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Animation Summit: 'FIFA' 22's Hypermotion: Full-Match Mocap Driving Machine Learning Technology

Ryan Cardinal  (Senior Software Engineer, Electronic Arts)

Luke Shier  (Senior Animator, Electronic Arts)

David Wong  (Senior Software Engineer, Electronic Arts)

Pass Type: All Access Pass, Summits Pass - Get your pass now!

Topic: Visual Arts

Format: Session

Vault Recording: TBD

Audience Level: No

Capturing authentic athletic motion has always been a challenge for sports games. Traditional optical capture studios restrict a lot of what can be done due to physical space, atmosphere and safety concerns.

For years now, the FIFA team has investigated alternative solutions for capturing authentic athletic motion for the game.

This session presents an overview of the process that led to FIFA's first 11 player VS 11 player full 90-minute match motion capture session involving professional football (soccer) teams, and how XSens motion capture suits, local positioning system tracking (LPS), and static camera footage drove improvements to the athleticism of animation data, to the realism of ball physics, and provided the motion data needed to power the new machine-learned procedural animation system known as ML Flow.


The session intends to impart an understanding of the challenges for capturing athletic motion in traditional settings and how alternative capture techniques help overcome these challenges. Explore concrete examples of how the team worked with large scale motion data to develop animation, physics and machine learning features for FIFA 22.

Intended Audience

This talk is intended for animators, designers and software engineers interested in new motion capture techniques, and who are looking for information on how they can use real-world data to improve animation and gameplay features.