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Assassin’s Creed’s “Mocam” Raises The Motion Capture Bar

Assassin’s Creed’s “Mocam” Raises The Motion Capture Bar

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L.A. Noire drew immense praise for its facial animation. Team Bondi managed to translate actors’ smallest tics and twitches to the characters they represented, offering an unparalleled sense of place and bringing an uncanny, almost unsettling, humanity to the game’s characters. Now, Assassin’s Creed: Revelations developer Ubisoft is looking to take motion capture a step further by untethering such intensive and exacting motion capture from its current technical limitations.

Ubisoft wants to capture bodies, too. The issue with having such sublime facial animation as L.A. Noire demonstrated is that less spectacular graphical features stand out in relief. In particular, L.A. Noire had characters whose heads seemed vibrant and alive, but whose bodies jilted awkwardly from pose to pose, lurching from one stilted animation to the next. With the two features in such close proximity, it’s inevitable that their disparity is eventually exposed to the player.



Assassin’s Creed: Revelations therefore introduces Mocam technology, which, according to lead game designer Alexandre Breault, is more malleable than Rockstar’s technology. Mocam does not require the character for whom one captures data to look like the actor, but still provides high-fidelity reads of facial movement. At once, capture of the face and body can be simultaneous, creating what promises to be an incredibly fluid, natural and detailed suite of animation.

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