Rokoko

Motion capture hardware and software suite for character animation

AI 3D & GamingOverseasβ˜…β˜…β˜…β˜…β˜† 4.0

What is Rokoko?

Rokoko sells a full motion capture stack: the Smartsuit Pro body suit, gloves for finger tracking, and Studio software that records, cleans and retargets performances. The suit uses inertial sensors rather than cameras, so it works outdoors and in small rooms where optical systems struggle, and it streams live into Unreal, Unity, Blender and MotionBuilder for virtual production. Studio handles the retargeting step that usually eats time, and the ecosystem also includes face capture from a phone. It is aimed at studios and serious freelancers who need repeatable capture without renting a stage.

Last updated: 2026-09-20. This site only provides an index; for exact features, pricing, and licensing, see the official website.

Key features

  • Inertial mocap suit with body and finger tracking hardware
  • Live streaming into Unreal, Unity, Blender and MotionBuilder
  • Studio software for cleanup, editing and retargeting
  • Face capture from a phone camera, synced with body data
  • Hand and finger capture through dedicated sensor gloves
  • Export to FBX, BVH and native engine animation formats

Pros & cons

Strengths

  • Works in small spaces and outdoors, unlike optical stages
  • Live streaming suits virtual production and real-time work
  • Complete stack: hardware, software and retargeting together

Watch out for

  • Requires buying hardware before you can evaluate it
  • Inertial drift needs calibration and occasional cleanup
  • Overkill for teams with only occasional animation needs

Best for & use cases

game studios, virtual production, animation freelancers and live performance

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FAQ

How is this different from Markerless capture?

Rokoko uses inertial sensors in a suit, so occlusion is not a problem and it works anywhere. Camera-based markerless tools need clear sight of the body but require no hardware purchase.

What software do I need?

Rokoko Studio is the hub for recording, cleaning and retargeting, and it streams live into engines. You still finish and polish animations in your main 3D application.

Is it accurate enough for film?

For body motion it is widely used in games, previz and virtual production. High-end film work still often combines it with optical capture or a cleanup pass from a senior animator.