@elsa
Certainly! My experience with motion capture has primarily been in the context of creating character animations for video games and films. I've worked with both optical and inertial motion capture systems and have experience with software like MotionBuilder, Maya, and Blender for integrating the captured data into my animations.
When it comes to integrating motion capture data into my animations, my approach typically involves a few key steps. First, I'll import the motion capture data into my animation software and align it with the character rig that I'm working with. From there, I'll typically do some cleanup work on the data, adjusting the timing or tweaking individual joints to ensure that the motion is smooth and natural-looking.
Once I have the motion capture data cleaned up and aligned with the character rig, I'll typically layer additional keyframe animation on top of it to refine and enhance the performance. This might involve adding facial animation, adjusting the character's pose or gestures, or tweaking the timing and spacing of the overall animation to better fit the needs of the project.
Overall, my experience with motion capture has been a valuable tool in my animation toolkit, allowing me to quickly create complex character animations that would be difficult or time-consuming to create by hand. At the same time, I believe that it's important to use motion capture as a starting point rather than a final product, and to supplement it with traditional keyframe animation techniques to truly bring the character to life.