Analysis of Transmedia non-human character with motion capture technology: Non-Human Character rigging Case study

This paper focuses on transmedia character analysis with motion capture technology from both a theoretical and practical point of view. The characters analyzed here are non-human characters based on the transmedia project called “MONOLOVE” by G. Nikopoulos, applying a case study of rigging non-human characters to determine the character's range of motion and record its actions, gestures and movement. Characters are an important part of current entertainment media culture. This ubiquity of characters also leads to a strong need for this study to offer a proposal for thinking about characters and their relationships in different digital media. A greater challenge is the study and implementation of non-human characters since an attempt is made to animate them via human movements and adapt the non- human characters (centaurs) into the transmedia project “MONOLOVE” in animation, computer games, and interactive installations. Using the Rokoko Smartsuit Pro (v.1) to capture the human movement, fixing minor errors inside the Rokoko Studio thanks to the live preview of the motion applied to the chosen virtual character (centaur, raven), then going through Blender 3.4 and / or Unity, this paper describes the pipeline implemented for the project “MONOLOVE”, that may be adaptable to diverse digital media, animation films, computer games and interactive installations, using the same dynamic process.

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Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2026-03-31
DOI
https://doi.org/10.5281/zenodo.19343584
Primary Topic
Human Motion and Animation
Type
article
Field-Weighted Citation Impact
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article

Analysis of Transmedia non-human character with motion capture technology: Non-Human Character rigging Case study

Panagiotis Kyriakoulakos, Giorgos Nikopoulos, Anthie Kolokotroni
Zenodo (CERN European Organization for Nuclear Research)
Human Motion and Animation
article

Analysis of Transmedia non-human character with motion capture technology: Non-Human Character rigging Case study

Panagiotis Kyriakoulakos, Giorgos Nikopoulos, Anthie Kolokotroni
article en

Abstract

This paper focuses on transmedia character analysis with motion capture technology from both a theoretical and practical point of view. The characters analyzed here are non-human characters based on the transmedia project called “MONOLOVE” by G. Nikopoulos, applying a case study of rigging non-human characters to determine the character's range of motion and record its actions, gestures and movement. Characters are an important part of current entertainment media culture. This ubiquity of characters also leads to a strong need for this study to offer a proposal for thinking about characters and their relationships in different digital media. A greater challenge is the study and implementation of non-human characters since an attempt is made to animate them via human movements and adapt the non- human characters (centaurs) into the transmedia project “MONOLOVE” in animation, computer games, and interactive installations. Using the Rokoko Smartsuit Pro (v.1) to capture the human movement, fixing minor errors inside the Rokoko Studio thanks to the live preview of the motion applied to the chosen virtual character (centaur, raven), then going through Blender 3.4 and / or Unity, this paper describes the pipeline implemented for the project “MONOLOVE”, that may be adaptable to diverse digital media, animation films, computer games and interactive installations, using the same dynamic process.

Zenodo (CERN European Organization for Nuclear Research)
Openalex Percentile: Top 7%
Human Motion and Animation
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