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* Mocap can take far fewer man-hours of work to animate a character. One actor working for a day (and then technical staff working for many days afterwards to clean up the mocap data) can create a great deal of animation that would have taken months for traditional animators.
* Mocap can capture [[secondary animation]] that traditional animators might not have had the skill, vision, or time to create. For example, a slight movement of the hip by the actor might cause his head to twist slightly. This nuance might be understood by a traditional animator but be too time consuming and difficult to accurately represent, but it is captured accurately by mocap, which is why mocap animation often seems shockingly realistic compared with hand animated models. Incidentally, one of the hallmarks of [[rotoscope]] in traditional animation is just such secondary “business.”
* Using Mocap, animators can capture subtleties that a traditional animator could never concieve. One such detail is seen when a ball bounces. Mocap can capture how the ball actually squashes as it makes contact with the ground and stretches as it accelerates upward off the surface. This basic underlying movement can be seen in human
* Mocap can accurately capture difficult-to-model physical movement. For example, if the mocap actor does a backflip while holding [[nunchaku]] by the chain, both sticks of the nunchucks will be captured by the cameras moving in a realistic fashion. A traditional animator might not be able to physically simulate the movement of the sticks adequately due to other motions by the actor. Secondary motion such as the ripple of a body as an actor is punched or is punching requires both higher speed and higher resolution as well as more markers.
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