Virtual Production Project

A technical exploration of Motion Capture workflows and stylized cinematic rendering in Unreal Engine 5.

01. Project Context

Produced by a 3-person team, this project explores the full pipeline of virtual production. My responsibilities included Motion Capture (MoCap) lead, Sound Engineering, and Final Production within Unreal Engine 5.

02. Technical Challenge: Bone Characterization

The Problem MotionBuilder failed to recognize the bone hierarchies of characters exported from Unreal Engine, effectively breaking the automated retargeting pipeline.
The Solution I manually reassigned every bone within MotionBuilder’s character definition. Despite software instability and frequent crashes, I successfully mapped the skeleton to custom character rigs.

03. Production Pivot

Faced with strict time limitations, I made the strategic choice to remove a complex sword-fighting scene. This allowed us to prioritize the rendering quality and fluidity of the hand-to-hand combat shots.