A Facial Capture Studio
Built for Every
Micro-Expression.
Facial motion capture recording in Los Angeles: Faceware Mark IV headcamfor production-grade fidelity, or iPhone Live Link Face for a faster, more accessible path into Unreal Engine MetaHumans. Voice and face recorded together, in one session.
Faceware Mark IV Headcam
We shoot on the Mark IV, Faceware's head-mounted camera system, built for the single-day or multi-week, multi-performer shoots that game and VFX productions actually run.
- Silent by design: low-noise cable wrapping, magnetic shielding, no fans, so the mic in the room stays clean while the camera runs.
- Wired or wireless: up to 12 hours on a single battery wired, roughly 5 hours wireless, enough for a full narration-plus-capture day,
- No calibration required to record: footage is captured clean on the Mark IV and tracked afterward, no on-set setup delay.
- Dual Band option: the Mark IV Dual Band edition runs on 5GHz and 6GHz bands to cut interference, useful when we're capturing more than one performer in the same space.
Footage tracked after the session
Clean audio during capture
Two paths into MetaHuman.
Which one fits depends on the shot. The Mark IV headcam is for production-grade fidelity, while an iPhone running Live Link Face works when speed and accessibility matter more than a full HMC rig.
Analyzer + Retargeter
Mark IV footage is captured raw and can be delivered as-is or tracked in Faceware Analyzer, then mapped onto the character rig in Retargeter, a shot-by-shot pipeline built for accuracy over speed.
- Highest tracking accuracy, refined shot by shot
- Well suited to hero shots and dialogue-heavy scenes
- Exports into Maya or directly to Unreal for final assembly onto your MetaHuman
- Voice and face recorded simultaneously in the same session
Live Link Face + MetaHuman Animator
An iPhone (12 or newer) running Epic's Live Link Face app streams facial tracking data straight into Unreal Engine through the MetaHuman Live Link Plugin, a lighter-weight setup for projects that don't need a full headcam rig.
- Real-time streaming mode drives a MetaHuman's face live for previz and blocking
- MetaHuman Animator mode records raw video and depth for higher-fidelity processed animation after the session
- Faster setup than an HMC rig, well suited to indie and lower-budget projects
- Requires a Windows 10/11 PC running Unreal Engine to receive the stream
Built for production pipelines.
Game Studios
Dialogue-heavy narrative games needing synchronized voice and facial performance data, delivered in a format your animation team can drop straight into the pipeline.
VFX & Animation Houses
Facial reference and performance data for previz, cinematics, or full character animation, tracked and delivered ready for your animation pipeline.
Indie MetaHuman Developers
You don't need an in-house mocap volume to get real performance data onto a MetaHuman. iPhone Live Link Face gets you started fast; a Mark IV session gets you that next level data when the project grows into it.
Horizon Call of the Mountain
Facial capture and voice over recording, captured together in the same session. This is our workflow, run on a real production.
If you're evaluating us for a similar pipeline, we're glad to walk through what that session looked like in more detail.
Before you book
Bring your character to life.
Tell us about your project, including game, cinematic, or MetaHuman builds, and we'll follow up with availability and next steps for your capture session.
Booking/Info Inquiry
Contact
For booking or studio and session info: