Rotomation & Body Tracking

Bridging live-action actor performance with 3D virtual geometry for digital double replacement, superhero suit integration, and interactive CGI attachments. Precision skeletal alignment down to sub-pixel tolerance.

Maya & Houdini Rigging
Digital Double Alignment
Cybernetic Armor Attach
Interaction & Shadow Pass
Request Turnover Quote → Inspect Before & After ↓
LIVE VFX PLATE • 3D SKELETAL MATCH-ANIMATION TO DIGITAL DOUBLE
01:24:19:08
VFX Rotomation Actor 3D Wireframe Skeletal Rig to Armored Digital Double Integration
MAYA RIGGING // 3D DIGITAL DOUBLE • KINEMATICS SKELETAL SOLVE • SUB-PIXEL
ROTOMATION • BEFORE WORKING • AFTER CLEAR OUTPUT 01:24:19:08
BEFORE WORKING // ACTOR WITH 3D SKELETAL RIG AFTER WORKING // INTEGRATED DIGITAL DOUBLE ARMOR After Working: Integrated Armored Superhero Digital Double
Before Working: Actor with 3D Skeletal Wireframe Mesh

Technical Capabilities

Rigorous match-animation and geometric rigging standards engineered for Hollywood superhero and creature pipelines.

Digital Double Silhouette Alignment

Matching 3D human rigs and cybernetic scan geometries to the actor frame-by-frame with sub-millimeter limb articulation and physical mass preservation.

CGI Prop & Armor Attachments

Affixing virtual weapons, tactical armor plating, cybernetic limbs, and costume elements that follow actor biomechanical kinematics without slippage.

Shadow & Interaction Catchers

Generating dynamic 3D interaction geometry for lighting TDs to cast photoreal ground contact shadows, rim bounce light, and accurate occlusion passes.

Maya & Houdini Rigging Pipelines

Native export to industry-standard animation packages ready for FX dynamic simulations, Vellum cloth interaction, and creature fur grooming.

Output Formats & Delivery

Rotomation geometry deliverables formatted for lighting, cloth simulation, and creature FX pipelines.

AUTODESK MAYA

Maya Scenes (.ma/.mb)

Fully rigged and keyed character hierarchies, baked joint rotations, and blendshape deformation caches.

DEFORMING MESH

Alembic (.abc)

Vertex-baked Ogawa Alembic mesh sequences with velocity vectors for Houdini CFX, Vellum cloth, and Katana lighting.

SKELETAL MESH

FBX Kinematics

Cross-platform skeleton and skin weight packages matching mocap pipeline naming standards and scale factors.

SUPERVISOR QC

QC Playblasts (XQ)

Dual-view playblasts with wireframe-over-plate burn-in for rapid supervisory approval before turnover.

Ready To Initiate A Rotomation Turnover Test?

Send us your test shots or sequence turnover specs. Our production coordinators are standing by for immediate bidding and capacity scheduling.

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