Academic Catalogs

FILM A224: Performance Capture II

Course Outline of Record
Item Value
Eff Term Fall 2026
Curriculum Committee Approval Date 02/11/2026
Top Code 061410 - Multimedia (CTE)
Units 3 Total Units 
Hours 72 Total Hours (Lecture Hours 45; Lab Hours 27)
Total Outside of Class Hours 90
Total Student Learning Hours 162
Course Credit Status Credit: Degree Applicable (D)
Material Fee No
Basic Skills Not Basic Skills (N)
Repeatable No
Open Entry/Open Exit No
Grading Policy Standard Letter (S)

Course Description

An advanced exploration of performance capture production for film, animation, virtual production, and game development. Students will focus on a specialized area within the performance capture pipeline, such as directing actors, performing in suits, operating hardware and software systems, or managing post-processing workflows. Topics include advanced multi-actor capture, face and hand capture systems, live-link data streaming, virtual camera work, and directing performances for digital characters. Through individual specialization and team collaboration, students will produce a polished short sequence integrating performance capture with animated characters or environments. PREREQUISITE: FILM A222. Transfer Credit: CSU.

Course Level Student Learning Outcome(s)

  1. Demonstrate advanced proficiency in one or more specialized areas of performance capture, including directing, acting, or technical operation.
  2. Plan, direct, and execute a multi-actor capture session incorporating both body and face data.
  3. Process and refine captured data for animation or virtual production using industry software.

Course Objectives

  • Analyze and apply advanced capture methodologies for body, face, and hand tracking.
  • Demonstrate understanding of character direction and performance analysis for digital avatars.
  • Operate multi-camera capture systems and manage synchronization for real-time production.
  • Use advanced motion capture and virtual production software.
  • Collaborate on capture sessions simulating real-world production environments.
  • Edit, clean, and retarget captured data for animation and game engines.
  • Develop creative sequences integrating captured data into cinematic or interactive contexts.
  • Critically evaluate aesthetic and technical outcomes through peer review and reflective documentation.
  • Present a final project demonstrating advanced capture workflows and individual specialization.

Lecture Content

Content – Lecture

I. Overview of Advanced Performance Capture
 A. Review of foundational principles
 B. The evolution of virtual production and hybrid workflows
II. Specialization Tracks
 A. Acting and Movement for Digital Characters
 B. Directing and Scene Blocking
 C. Cinematography and Virtual Camera Operation
 D. Technical Operation and Data Engineering
III. Multi-Actor Capture
 A. Staging complex scenes with multiple performers
 B. Spatial calibration and occlusion management
IV. Facial and Hand Capture Integration
 A. Synchronization and marker-less capture systems
 B. Combining body, face, and hand data
V. Real-Time Data Streaming and Visualization
 A. Using Live Link or equivalent tools
 B. Virtual cameras and real-time lighting
VI. Retargeting, Cleaning, and Editing Data
 A. Solving, smoothing, and motion blending
 B. Integrating mocap data into Unreal or Maya
VII. Directing for Digital Performance
 A. Coaching actors for mocap nuance and exaggeration
 B. Performance continuity and feedback loops
VIII. Professional Studio Pipelines
 A. Data management, version control, and naming conventions
 B. Safety, ethics, and production roles in commercial studios
IX. Capstone Production
 A. Planning and executing a full capture scene
 B. Post-production, lighting, and rendering for final presentation

Lab Content

Content – Lab

  1. Specialization workshops (Directing, Acting, or Tech Operation).

  2. Calibration and setup of multi-actor body capture systems.

  3. Operation of face and hand tracking systems.

  4. Recording and solving full-body and facial performance sessions.

  5. Retargeting and animation cleanup using MotionBuilder or Unreal Engine.

  6. Directing and shooting multi-character capture scenes.

  7. Recording voice and integrating lip-sync data.

  8. Editing, compositing, or rendering a final short sequence.

  9. Portfolio documentation and project presentation.

Method(s) of Instruction

  • Lecture (02)
  • Lab (04)

Instructional Techniques

1. Lecture 2. Demonstration 3. Video examples 4. One-on-one instruction 5. Individual assignments 6. Group assignments 7. Assignment critique 8. Examinations

Reading Assignments

Students will Read 1-2 hours per week from assigned from handouts, equipment and software manuals, and online sources.

Writing Assignments

Students will spend 1-2 hours writing scripts and choreography diagrams related to performance capture setups to be performed and captured.

Out-of-class Assignments

Students will spend 1-2 hours creating performance capture setups and recording data sets to be integrated into 3D computer models and animations.  Video tutorials of capture products and techniques will also be recommended as a supplement.

Study Non-Contact Hours Recommended

90

Methods of Student Evaluation

  • Projects (Individual/Group)
  • Problem Solving Exercises
  • Skills Demonstration

Demonstration of Critical Thinking

A. Assigned individual projects B. Assigned group projects C. Examinations

Required Writing, Problem Solving, Skills Demonstration

Students will be required to interpret an animation script and storyboard (either provided by the instructor or their own creation), and produce an effective Performance Capture session based on it for their final project. Proficiency will be demonstrated by satisfactorily completing assignments and by incorporating the elements of Performance Capture they have learned. Students will demonstrate critical thinking and problem solving skills through the utilization of unique Performance Capture techniques, and by working through production and post-production challenges individually and in groups.

Resources Subscreen

  • Other: . . ().
  • Other: . . ().

Eligible Discipline(s)

  • Broadcasting technology (film making/video, media production, radio/TV): Any bachelor’s degree and two years of professional experience, or any associate degree and six years of professional experience.
  • Multimedia: Any bachelor’s degree and two years of professional experience, or any associate degree and six years of professional experience.