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YunBo’s markerless motion capture technology will help the idol and virtual avatar industry

YunBo’s markerless motion capture technology will help the idol and virtual avatar industry

Motion capture technologies for their reproduction by animated characters have long left the walls of film studios, and smartphones are already coping with the imposition of the simplest masks in real-time. The Chinese company YunBo intends to use its motion capture technology to serve the industry of creating virtual “idols”.

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The subculture that originated in Asia implies the promotion of virtual characters in the media channels who perform songs and appear in clips but do not have a specific living prototype, although they can repeat the movements of real people. The computer graphics industry was among the first to adopt motion capture technology, but actors in the process of creating digital avatars had to wear inertial sensors and/or special tags distributed over the body and face.

The development of artificial intelligence systems made it possible to simplify and reduce the cost of the task. Sensors and tags were no longer required, even by profile applications for Microsoft Kinect devices, which made it easier to capture motion at home. As the Nikkei Asian Review notes with reference to 36Kr, the Chinese company YunBo is trying to put such technology on stream, using artificial intelligence systems and cloud platforms. The user only needs to upload a 30-second video to the cloud and select a digital avatar, so that the system transfers the movements of a real prototype to its virtual duplicate in five minutes. The Xiaomi Net platform, created by the Chinese, has about ten thousand subscribers, and such a service is provided to them for free.

The system allows you to capture movements in real-time. Collaboration has been established with game developers who provide avatars of their characters that can mimic the movements of YunBo customers. In the future, the company hopes to establish partnerships with the virtual artist industry, reducing the cost of digital video content production, which can now reach $ 150,000 per clip. Reducing production costs will allow studios to create more clips, thereby fueling audience interest and improving project monetization.

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