Capturing animals in the same way as humans can introduce extra challenges, that is, unless you use a Qualisys motion capture system.
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Qualisys is proud to have taken a serious step into Entertainment Industry with our VFX and Animation solutions. With over 30 years of experience in motion capture within human biomechanics, we brought our mocap expertise to the entertainment sector to offer the best conditions for a smooth workflow for film, gaming and live broadcasting currently available.
Our solutions in animation allow for real-time solving of multiple characters, both human and animal, streamed straight into the game engine or animation software of your choice packages this with our self-developed mocap suits, active tracking devices for LBVR, and seamless integration with 3rd party animation and virtual production tools.
Couple this with the highest-performing motion capture camera platform on the market and its weatherproof capabilities, the Qualisys system will always operate where and when you need it to.
You set the framework for your projects, not the equipment.
Take control.
Capturing animals in the same way as humans can introduce extra challenges, that is, unless you use a Qualisys motion capture system.
With Qualisys' advanced technology, you can push your animations to the next level and bring more magic into the art of animating characters.
Martin HolmbergCreate and solve multiple skeletons at one time, allowing for multi-actor real-time streaming to a chosen animation software or game engine.
QTM has built in support for finger solving either as a stand-alone hand or part of a full body skeleton.
Create custom skeleton definitions to solve anything that can be represented as a segment hierarchy, such as humans or animals.
Get a behind-the-scenes look at how the Qualisys system allows Goodbye Kansas Studios to smoothly animate and convey the emotion of the actors for realistic film and game production.
“For GBK, it is super important that we have a company like Qualisys to support us in our mission of striving towards quality, quicker turnarounds, and make sure that the uptimes in the studio are as high as it can be.”
Anton Söderhäll
Executive Producer, Goodbye Kansas Studios
“I’m incredibly lucky to be part of these productions! As a freelance actor, I notice differences performing in front of each 3D system. With Qualisys, i feel like everything runs so smoothly and their suits are honestly one of the more comfortable mocap suits I’ve worked in!”
Nilla Hansson
Motion Capture Performer, Goodbye Kansas Studios
The Qualisys Skeleton Device handles streaming of skeleton segment transforms (6DOF) from QTM. Skeleton data is automatically characterized, to easily connect a streamed skeleton to a rigged character.
Animating characters is straight-forward with auto mapping between Unity’s Mecanim human bones and QTM segments. Just add the skeleton script, set the actor name of the QTM skeleton and press play.
Add 3D marker positions to your actor components in Unreal Engine, or let rigid body position and orientation manipulate them. Mapping skeletons to a mesh is handled by Unreal Engine’s LiveLink plugin.
Receive your mocap data as joints or locators and animate characters or other types of objects. Since our joint naming convention works seamlessly with HumanIK, customization is extremely quick.
Reallusion uses the Qualisys open-source SDK to integrate real-time skeleton streaming from Qualisys Track Manager. The skeleton data is automatically characterized to directly connect a streamed skeleton to any royalty-free, iClone or Character Creator 3 pre-rigged avatar.
Get in touch with us and find out how we can help you in your project.
Weatherproof Motion Capture
Our protected camera models provide extra features resulting in excellent tracking in challenging environments. Whether it’s outdoor, underground, hot or cold our hardware has proven endurance.
The only underwater option
Animating realistic movements underwater is made possible with the world’s only optical motion capture technology designed for making underwater captures. The system is pressure tested to a depth of 40 m and can be synchronized with external hardware.
Martin Homberg
VFX Product Manager
Michael Kocourek
VFX Sales Manager
Jeffrey Thingvold
Sr. Application Engineer
Jean-Marc Fueri
Animation Specialist