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Updated:Apr 23, 2026
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Motion capture in animation (1993–present)

Motion capture in animation (1993–present)

  1. ILM adopts digital creatures for Jurassic Park

    Labels: Industrial Light, Jurassic Park
  2. Square begins building a mocap-driven CG feature

    Labels: Final Fantasy, Square
  3. Motion-captured Gollum debuts in The Two Towers

    Labels: Gollum, Andy Serkis
  4. The Polar Express popularizes full-body-and-face capture

    Labels: The Polar, performance capture
  5. King Kong advances facial motion capture at Weta

    Labels: King Kong, Weta Digital
  6. Beowulf expands marker-based full performance capture

    Labels: Beowulf, marker-based capture
  7. Avatar showcases modern “performance capture” workflows

    Labels: Avatar, performance capture
  8. L.A. Noire brings high-detail facial capture to games

    Labels: L A, MotionScan
  9. Rise of the Planet of the Apes expands on-location capture

    Labels: Rise of, Weta Digital
  10. Tintin blends mocap with significant hand animation

    Labels: The Adventures, motion capture
  11. Alita highlights refined humanlike digital performance capture

    Labels: Alita Battle, Rosa Salazar
  12. The Lion King demonstrates virtual cameras in digital sets

    Labels: The Lion, virtual production