Hello all, we’re interested in gauging interest in affordable custom motion capture in the Unity community. There seems to have been some attempts to offer similar service in the past, but the price point of custom motion capture has appeared to be a bit high for the average unity developer. We’d like to change all that. We have an (relatively) inexpensive medium volume motion capture setup that can be used to capture high quality multi-actor motions. The question is, is there enough (any) interest in such a service here among unity developers? There are some fixed costs associated with motion capture, and so it will never be dirt cheap, but we believe that we can deliver very acceptable custom re-targetable motions at an price point that may interested people around here. We would aim to deliver clean custom actor motion capture for less than the price of generic motions from the big guys on a per-animation basis.
There would essentially be a number services that people could engage:
Custom raw motion capture
Mocap cleanup services.
Keyframe finger animation (the system we currently employ can capture head/hand movement, but not digit articulation; mocap gloves be expensive!).
Facial mocap/lip-syncing, either bone-based or using blend shapes.
Custom Raw Motion Capture
Custom mocap would be charged at a per-clip rate, with a base charge for studio time, setup and calibration, actor, etc with a daily minimum. We would ask the client for a storyboard and/or live action video of the requested motions, the model that the motions would be intended for (in order to help minimize self intersections) and additional technical details. The resulting files would be raw mocap dumps in FBX, relatively clean, but requiring cleanup for production (somewhat like the Unity mocap examples on the asset store).
Mocap Cleanup Services
This service would engage an animator in scrubbing through the motion capture data and cleaning it up for production, fixing occlusion, smoothing and polishing animations. This essential step would be charged per second of finished animation.
Additional Keyframe Animation
Also charged per-frame of finished animation, custom key framing (for example for fingers) can be done during cleanup or separately. This would also be a time to animate things that cannot be accurately captured during motion capture: slowing down the swing of a soldier’s torso to make his tactical vest animate more realistically with apparent weight, etc.
Facial Motion Capture
Charged as a separate service, facial motion capture can utilize Unity 4’s blenshapes to realistically bring characters to life with expressions, lip-syncing and full blown cutscene quality animation in-engine. Combined with full body motion capture, facial animation goes a long way towards creating believable characters. Much like full body motion capture, facial animations need to be storyboarded and acted by experienced motion capture actors who know how to get the right level of expression into your digital models.
We will be deciding whether or not to go ahead with offering these services to the community in the coming weeks, so please respond if you’re interested, as the perceived level of interest will play the determining role in deciding if we move forward or not. Pricing is not set yet, but we can confidently say that we will be the least expensive option out there for custom motion capture, so if you like, respond with the price range at which you would be interested in motion capture services.