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Real-time Cinematics // UE5

Oath and Shadow

A 4-week sprint from OptiTrack motion capture to real-time cinematic render.

Role

Cinematic Lead
Technical Artist

Pipeline

OptiTrack → MotionBuilder
→ Unreal Engine 5

Focus

Mocap Cleaning, Retargeting,
Sequencer & Lighting

Timeline

September 2025 -
October 2025 (4 Weeks)

Production Log

The 0 to 1 Process

01
Week 1: Acquisition

Motion Capture & Data Strategy

We utilized the OptiTrack system to record complex sword-fighting choreography. The primary challenge was managing occlusion during close-combat sequences.

Post-capture, I brought the raw data into MotionBuilder. Since the raw dance/fight mocap didn't come with a mesh, I inspected the take in MotionBuilder first and retargeted it to a Mixamo character to verify bone rotations before export.

  • OptiTrack
  • MotionBuilder Setup
  • Raw Data Cleaning
View Gallery
Motion Capture Session Click to view Week 1 Media
02
Week 2: Integration

MetaHuman & Live Link

I established the Live Link connection to stream animation data directly from MotionBuilder to Unreal Engine 5. This allowed for real-time visualization of the performance on our target assets.

Problem Solving: I encountered a retargeting error where the MetaHuman's forearms were twisted unnaturally. This was due to a mismatch in the T-pose definition between the source data and the MetaHuman skeleton, which I resolved by adjusting the bone mapping in the retargeting settings.

  • Live Link
  • MetaHuman Retargeting
  • Real-time Visualization
View Gallery
Live Link Debugging Click to view Week 2 Media
03
Week 3: Scene Assembly

Multi-Character Blueprinting

We selected a medieval cathedral environment (Assassin's Creed Unity style). I created a modular Blueprint system where the Knight and Assassin characters could share a single animation skeleton.

This was crucial because our raw MoCap file contained data for both actors simultaneously. By mapping two character Blueprints to their respective data streams, I could drive the entire fight scene from a single source file, ensuring perfect synchronization.

  • Character Blueprints
  • Shared Skeletons
  • Environment Staging
View Gallery
Two Character Setup Click to view Week 3 Media
04
Week 4: Polish & Cinematography

Control Rig & Sequencer

The final stage involved heavy cleanup using Control Rig to fix jitter and foot-sliding. Since the raw data often "ignored" the physical weapons, I had to manually constrain the sword assets to the hand bones and clean up the intersection points.

Using the Level Sequencer, I keyed camera movements to follow the action dynamically, adjusting focal lengths to emphasize the intensity of the combat before sending to the Movie Render Queue.

  • Control Rig Cleanup
  • Weapon Constraints
  • Camera Sequencing
View Gallery
Sequencer Timeline Click to view Week 4 Media
The Result

Final Cinematic Render