Immersive VR-MoCap for Creative Motion Design in Character Animation Training: A Classroom-Based Comparative Study
Abstract
1. Introduction
2. Literature Review
2.1. Traditional Character Animation Training
2.2. Motion Capture Technology in Education
2.3. Virtual Reality Technology in Education
2.4. Creativity in Motion Design
2.5. Current Study
3. Methods
3.1. Objectives
3.2. Materials and Methods
3.2.1. Sample
3.2.2. Procedures
3.2.3. Materials and Devices
3.2.4. Data Analysis
4. Results
4.1. Demographic Group Differences
4.2. Group Differences in Creative Training Outcomes
4.3. Participants’ Attitudes Towards MoCap Design
- Participant A: “Compared with MAYA, MoCap is more direct and faster. It pays more attention to bodily performance rather than keyboard-and-mouse operation.”
- Participant B: “Because I had to perform the action myself, I became fully involved. It gave me a stronger sense of immersion.”
- Participant C: “I felt that my own actions were transferred from reality to the virtual character. It was a very interesting and even magical experience.”
- Participant D: “Motion capture avoided repeated keyframing and improved production efficiency.”
- Participant E: “It is more convenient and efficient than Maya keyframing. It is easier to get started.”
- Participant F: “Using motion capture improved the fluency of motion design, because I could quickly design continuous movements.”
- Participant G: “MoCap allowed me to improvise, and unexpected effects could appear during performance.”
- Participant H: “In keyframe animation, my ideas are often restricted. MoCap allows me to imitate and create more quickly.”
- Participant I: “When using MoCap, I was more willing to try exaggerated actions, which improved creativity and performance.”
- Participant J: “When I was recording with motion capture, the virtual character felt like my shadow.”
- Participant K: “I do what the character does, and the character does what I do. I felt that I was inside the script and the character setting.”
- Participant L: “When I watched the animation afterward, it felt as if the character and I were connected emotionally.”
- Participant M: “Motion capture promoted team communication. Every part is connected, and each step requires coordination.”
- Participant N: “This production method gives group members more chances to collaborate with one another.”
- Participant O: “When recording an emotional action, we discussed different bodily expressions together before choosing the final performance.”
- Participant P: “The most challenging part was wearing the motion capture suit. At first it felt embarrassing, but I gradually adapted.”
- Participant Q: “When recording complex actions, the accuracy was sometimes not high, and recalibration was needed.”
- Participant R: “Some dangerous or highly exaggerated actions could not be completed directly and had to be simulated or transformed.”
5. Discussion
5.1. Theoretical Implications
5.2. Practical Implications
5.3. Comparative Analysis with Related Studies
5.4. Limitations and Suggestions for Future Research
6. Conclusions
Author Contributions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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| Steep | Topics | Activities |
|---|---|---|
| 1 | Introduction MoCap | Overview of motion capture technology, its role in animation, types of systems, and its relevance to student learning in character animation. |
| 2 | System Setup | Introduction to the system, camera calibration, software configuration, and basic movement capture (e.g., walking and running), followed by initial processing in Maya. |
| 3 | Basic Practice | Review of the 12 principles of animation and their application in character animation. |
| 4 | Animation Principles and Performance | Applying MoCap data to character rigs in Maya while maintaining animation principles. Importing MoCap data into Unreal Engine for VR applications. |
| 5 | Design Practice | Retargeting captured motion data to character rigs in Maya, importing animation into Unreal Engine for VR applications, and developing short creative animation tasks. |
| 6 | Performance Recording and Final Animation Development | Recording students’ or actors’ movement data, transferring it to virtual characters, refining the animation, and completing a final MoCap-based animation project. |
| Outcome | Keyframe (n = 33) M +/− SD | VR-MoCap (n = 35) M +/− SD | Mean Difference [95% CI] | Welch’s t (df) | p | Holm-Adjusted p | Hedges’ g |
|---|---|---|---|---|---|---|---|
| Originality | 3.55 +/− 1.23 | 4.43 +/− 1.17 | 0.88 [0.30, 1.46] | 3.03 (65.25) | 0.003 | 0.007 | 0.73 |
| Fluency | 2.91 +/− 0.84 | 4.14 +/− 1.09 | 1.23 [0.76, 1.70] | 5.24 (63.64) | <0.001 | <0.001 | 1.25 |
| Aesthetic | 3.15 +/− 1.50 | 3.74 +/− 1.58 | 0.59 [−0.15, 1.34] | 1.58 (65.99) | 0.118 | 0.118 | 0.38 |
| Clarity | 3.45 +/− 1.18 | 4.97 +/− 0.95 | 1.52 [1.00, 2.04] | 5.82 (61.72) | <0.001 | <0.001 | 1.41 |
| Composite total score | 13.06 +/− 3.60 | 17.29 +/− 4.07 | 4.23 [2.37, 6.08] | 4.54 (65.73) | <0.001 | n/a | 1.09 |
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Jiang, X.; Luo, M.; Ibrahim, Z.; Aziz, A.A.; Jamil, A. Immersive VR-MoCap for Creative Motion Design in Character Animation Training: A Classroom-Based Comparative Study. Computers 2026, 15, 284. https://doi.org/10.3390/computers15050284
Jiang X, Luo M, Ibrahim Z, Aziz AA, Jamil A. Immersive VR-MoCap for Creative Motion Design in Character Animation Training: A Classroom-Based Comparative Study. Computers. 2026; 15(5):284. https://doi.org/10.3390/computers15050284
Chicago/Turabian StyleJiang, Xinyi, Muying Luo, Zainuddin Ibrahim, Azlan Abdul Aziz, and Azhar Jamil. 2026. "Immersive VR-MoCap for Creative Motion Design in Character Animation Training: A Classroom-Based Comparative Study" Computers 15, no. 5: 284. https://doi.org/10.3390/computers15050284
APA StyleJiang, X., Luo, M., Ibrahim, Z., Aziz, A. A., & Jamil, A. (2026). Immersive VR-MoCap for Creative Motion Design in Character Animation Training: A Classroom-Based Comparative Study. Computers, 15(5), 284. https://doi.org/10.3390/computers15050284

