FILM A224: Performance Capture II
| 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)
- Demonstrate advanced proficiency in one or more specialized areas of performance capture, including directing, acting, or technical operation.
- Plan, direct, and execute a multi-actor capture session incorporating both body and face data.
- 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
-
Specialization workshops (Directing, Acting, or Tech Operation).
-
Calibration and setup of multi-actor body capture systems.
-
Operation of face and hand tracking systems.
-
Recording and solving full-body and facial performance sessions.
-
Retargeting and animation cleanup using MotionBuilder or Unreal Engine.
-
Directing and shooting multi-character capture scenes.
-
Recording voice and integrating lip-sync data.
-
Editing, compositing, or rendering a final short sequence.
-
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.
