Activision Live Motion Capture


With multiple Activision studios needing access to limited motion-capture stage space, under challenging scheduling constraints of actors and animation supervisors, Activision sought a path for seeing mocap-driven characters in engine live during capture sessions, portable across multiple proprietary and commercial game engines and motion-capture systems. DigitalFish delivered a real-time, low-latency processing and retargeting system that sits on the local network between mocap solvers and engines, enabling actors and directors to adjust performances to achieve first-take captures closer to the final desired look and reducing need for retakes and post-capture cleanup.


Activision Central Tech

DigitalFish Contributors

Nate Reid
Gavin Xie
Dan Herman
Doug Epps