Motion Capture

Motion capture turns recorded human performance into game animation, from shoot preparation to clean-up in engine.

The skill spans the whole chain: planning a shoot against a shot list, calibrating suits and cameras, directing performers, then solving the data onto a skeleton, cleaning it, retargeting it to game characters and cutting usable cycles and transitions out of raw takes. Facial and prop capture add their own setups.

Postings expect a capture pipeline tool alongside Maya or MotionBuilder, retargeting experience, and an understanding of why a captured take still needs animation judgement to read in a game: timing that works on a stage is often too slow on a gamepad.

It appears in animator, technical animator and rigging roles. Keyframe animation remains the complement rather than the opposite — most productions capture the base performance and hand-animate what the camera is closest to.

Where these positions are: Annecy (2 positions), Montpellier (2 positions), Warsaw (2 positions), Berlin (1 position), Bucharest (1 position), Dublin (1 position), Kraków (1 position), Kyiv (1 position), London (1 position), Malmo (1 position), Munich (1 position), Prague (1 position)

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