Motion Capture

Full-body motion capture was used to record the performer’s skeletal movement. Capture settings were tuned for low-velocity motion to reduce jitter and preserve micro-gestures common in slow, suspended movement.

Data Processing

Captured motion data was cleaned to remove tracking artifacts and joint drift. Then we applied smoothing selectively to maintain organic irregularities, with timing adjustments used to emphasize suspension and delay.

Animation Pipeline

We then retargeted processed motion data onto a digital character and refined the motion curves to avoid abrupt changes that would break the sense of buoyancy.

Clothing & Garment

Our garments were designed and simulated in CLO3D; there, fabric behavior and silhouette were developed alongside the intended movement quality. The garments were then exported as meshes and imported into Blender for cleanup, scale adjustment, and binding to the animated character.

From Blender, the clothed character was brought into Unity, with materials, lighting, and camera set up rendered.

Audiovisual

I designed the sound for this piece in Ableton Live, using underwater and ambient recordings as references rather than literal sources. The sound design was structured to follow the motion capture data’s pacing: long gestures, low-frequency textures, and reverb tails.


Motion Capture

Full-body motion capture was used to record the performer’s skeletal movement. Capture settings were tuned for low-velocity motion to reduce jitter and preserve micro-gestures common in slow, suspended movement.

Data Processing

Captured motion data was cleaned to remove tracking artifacts and joint drift. Then we applied smoothing selectively to maintain organic irregularities, with timing adjustments used to emphasize suspension and delay.

Animation Pipeline

We then retargeted processed motion data onto a digital character and refined the motion curves to avoid abrupt changes that would break the sense of buoyancy.

Clothing & Garment

Our garments were designed and simulated in CLO3D; there, fabric behavior and silhouette were developed alongside the intended movement quality. The garments were then exported as meshes and imported into Blender for cleanup, scale adjustment, and binding to the animated character.

From Blender, the clothed character was brought into Unity, with materials, lighting, and camera set up rendered.

Audiovisual

I designed the sound for this piece in Ableton Live, using underwater and ambient recordings as references rather than literal sources. The sound design was structured to follow the motion capture data’s pacing: long gestures, low-frequency textures, and reverb tails.


Deep Blue: A Motion Capture Video Art

Deep Blue is a motion-capture–based video art project exploring slow, fluid movement, inspired by underwater motion. The project focuses on preserving subtle timing, weight shifts, and continuity through a controlled motion capture and animation pipeline.

Year

2025

Year

2025

Role

performance

Role

performance

Client

Laurel Blue

Client

Laurel Blue

Team

Yifan Deng, Laurel Fang, Niki Hu

Team

Yifan Deng, Laurel Fang, Niki Hu

Timeline

1 month

Timeline

1 month

Deep Blue: A Motion Capture Video Art

Deep Blue is a motion-capture–based video art project exploring slow, fluid movement, inspired by underwater motion. The project focuses on preserving subtle timing, weight shifts, and continuity through a controlled motion capture and animation pipeline.

Year

2025

Role

performance

Client

Laurel Blue

Team

Yifan Deng, Laurel Fang, Niki Hu

Timeline

1 month