Optical Motion Capture Studio MOCAP ONE

The largest site in the CIS, high-quality equipment, full range of services
About our studio
Currently, Mocap One Studio is one of the largest and the most innovative studios in all CIS states. Its key area of focus is the real-time optical capture of the object motions with further playback in a digital format and transfer of all motion parameters to virtual object models.
The operation principle is based on recording of reflected, 850-nm wavelength infrared light in the camera projection. After all reflected IR points are fixed, the built-in camera processor calculates the planar coordinates and transfers them, as well as the monochrome image, to the software system up to 360 times per second. The computer system receives the data from all cameras via the Ethernet network at 10 Gb/s, processes them and provides the spatial coordinates of each reflected point in real-time.

The studio also owns the software with a wide range of instruments for recording, processing, restoring lost data, curve flattening, noise suppression, labeling each point (marker), smart reconstruction of the marker name, transferring motions to virtual objects, data export (including in real-time) to the most common formats of 3D modeling and animation such as MAYA and Motionbuilder, as well as Unity Engine and Unreal Engine platforms.

We offer our studio and equipment for lease to:

Developers of video games and education software

Producers of 3D movies, ads, and animation

Animation studios

Developers of VR projects

By using our studio, you can significantly reduce your time and money costs for character animation. MotionCapture system produces 100% accurate data in real time, and during an 8-hour working day it can produce 7,200 times more finished data than one animation specialist. Consider this: if six actors need to be done (digitalized) at the same time, MotionCapture will help you do 43,200 times more! This is an undeniable advantage from the standpoint of time and money, which gives you an opportunity to shorten your project execution time and cut the costs of animation production.

Another key advantage of renting our studio is its large working area of 425 square meters. Apart from its technology advantages, Mocap One Studio also offers competitive pricing. Our prices are lower than those offered by competitive studios in the CIS and Europe.

These advantages affect the quality of the produced material in a positive way and — most importantly — provide a wider range of opportunities for capturing and recording movements of objects and people. In smaller studios, an actor does not have enough space to gather speed up. Not reaching the required value of the linear speed means not receiving a full running cycle. The working diagonal of Mocap One Studio is 29 meters, providing enough distance for a natural acceleration not only of a runner but, say, a horseman.

This diagonal distance is also large enough to perform a triple flip, and removes a lot of other constraints typical for smaller spaces. The height of the mocap area is 4.5 meters. Due to this, actors can use large-scale objects such as a pole, a horse, stilts, and many others. Moreover, the studio’s doors are large enough to carry in large-scale items.

Our Studio

Alternatives in CIS

Size, м²
Cameras, un
Resolution, Мp
Max FPS, fps

Our services

Lease of a fully-equipped studio

Professional cameramen

Talented actors

Convenient mocap suits

Advanced OPTITRACK technology

Main advantage of Mocap One Studio is the most innovative, cutting-edge infrared high-definition cameras by OPTITRACK — precision motion capture and 3D tracking systems for robotics, VR, biomechanics, and animation.
Motion Capture
We use Motive 2, a motion capture software platform, which helps to digitalize a movement of a person or an animal, as well as any additional prop (a sword, axe, broomstick, chair, etc.) in the real time workflow.
Also, you can work with virtual 3D scenes. For this goal, we use real-time translation to a third-party 3D package such as Maya or MotionBuilder. Recording is performed to two systems simultaneously: to Motive and to the selected 3D package. This feature allows an actor to go round 3D objects of a virtual scene or dodge other characters, for example, an attacking dragon that is present only in a 3D scene. This allows you to check immediately, right during filming, whether the actor was oriented correctly, whether the actor has moved enough and whether there was any overlapping with other virtual animated characters.
Using NatNet makes it possible to integrate into Unreal Engine 4, so that the actor — while being displayed in the 3D scene by Unreal Engine — can at the same time see everything around through the VR system (currently optional). It definitely helps to achieve the maximum effect of presence in the 3D scene.
Capture Area
The working capture area is a 17x21 meters rectangle, with a height of more than 5 meters. 48 high-resolution cameras are located at a distance of 2 meters from the working area. Up to six actors can simultaneously participate in the shooting. To shoot an actor falling on the back, a special control marker is placed on an actor’s chest. The floor has a special rubber coating that helps to break the fall, plus you can use additional soft mats.
Diagonally, actors can run up to 30 meters. Technical entry gates are 3.5 meters high, which allows you to bring large-scale props, pieces of scenery and large animals.
The standard recommended capture rate is 120 frames per second; FPS change is possible when data is exported. The upper limit to the capture rate is 360 frames per second — for objects moving faster than 100 meters per second.
  • Motive software used at our studio helps to avoid grueling cleaning of animation due to the following built-in features:Filter the recorded data and cut off the false and reflected markers.
  • Suppress vibration and shaking at any given frequency from 1 Hz.
  • Restore lost (overlapped) markers and their trajectory.
  • Smooth out abrupt movements
  • Include and exclude additional markers.
  • Restore the markers’ names.
  • Edit trajectories of the marker.
Recorded marker data are processed and exported to files of the preferred format:
C3D — contains a point (marker) cloud.
FBX_Binary — for bones.
FBX_ASCII — for Skeleton dolls.
BVH — for Skeleton dolls described before the shoot.
CSV — for optical and rigid body data.
Additional prop
Our studio can prepare any additional props for the shoot by placing markers on them. However, we do not recommend using rare/antique items, since placement of markers involves using screws, tape or stickers that can damage the valuables.
To achieve the maximum result in an optimum manner, it makes sense to create a framed model of a prop in order to reduce the area of markers overlapping. For example, the best way to shoot a knight's shield is to make its copy out of metal or plastic wire frame mesh, so that the shield is as transparent to infrared light as possible. The more visibility through the shield you can reach, the better the result will be. We do not recommended to make a shield out of solid transparent materials (glass, organic glass), since many of these materials are not transparent to infrared light and can reflect it, thereby worsening the results of shooting.
If any one-of-a-kind props are used, they should not have reflective, glossy or glazed surfaces; otherwise, these surfaces should be isolated by light-absorbing material. The use of synthetic materials that intensively reflect infrared light can also worsen the results of filming. For more realistic perception during filming, the real prop model can be displayed in the View window by using a 3D copy of the prop prepared in the OBJ format (with a minimum number of polygons in order to maintain the system's performance).

In our studio, we provide an unlimited,

free-of-charge access to:

Drinking water

Hot tea and delicious cookies

A fridge and a coffee-maker

Free Wi-Fi
Kupriyanova 4a, Minsk, Belarus.

Phone: +375 29 6 999 733
e-mail: mocap.minsk@gmail.com

We work 24/7
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