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Electronics measure motion.
Kinematics make it accurate

Most mocap systems lock a generic avatar to the hardware. Ours keeps the two apart, so you decide the skeleton, the mapping and the calibration.

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1. Your skeleton, from a photo.
AI Skeleton Maker in three steps: a hand photo in the calibration jig, the AI-detected skeleton drawn over it, and the finished hand skeleton in the editor
Start from the person, not an average
AI Skeleton Maker builds the skeleton from photos, removing guesswork before the first take.
Hand photo marked with the two palm measurements AI Skeleton Maker needs to build the hand skeleton

For the hand, one photo and two palm measurements are enough: the software compares them against 60,000 samples and outputs a hand skeleton with segment lengths. 

Front and side photos of a person with lines marking the two height measurements used to build the body skeleton
Front and side photos of a person with the AI Skeleton Maker’s full-body skeleton drawn over them

For the body, a front and a side photo plus two height measurements produce the full-body skeleton. Starting from the person’s real proportions matters: get a forearm wrong by 2 cm and every joint further down the chain inherits the error. For robotics, a measured hand skeleton is also far easier to retarget onto a robot hand’s own joint model than generic mocap data.

2. Map and scale every sensor
Two hand skeletons in the mapping editor, one showing each segment’s local axes, with one finger segment selected in red for individual settings
Your skeleton, your rules
Add bones, assign any sensor to any segment, and scale each axis on its own.
Close-up of a finger segment’s local axes rotated with the red, green and blue sliders, setting that segment’s own coordinate system

The mapping editor separates the hardware from the kinematic model. Build any structure you need, from an extra finger to a gorilla, by setting each segment’s length and its angle from its parent. Assign sensors to segments, then scale their data, for example to 85% or 115%, to correct for clothing or soft-tissue movement. Unlike other systems, scaling works per axis in each segment’s own coordinates (forward, up and right), so you can set 50% on one axis and 90% on another.

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Example: if a middle-phalanx sensor fails mid-study, reassign that segment to interpolate between its neighbours and keep capturing, with only a small loss of accuracy.

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3. Calibration you configure, not guess
Calibration poses one and two shown three ways: hands in the glove jig, a wrist movement, and a surfer’s forearm

Patented calibration jig: US patent, pending in China and the EU

Calibrate the way your study needs
Two poses, one axis, a few seconds. You choose the reference sensor, axis and direction to suit any glove, suit or setup.
Skeleton editor views of calibration: an arm skeleton in pose one and pose two, and body skeletons showing the rotation around the X or Y axis that links the two poses

Pick any sensor in the system as the reference and a rotation axis (roll or pitch), then record pose one at rest and pose two at the end of the movement. Body and fingers calibrate separately for higher accuracy. For hands, the patented calibration jig (US patent; pending in China and the EU) holds the fingers in a repeatable posture, with a two-axis bubble level to set the pose. If the skeleton photo is taken in the jig too, the model and the real hand start from exactly the same position.

4. More than the hand
Motion capture glove with extra IMU sensors strapped to the forearm and upper arm, cabled into one hand-and-arm skeleton
A hand that belongs to an arm

The glove can be a child of an arm or trunk in one skeleton. Glove-only systems stop at the wrist.

Skeleton editor sequence: a hand skeleton, then a forearm added, then an upper arm, ending with a full arm and chest in one skeleton

Add arm or trunk sensors, props, and HTC Vive trackers to the same skeleton. Vive is native to the software: trackers and controllers are defined in the skeleton file, so a tracker on the back of the hand gives its position in space while the IMUs give every joint’s rotation.

From hand to arm and chest,
in one skeleton

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5. Raw data when you need it
Two ways to wear it: IMU sensors taped directly onto each finger bone of a bare hand, and the same electronics inside a blue fabric glove

The same electronics: taped on for raw data, or in the glove for comfort

Open fingertips, or no glove at all

Wear the glove for comfort, or tape sensors straight onto the skin for the purest data.

The same 16-sensor electronics three ways: fixed to a compression glove, inside the blue and black fabric glove with an OptiTrack rigid body on the back, and on their own laid out in the shape of a hand

All G6 gloves leave the fingertips free, so the wearer can touch and feel real objects (even when they are taped).

For the most accurate data, researchers tape each sensor directly onto the phalanx. One set of electronics moves between four glove sizes, or from left to right, in about five minutes.

6. Sync and scale
AiQ Synertial G6 sensor board (V2.4) with cables in its UP and DOWN connectors, chained to the sensors on either side

One G6 sensor board: 11 × 16 × 3 mm, under 1 g, linked to the sensors on either side by its UP and DOWN connectors

150 sensors, one PC, zero dropped frames

Seven suits streaming together at 60 FPS.

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Gloves and optical markers in one hybrid capture

Every file is timestamped automatically. With OptiTrack, our Motive plugin records the glove and suit data directly inside Motive, alongside the optical markers, for the tightest real-time sync. For Vicon and other optical systems, a UDP start/stop trigger starts and stops both captures together. The open C++ SDK gives direct access to the live data stream, and a ROS2 wrapper is now in beta for robotics teams. [Ask about the ROS2 beta]

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Want to see it on your own data?

Tell us what you’re capturing and we’ll show you how to set it up. 

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