Filmstorm Research // Motion Capture

High-fidelity motion capture from monocular video.

We build mocap systems that learn from synthetic motion at a scale real-world capture can't match — and ship them as fmotion.ai.

fmotion.ai — single-camera mocap, production-ready.

fmotion.ai

Upload a video. Download clean motion data.

fmotion turns ordinary video into joint-accurate motion capture you can drop into Blender, Unreal, Unity or Maya. No suits, no markers, no rigs — just video in, motion out.

Visit fmotion.ai →

Training motion models on synthetic data we generate ourselves.

Real-world mocap datasets are small, expensive, and miss the long tail. We built a synthetic data pipeline that produces motion sequences at a scale and diversity unreachable from physical capture — and the accuracy gains compound across every category we measure.

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Joint position error

Reduction in mean per-joint position error against our internal benchmark suite, model-over-model after synthetic-data fine-tuning.

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Temporal stability

Reduction in inter-frame jitter on dynamic motion sequences. Frame-to-frame acceleration error drops sharply where prior models struggle.

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Long-tail coverage

Range of motion categories where the trained model retains under-threshold accuracy — relative to a baseline trained on physical capture only.

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Keypoint recall

[email protected] across our held-out evaluation set after the synthetic-data training pass. Baseline reaches the high 80s.

Joint accuracy by motion category

Mean per-joint position error // lower is better
Baseline (physical capture only) With synthetic training pass

Temporal stability — acceleration error over a 240-frame clip

Lower curve // fewer artefacts // more usable mocap out of the box
Baseline After synthetic training pass

What the model handles.

01 // Single-view

Monocular RGB input

Any camera, any angle, any frame rate. No depth sensor, no multi-camera rig, no calibration.

02 // Full body

Whole-body skeleton

Spine, limbs, hands and head — exported as industry-standard skeleton hierarchies, ready for retargeting.

03 // Dynamic motion

High-velocity sequences

Sports, dance, stunts and combat. The synthetic training set covers motion ranges far beyond what physical actors safely produce.

04 // Occlusion robust

Partial visibility recovery

Inferred joint positions when the camera loses sight — limbs behind props, bodies behind bodies, off-frame extremities.

05 // Pipeline-ready

FBX, BVH, USD, glTF

Industry-standard exports. Drop into Blender, Maya, Unreal, Unity. No translation layer.

06 // Confidential by default

Your footage stays yours

Encrypted upload, isolated processing, deleted on export. No training on customer data.

Talk to us.

Custom pipelines, research collaborations, or just a question about the model — we'd like to hear from you.

Or email directly: [email protected]