I will record xsens mocap for games film and VR


About this gig
Need clean, believable motion without renting a studio? I capture full-body + head + fully articulated fingers and deliver production-ready exports for games, film/cinematics, VR/MR, and VTubing.
Deliverables
- FBX or BVH (FBX imports smoothly into Unity/Unreal) (40-240hz recording options for body & head, 120hz for hands)
- Multiple takes of the same animation for variety in your project
- Optional guidance on Unity/Unreal import settings & best practices
My workflow
After recording, I run an HD reprocess pass to tighten everything up. This results in smoother motion, steadier orientation, and better foot contact / less sliding, especially on complex moves. I also capture with the right environment mode based on the shot: single-level, multi-level/stairs, no-level, or soft-floor.
Performers
I can perform the actions myself, and I also have access to additional athletic actors for higher-intensity movements.
Important
I do NOT do retargeting, rigging, or manual animation polish beyond reprocessing pass. The suit cannot perform collisions (tackles, hard falls).
Before you order
Send your requirements and shot list + reference video (if you have it). Free short sample available.
Get to know Nic
Software Engineer, Mocap Animations Expert
- FromCanada
- Member sinceMar 2026
Languages
English
FAQ
What are your qualifications?
7+ years in games/VR/MR, with 2.5+ years using Xsens + Manus. I’ve captured myself and pro athletes for sports and combat gameplay, building a strong understanding of what makes movement read well, feel realistic, and work in-engine.
How do your pricing packages work?
Each package covers one clearly defined performance up to the listed runtime. The tier depends on how demanding the motion is - simple, athletic/technical, or highly complex. If your request includes multiple clips, props, or unusual setup needs, I’ll recommend a custom offer.
What’s “HD reprocessing” and why should I care?
It’s a reprocessing pass I run after recording that makes the animations smoother and more stable, with better foot contact/less sliding compared to real-time capture. This processing pass preps the animations for use in your game or movie.
What’s your turnaround time?
Depends on quantity and complexity. Small orders can be fast; larger batches and movements that require larger space need to be scheduled at facilities that can accommodate the space requirements. Message me and I’ll give a realistic delivery window and updated price.
Can you do collision/contact animations?
The suit cannot handle heavy contact/falling animations due to the hardware integrated on it. Light contact may work depending on requirements.
Do you clean the animations?
Beyond the initial reprocessing that's listed in the description, no. This is something an animation specialist can takeover and touch up if required. My past experience can help you navigate that if required.
Do you retarget to my character / rig?
No. I capture and export clean mocap. If you need retargeting, I can recommend a workflow or you can handle it in Unity/Unreal/Maya/Blender.
Is finger tracking included?
Yes. Fully articulated fingers via Manus gloves (great for hands, grabs, gestures, props).
Do you include props / weapons / object interaction?
Basic handheld props can be possible depending on the action. Tell me what you need as complex prop interaction may require custom pricing.
What do you need from me before you start?
A shot list (moves + approximate duration), reference video (if possible), desired FPS (30/60), root motion vs in-place preference, and your target engine (Unity/Unreal).

