Facial capture is a service which provides a total solution for creating CG character model and animation: recording facial expressions, analyzing motions, and exporting data into facial key points for adjusting rig and blend shapes. Since we assign the same facial capture staff to work on both recording and creating animation consistently throughout the project, we can provide high quality and bring out the character’s persona.
We are currently putting efforts into developing a super lightweight head-mounted camera (HMC), and received many positive reviews from actors. “This is the lightest HMC I have ever used.” It’s easy to act with it on.” “I hardly even feel it.” We can accommodate our recording in optical facial capture.




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Hard Ware

-Unlimited wireless shooting that enables monitoring and instant preview of the filmed video
-Camera video is recorded with full HD size 60fps.
-Multi-person simultaneous facial recording available. (We have past experience with a maximum of 7 people filming simultaneously)
-Lightweight head-mount cameras for reducing burden on actors
-It can synchronize with motion capture if you are recording at our studio.

Soft Ware

• Dynamixyz Perfomer
• Autodesk Maya

Virtual Camera

Virtual camera is a service which enables recording within the CG virtual area while holding a camera and moving around like a real cameraman. This brings out the real perception of how a camera works and a realistic presence including shaky-cam.
It has various advanced features such as adding camera work in animation while playing the video in slow motion, re-recording motions while playing the video of an actor as a reference, and setting a position of an actor or an object as a camera and record from their view point.
Even the nuanced parts that are generally difficult and time-consuming to deliver by hand-animation are able to be reflected on the spot while watching the CG camera video in real-time.
By creating high-quality previsualization, we contribute to the overall workflow of the project effectively.




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Soft Ware

• Vicon Shogun
• Autodesk MotionBuilder
• Epic Games Unreal Engine