NOKOV Motion Capture System

For Game CG, VFX, 3D Animation, and Motion Capture Studio More Information
More Information
Solutions

High Precision Real-Time Motion Capture

Ideal for capturing 1-10 individuals simultaneously within the same space

Applications: game CG, game animation, 3D animation, VFX, advertising

Trackable Objects: Humans, props, or animals (e.g., horses, monkeys, sheep)

Through the Sync Unit, NOKOV Motion Capture System can sync to dozens of external sources, including Genlock signals. Highly precise frame timing is also possible with SMTPE Time Code.

Real-Time Character Data Binding for Driving

•      Collect real-time action data from actors/actresses for matching and binding to animated characters.

•      Synchronize the animated character's movements with the actor/actress and display capture effects simultaneously.

•      Control virtual cameras to compose realistic scenes.

Accurate and Rapid Motion Capture Data Repair

Provides a complete suite of motion capture camera hardware, as well as user-friendly and powerful data processing software.

Efficiently and manually refine data by deleting, filling, and smoothing, to generate more lifelike and fluid movements for humans or animals, enhancing the efficiency and quality of animation production.

Accessible to Software
  • Unreal
  • maya motion
  • builder
  • 3D Max
  • Unity 3D
  • Softimage CSI
  • Cinema 4D
Case Studies

Real-time Motion Capture for 44 Individuals

Each actor has 53 reflective markers attached. Within an area of 15m × 20m × 6m, we can capture 2332 reflective markers simultaneously, even under occluded conditions. Additionally, the software can quickly map the actors to their respective human models.

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Mars series mocap cameras Mars series mocap cameras
Cameras

Mars Series Mocap Cameras

The Mars 2H, Mars 4H, and Mars 12H models offer a wide range of frequencies, from 180Hz to 380Hz, and resolutions, from 2.2 million to 12 million pixels, making them suitable for a variety of film and television animation needs.

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