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Tekken: Blood Vengeance (One of the projects that Flystudio have been a part of)

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After the industry talk by Mr Meng from Flystudio, I've learned that the pre-production stage in motion capture animation is the most important stage. Before getting into motion capture recording, animators have to nail down the basic movements of the characters first. Mr Meng had also shared to us the behind-the-scenes of one of a motion capture production, e.g. Tekken. He explains that this process can help reduce production time compared to traditional hand-key animations.

Overall, the talk was very informative and it was fun watching behind-the-scene of different mocap animation productions.

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During this lecture, I gained a deeper understanding of the process of motion capture animation, and I've developed a strong interest in it. Watching the professionalism of the motion capture actors, the process of creating games or animations, and the variety of motion capture facilities felt fascinating, as using advanced equipment allows for the creation of high-quality work that closely resembles reality.

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From the talk, I get to see the company's workflow, as well as the process and behind the scenes in making motion capture footage for video games.

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It’s great that listening to the talk helped deepen understanding of motion capture. Indeed, motion capture plays a crucial role in action game development. It can record real human movement data, making the character's actions more realistic and natural, thereby enhancing player immersion. The examples shared in the lecture demonstrated its application in various scenarios, such as combat and jumping movements, where real physical actions are captured to improve animation quality.

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Reflecting on the talk about creating games and animations using motion capture technology, I found it fascinating how this technique bridges the gap between reality and digital storytelling. Motion capture not only enhances realism but also allows for nuanced performances, capturing the subtlety of human movement. The process of translating real-world actions into digital forms reveals the intricate collaboration between artists, animators, and technology.

I was particularly intrigued by the challenges faced in capturing motion—like ensuring the accuracy of movements and managing the complexities of rigging characters. It’s impressive how this technology pushes creative boundaries, enabling storytellers to convey emotions and actions in a way that resonates deeply with audiences. Overall, the talk highlighted the transformative power of motion capture in shaping the future of interactive media and animation..

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In the talk by Mr. Meng from Flystudio, he shared a lot about the motion capture production process, emphasizing that motion capture can be used not only in 3D animation but also in films and etc. He also gave examples of how various studios approach motion capture production. For instance, the motion capture techniques used by Opakis in their 2011 production of Tekken were very impressive and I learned a lot from them.

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In Mr. Meng's talk, he shared a behind the scenes view of how motion capture is used to create the intense, realistic animations in a game like Tekken. He explained how mocap captures each character’s unique fighting style, making movements like punches and kicks look fluid and believable. Mr. Meng discussed the challenges of recording complex fight sequences, which require careful coordination between stunt performers to keep things both safe and accurate. It was interesting to hear how animators, performers and game designers work together to make sure each character’s moves match their personality and style. This talk gave me a new appreciation for the detail and teamwork involved in making fighting games.

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After listening to the talk by Mr Meng from Flystudio, my perspective about motion capture and 3D has changed. Understanding that the use of motion capture can be very helpful in making dynamic movements more efficient and reduce the time to animate them. However, such motion capture requires more advance motion capture set up compared to what we have here in UNIMAS, and it is quite expensive to get a hand on those equipments.

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In Mr. Meng's talk, he provided an in-depth look at the motion capture technology used in Tekken and shared behind the scenes insights into how the game’s intense and realistic animations come to life. He explained how motion capture captures each character's unique fighting style, making actions like punches and kicks look fluid and believable. Mr. Meng also discussed the challenges of recording complex fight scenes, which require precise coordination between stunt performers, the props team, and the director to ensure both safety and accuracy. Additionally, he shared how animators, performers, and game designers work closely together to make sure each character's movements reflect their personality and style.

Reflecting on the entire talk, I gained a deeper understanding of how motion capture technology translates the smooth movements of the real world into the digital characters in games. This technique not only enhances realism but also captures the subtle nuances of human motion, allowing for more detailed performances. The process of converting real world actions into digital forms highlights the intricate collaboration between artists, animators, and technicians, giving me a newfound appreciation for the creative process behind this technology.

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In Mr. Zhang’s workshop, I gained valuable insights into animation production, especially in motion capture technology. Observing how motion capture data seamlessly integrates with 3D models inspired me to explore more fluid and lifelike character animations.

The importance of pre-visualization and storyboard planning was emphasized, showing me how solid preparation can streamline the production process and minimize revisions. I also appreciated how Mr. Zhang balanced creativity with technical challenges, adapting effectively when faced with hardware limitations—a lesson in resourcefulness that resonated deeply.

This experience not only expanded my technical skills but also reinforced the value of creativity and adaptability in animation. I’m excited to apply these learnings in my future projects

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What I learn from Mr. Meng's talk, motion capture not only limited to realistic movement that looks like real life, but it also can be use for create a extreme dynamic movement like we see in game Tekken. we got to see the fighting scene with incredible fighting choreography and we usually see how exaggerate their movement are. But again, this kind of motion require more and advance sensor for they capture such a extream movement