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Keyframe or Mocap ?

Which Technique to Choose?



 The Reality on the Ground Between Two Approaches


Lately, several studios have reached out to me after running into trouble with motion capture. Projects dragging on, teams struggling with cleanup, disappointing results...I realized many are facing the same issues.


After working on various projects with intensive mocap, then spending 4 years on Prince of Persia: The Lost Crown using pure keyframe animation,I feel like sharing what I’ve truly experienced in the field.


Because between marketing talk and production reality,it’s not always easy to find your way.



The Professional Gap


Most students are trained exclusively in keyframe animation.

It makes sense: they need to learn pure animation and its principles, teachers are skilled in this technique, and there’s no need to invest in a mocap studio.


Meanwhile, more and more studios are turning to mocap without necessarily mastering the process. They hire junior animators to handle the data…who’ve never worked with mocap in their lives.


I’ve seen teams struggle for months with cleanup, when the same work could’ve taken just a few weeks with the right approach.




A Few Examples for Context


Quantic Dream: Heavy Rain, Beyond Two Souls...Highly realistic projects rooted in emotion. The choice of mocap was an obvious one to capture the actors’ performances.



Ethan Mars motion capture
Heavy Rain : realistic project











Prince of Persia: The Lost Crown: A stylized project featuring quadruped and flying enemies, fast-paced combat, and acrobatic navigation that’s impossible to capture. Keyframe animation was the logical choice.



Sargon keyframe
Prince of persia: stylized project










These examples clearly show that the choice depends primarily on the artistic style and gameplay constraints!



Common Beliefs:


“Mocap is faster!”

Yes… but.

An experienced animator will need at least a full day to create a gameplay-ready run cycle in keyframe. With mocap, it can be done in about 2 hours.


But here are the real challenges:

  • Mocap is always too “soft” for video games. It needs to be stylized.

  • Fingers are often poorly captured and require manual cleanup.

  • Transitions between animations are pure craftsmanship.

  • You have to manage inaccuracies, jitter, and data loss efficiently.



Concrete Example:

On a recent project, the jumps felt too soft. We sped up certain sections by 10%, reworked the takeoff and landing poses, cut frames at the beginning, and increased the jump distance to achieve a result that felt right for gameplay. We tinkered with the mocap data to get the desired effect.




saut motion capture
Motion capture jump editing
edition saut motion capture
The same jump from a different angle: we rework the distance covered and the poses to make it feel natural and more dynamic.


Why Mocap Feels Intimidating at First Glance


When you first dive into mocap, you’re faced with data that can be overwhelming:

  • Unwanted jitter everywhere

  • Limbs jumping from one frame to the next

  • Fingers poorly captured or completely missing

  • Files with keys on every single frame


Faced with this, the temptation is to redo everything in keyframe or to “counter-animate” it all.

Yet mocap gives access to natural rhythm and micro-movements that are extremely difficult and time-consuming to achieve in keyframe. These “flaws” actually hide a wealth of gesture that’s nearly impossible to reproduce by hand. It’s crucial to know what to preserve and what to cut to make the most of it!


The challenge is: you need to know how to clean and optimize the data. And that’s something you have to learn.




Common Technical Pitfalls


Trying to keep everything from the mocap : Classic mistake. It lacks punch, and the intention becomes unclear in-game.


Working on every single frame : Guaranteed nightmare. It’s better to clean the curves and/or work in layers to stay organized.


Not knowing what you want before starting : Without a clear direction, you end up deleting movements that actually give the animation its identity.


Poor shooting preparation : Properly directing the actor on the required movements is essential, and it can’t be improvised on the spot. Forgetfulness is common when there’s a lot to shoot, and if you miss something like a 180° action you later need…good luck fixing that in post-production.




Field Insights


For locomotion : This is probably where mocap shines the most. Locomotion is one of the hardest types of animation to create : it must follow precise speed, is constantly visible, and needs to be flawless without becoming repetitive. These animations take a long time to produce in keyframe, yet they’re essential to gameplay.


Red flag during shooting : If you end up with overacted performances or poorly placed movements for technical actions , it means the prep wasn’t solid.You learn from those mistakes for the next shoot.


Golden rules : Always do multiple takes. You won’t catch every flaw at first glance, and it allows you to explore different intentions.


If you want to find your files after the mocap session : Use an efficient naming convention. The amount of data is so massive that you won’t remember anything a few months later. Smart organization saves time and ensures you don’t lose important takes.




 My Conviction After All These Years


The choice should first and foremost be based on the project’s artistic style. That's all.


  • Realistic or semi-realistic with humanoid characters? Mocap gives you that natural foundation that’s hard to achieve with keyframe.


  • Cartoon, stylized, or imaginary creatures?Keyframe gives you full creative freedom.


Once that choice is made, you need to ensure you have the skills to take full advantage of it. And that can’t be improvised.


With well-mastered mocap, you can produce more animations with a solid base. But you need people who know how to clean and stylize the data.

With keyframe, you control everything and can be highly creative. But it takes longer, especially for complex, natural movements.


Both approaches are valid depending on the context.




I’ve had the chance on some productions to wear the mocap suit myselfand step into the actors’ shoes. It helped me better understand how to direct performers during technical shoots for gameplay animation.




calibrage motion capture
Mocap shooting , actor : Me ^^



Download the Keyframe or Mocap Checklist


I’ve put all of this into a handy PDF, including:

  • A points-based diagnostic

  • A simple comparison table

  • Key red flags for mocap shooting and post-production







And you?


On which projects have you used one technique or the other? Have you ever faced situations where the technical choice was obvious… or a total disaster?

For juniors: which technique do you feel most comfortable with? Does mocap intrigue you or intimidate you?





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