Uploaded July 2026 | Updated September 2026, 3 hours ago
first test treadmill used to record mocap for long distance run animation, the scene took less than a few minutes to record and was rendered using Blender Cycles.
Note how the ground speed was rendered at exactly 1:1 , I think this looks a little slow for cinematic mocap!
All motion capture was recorded using Mocap Fusion VR , Vive trackers for full body tracking and a treadmill , I was using a head tracker not a VR HMD.
The captain America avatar has large boots which caused some clipping , I'll try to make another showcase using a avatar with shoes for a more realistic walk cycle. I just wanted to share this update since I rendered this only to test out the idea! Enjoy!!
Check out my game (Mocap Fusion VR) on Steam.
first test treadmill used to record mocap for long distance run animation, the scene took less than a few minutes to record and was rendered using Blender Cycles.
Note how the ground speed was rendered at exactly 1:1 , I think this looks a little slow for cinematic mocap!
All motion capture was recorded using Mocap Fusion VR , Vive trackers for full body tracking and a treadmill , I was using a head tracker not a VR HMD.
The captain America avatar has large boots which caused some clipping , I'll try to make another showcase using a avatar with shoes for a more realistic walk cycle. I just wanted to share this update since I rendered this only to test out the idea! Enjoy!!
Check out my game (Mocap Fusion VR) on Steam.
![Digitalpuppets Avatars - Unreal live-link plugin
This was rendered in real-time using Unreal Engine v4.26. Motion capture in real time is using Mocap Fusion VR live-link plugin (link in details).
This video was created just for testing motion capture and face capture.
I wasnt using elbow trackers in this video so the elbows sometimes clip into the avatars body.
And none of the lighting or materials in the scene have been setup yet.
Apologizes for no audio but Im hoping to make more videos soon! And really want to test out RTX raytracing in the next benchmarks.
Big thanks to Digitalpuppets for allowing me use this avatar!!
Hardware/Software:
- Unreal Engine v4.26
- Mocap Fusion [VR] (Luxor v5.1.2)
- The live-link plugin: https://www.mocapfusion.com/live-link
- The Sidekick app: https://www.mocapfusion.com/sidekick-app
- Vive pro HMD, Index controllers and 3x SteamVR tracker 3.0 Trackers.
- The GPU used was a EVGA 2080TI RTX card.
Hope youve enjoyed the video! And please check out the other videos on my channel :)
Join the Discord community:
https://discord.com/invite/ErZcKaQ Digitalpuppets Avatars - Unreal live-link plugin](https://i.ytimg.com/vi/idLQqDt5CV0/mqdefault.jpg)




![Valve Index, Oculus Touch and Vive Controller - Finger motion capture
Hello @everyone! Just released this update (v5.1.2 beta) and am very excited to share the new hand pose finger capture feature for VR controllers. After four days of non stop working and little sleep I have finally finished developing a new hand pose system. This feature is actually something I have been wanting to add ever since implementing Quest finger tracking earlier this year; since the two were very similar I already had much of the code already written, and a proof of concept that I have been testing already for some months. So it wasnt hard to add but still was a lot of work. Anyway hope everyone likes the greater realism of the avatars thumbs and fingers, especially users with Index and Quest controllers!
Im just really glad that avatars thumbs no longer appear broken and now move more realistically. Avatars can finally give proper thumbs up!
And I hope viewers also give thumbs up for this video !!
You are welcome to join the Discord if youd like to find out how to help beta test APS Luxor 😎
Software used:
- Mocap Fusion [VR] (v5.1.2 Luxor)
Discord - https://discord.com/invite/ErZcKaQ
Patreon - https://www.patreon.com/prepstudio
www.MocapFusion.com Valve Index, Oculus Touch and Vive Controller - Finger motion capture](https://i.ytimg.com/vi/llrYbPqdFXM/mqdefault.jpg)

![Connecting a Hang Glider to a Powerboat and launching
This game Im really excited to work on, A hang-gliding simulator in VR!
This shows how to connect the gliders to other tow vehicles for launching.
Then by simply pressing both joystick thumbsticks at the same time will release the catch and the glider is then in free flight. Please let me know what you think of the idea!!!
And another glider video here: https://youtu.be/2nA0x6crid4
The game Im using is Mocap Fusion [VR] Playtest beta on Steam : https://store.steampowered.com/app/1540000/Mocap_Fusion VR
- Make sure to download the Playtest version (v9.3.5 or later) for the new hang glider simulator (beta) update!!! Connecting a Hang Glider to a Powerboat and launching](https://i.ytimg.com/vi/nlaK6wFmAN4/mqdefault.jpg)

![Mocap Animation Sequencer
The new animation sequencer in APS Luxor allows recording multiple mocap animations and combining them as a composite mocap animation for export directly to Blender.
The Sequencer feature is still in beta!!!!!!!
Software used:
- Mocap Fusion [VR] Luxor v5.5.1 (multiplayer update)
- Blender 2.9
Mocap Fusion [VR] Luxor is available on Steam: https://store.steampowered.com/app/1540000/Mocap_Fusion VR
www.mocapfusion.com/multiplayer
Social:
Twitter - https://twitter.com/mocapfusion
Discord - https://discord.com/invite/ErZcKaQ
Patreon - https://www.patreon.com/prepstudio
Youtube - https://www.youtube.com/c/AnimationPrepStudios
www.MocapFusion.com
Thanks for watching ^v^ Mocap Animation Sequencer](https://i.ytimg.com/vi/oFheD6FHLxo/mqdefault.jpg)
