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.







