MOTION CAPTURE 197
in business in the long term. In my experience, the mocap business is a tough one,
and the last thing you want is to sign up with a company that goes out of business
mid-way through your project, leaving you holding the bag.
When looking at competitive bids, it’s important to not only look at the direct
costs, such as the stage time, expendable media, or the cost of mocap markers but to
also pay attention to what can sometimes be hidden costs. A cost that can bite you
later if not negotiated and spelled out carefully, for instance, is the cost of mocap
processing. If the mocap processing costs are specified to be charged by the second,
you can run into nasty circumstances where you end up paying $30 or $100 a second
for precious seconds when the actor is in a t-pose or when the animation is starting
and ending. If you can negotiate a deal to get charged by the motion, you can save
the mocap studio and your animators overhead in analyzing each second of a motion
capture take to be purchased and save yourself the headache of keeping an eye to
the bottom line on each second of animation later.
Regardless of which way the contract is spelled out, you’ll need to have de-
tailed descriptions of what makes an easy, medium, or complex move. An easy shot
might cost you $15 a second, but a complex multi-person shot might cost you $100
a second, so you don’t want to be having arguments with your vendor later about
why a walk cycle has been classified as complex simply because your contract wasn’t
detailed enough.
With regard to scheduling, the timing of the mocap session can be flexible de-
pending on the schedule of your animation team. Be aware of the fact that when
working with a movie and sharing talent or stage time, a Hollywood production
might want to do mocap earlier or later than you might be comfortable with, put-
ting additional pressure on your animation team to either prepare for the shoot very
early in their schedule or do mocap late, forcing them to crank to get all the anima-
tion in the game.
Motion Capture Requirements
If the lead artist and animator decide that motion capture is necessary, they will
need to determine the following:
How to manage assets: Motion capture data generates many assets, so the
animator needs to have a process in place for managing the motion capture
data and converting it to an animation asset to be used in the game.
Filenaming convention: A filenaming convention is necessary so that the ani-
mator can look at the filename and understand what the motion is without having
to open the file. The filenaming convention must be established months in ad-
vance so the information can be communicated to the motion capture vendor.