XSENS provides state of the art motion capture technology in two different forms - Awinda (a strap on solution) and Link (a heavy duty robut platform with lycra suit).
We reveal lost footage from the previously highly anticipated Indiana Jones game.
It’s that time again! The Filmstorm Flash Sale is live on filmstorm.net/store Come and check out our latest offers and animation packs which are all at least 40% off. Use
With the recent release of Final Fantasy VII: Remake I wanted to look back through it’s long development cycle to see why certain technological decisions were made, the particular one being why they chose to use the Unreal Engine over their in-house engine Luminous.
In the tutorial I cover how to set up the root bone and explain what makes Root Motion.
Creating a futuristic world can be hard, especially when you don't have people to populate your cities, work areas and streets. In the first pack of our Sci-fi Series we focus on the Sci-fi Worker who builds, repairs, inspects ships and partakes in work around a dock or workyard.
Animating hands are hard, and a long process with at least 30 joints to animate without motion capture can be tiresome work, and cleaning hand data can be even more challenging.
I have to admit it, playing Red Dead Redemption 2 was a blast, the level of detail achieve was incredible and the animations were a world first and ground breaking in so many ways.
Our brand new Animation Pack is now released for Unity and this time we are featuring AAA, Bow and Arrow motion capture.
The Motion Library has been a little passion project for a while at Filmstorm. Think of it as a simple way to search for animations and packs to use for your games and projects with easy export to multiple engines (Unity and Unreal Engine + DCC applications like Maya, 3DS Max and more).
The PlayStation 5 is actually, on paper, behind the Xbox Series X, in terms of GPU power, SSD Space, Memory Bandwidth, CPU and backwards compatibility.
I spent a long time in Unity re-implementing the old Locomotion System which uses cycle timing to correctly position the feet depending on the speed of the player's movement.