Revolutionizing Motion Capture: Move's AI-Powered Technology
The concept of motion capture often conjures up images of actors clad in black spandex suits adorned with rubber balls. However, this traditional method may soon become a relic of the past, thanks to the groundbreaking software developed by Move, a technology company aiming to revolutionize motion capture for both AAA and indie game developers, as well as beyond the gaming industry. Move's co-founder and CEO, Tino Millar, explains that their platform enables the capture of authentic, high-quality human motion using regular video cameras. This technology has been tested and proven to work seamlessly with popular game engines such as Unreal and Unity, as well as Roblox and proprietary engines. Move has already partnered with Electronic Arts, showcasing impressive results at the annual SIGGRAPH conference, where the same actor's motion was captured using Move's system, achieving the same level of quality and accuracy as traditional methods. The cost and practicality differences are significant advantages of Move's technology. Traditional motion capture requires actors to wear uncomfortable suits, often including animals and children, and demands a controlled environment with precise lighting conditions. In contrast, Move's technology can capture high-quality motion with as few as two cameras, which can be off-the-shelf products or even iPhones. This innovative approach makes motion capture more accessible, allowing it to be done anywhere, such as in an office or at home, rather than being confined to a studio. Move's software leverages advanced AI, computer vision, biomechanics, and physics to track multiple points on the human body without the need for markers. Millar highlights that their technology ensures that all movements obey the laws of motion and momentum, resulting in accurate and authentic captures. The data can then be translated and used within game engines or graphics engines. The potential benefits of this technology are vast, particularly in the context of the pandemic, where remote capture became a significant challenge for studios. Millar's idea for Move was born out of a personal need to track his own motion while working out from home, using cameras in his living room to monitor his sets, reps, and technique. This concept eventually evolved into Move, a software that helps users across various mediums digitize their motions. In the realm of motion capture for games, Move's technology represents a paradigm shift, offering a more accessible and cost-effective solution for indie developers. The ability to capture multiple people at once on a limited budget is a significant advantage. Millar envisions a substantial potential for Move in the metaverse, where users can create avatars that not only resemble them but also move like them. He demonstrates this concept with a video showcasing his son's motion captured outdoors and transferred into the motion of a robot avatar. The implications of this technology are far-reaching, particularly in the context of sports games, where capturing unique motion from a variety of people can enhance the gaming experience. While Millar cannot disclose which games EA is currently using Move for, the flexibility of the system could enable the capture of an entire football team's motion, rather than relying on a few athletes' mocaps. The ability to capture motion from existing or historical footage raises questions about consent and the potential for motion licensing and rights. Millar emphasizes that Move's approach is to ensure the highest fidelity motion while working with talent and rights owners to create official licensed products. The company's mission is to make human motion digitization accessible to more people, eliminating the restrictions of traditional systems. With Move, motion capture can be done from anywhere, at any time, using just a few iPhones, making it a more iterative and creative process.