# Welcome to MOVIN 🙌

Hello there! Welcome to **MOVIN** — the world's simplest and fastest professional-grade markerless motion capture service.

The content market has evolved from text to images, and then to videos. \
*What's next?* Motion data that captures dynamic human movement is becoming the next frontier.

However, motion capture has traditionally faced major barriers:\
complex setup, expensive equipment, and time-consuming data processing.

We've developed a technology that allows you to capture full-body motion data without any additional wearables or markers.

Our mission is bold: to set the new standard for motion capture in the industry,\
and we’re moving full speed ahead to achieve it.

> If you want to see the instruction of MOVIN TRACIN,\
> please move to [MOVIN TRACIN | EN](https://help.movin3d.com/movin-tracin/) or [MOVIN TRACIN | KR](https://help.movin3d.com/movin-tracin-kr/).

> If you want to see the instruction of MOVIN TRACIN Stage,\
> please move to [MOVIN TRACIN Stage | EN](https://help.movin3d.com/movin-tracin-stage/).

*Shall we dive in?*


# MOVIN

{% hint style="success" %}
MOVIN Studio has been updated with brand new features.\
For details, please refer to [What's New?](/movin-tracin/miscellaneous/whats-new) page.
{% endhint %}

{% embed url="<https://www.youtube.com/watch?v=FN8E385PfMo>" %}

MOVIN TRACIN is MOVIN’s flagship product, powered by our real-time, full-body markerless motion capture technology. With just a single device, you can capture studio-quality motion anytime, anywhere.

MOVIN TRACIN works together with its dedicated software, MOVIN Studio. \
This documentation will guide you through how to set up and use both components.

Once you get the hang of it, you can set everything up and start capturing in just 5 minutes!

Ready to get started?


# Before You Get MOVIN: MUST-Read Setup Guide

Before using MOVIN, there are several important guidelines you should know to ensure optimal performance. Please review the details below before getting started.

## Tips Before You Begin:

### Set up the tripod at a height of 85 cm.

* For stable use of MOVIN TRACIN, it is essential to install the device at a specific height without shaking. A tripod and mount are recommended.
* Tripod
  * Please install the tripod at <mark style="background-color:$primary;">**a height of 85 cm from the ground**</mark>. MOVIN TRACIN (MT-20) achieves the most stable motion capture quality when installed at a height of 85 cm from the ground.
  * If you are using a separate tripod, please make sure it is compatible with a <mark style="background-color:$primary;">**3/8-inch screw thread**</mark>.
  * We recommend using a tripod that can securely support and stabilize MOVIN TRACIN, such as the [SLIK PRO AL-323](https://slik.com/products/pro-al-323/).
* Mount
  * We recommend using a mount to ensure a stable and secure connection between the tripod and MOVIN TRACIN.
  * Please make sure the mount is compatible with a <mark style="background-color:$primary;">**3/8-inch screw thread**</mark>.
  * If you need to frequently attach and detach MOVIN TRACIN, a quick release system like the [iFootage Seastar Q1S](https://www.ifootagegear.com/products/seastars-q1s-quick-release?srsltid=AfmBOoqE2Sg97cH3lxAf9PeM_cH-3U3Mfunb9f389VN-4cZq7AQeRRye) is recommended.

### Connect MOVIN TRACIN to your computer directly with the Ethernet cable.

<mark style="background-color:$primary;">**Always follow the sequence below**</mark> when powering on the MOVIN TRACIN device.

1. Use the <mark style="background-color:$primary;">**Ethernet cable**</mark> to connect MOVIN TRACIN <mark style="background-color:$primary;">**directly**</mark> to your computer.
   * Avoid connecting through routers or network devices, as this may cause the communication errors.
   * If your computer does not have enough Ethernet ports, use a [<mark style="background-color:$primary;">**USB to Ethernet Adapter**</mark>](https://www.lenovo.com/us/en/p/accessories-and-software/cables-and-adapters/cables-and-adapters_adapters/78810617) to maintain a direct connection.
2. Connect the <mark style="background-color:$primary;">**power cable**</mark> to MOVIN TRACIN.&#x20;
   * MOVIN TRACIN requires continuous power supply.&#x20;
   * If you're planning longer sessions, make sure your computer has its own dedicated outlet as well.
3. Wait about 1 to 1.5 minutes until the front <mark style="background-color:$success;">**green indicator**</mark> stays steady.

If the indicator does not turn on or continues blinking, <mark style="background-color:$primary;">**unplug and replug the power cable.**</mark> \
This reset process usually resolves most power-related issues.

### **Motion capture Actor** should wear **non-reflective, fitted clothing.**

To achieve higher motion capture accuracy, the Mocap Actor’s hairstyle and clothing are very important.

* Hairstyle and Headwear
  * Loose or flowing hair can cause tracking errors during movement. For long hair, avoid styles like ponytails that swing during motion. Instead, tie the hair <mark style="background-color:$primary;">**securely in a bun**</mark>.
  * If headwear is required, we recommend options like <mark style="background-color:$primary;">**beanies or caps with short brims**</mark> that do not interfere with facial tracking.
* Clothing
  * We recommend wearing <mark style="background-color:$primary;">**slim-fit clothing**</mark> rather than loose or baggy outfits.
    * <mark style="background-color:$primary;">**Tight-fitting sportswear**</mark> such as compression wear, muscle-fit clothing, or leggings is ideal.
  * Clothing that does not flap or move excessively during dynamic motion is best.
    * Please avoid garments with loose elements such as lace, as well as accessories that may move during capture.
  * Do not wear reflective materials, including reflective clothing or shoes.
  * Make sure the boundary between pants and shoes is clearly visible.
    * If the hem of the pants covers the shoes, the distinction between the legs and feet may be lost, which can cause motion flipping (where the character’s front and back are inverted).

### The motion capture space must be at least **1.2m** away from the device and **completely clear of objects**.&#x20;

* Keep <mark style="background-color:$primary;">**at least**</mark>**&#x20;**<mark style="background-color:$primary;">**1.2m**</mark> between the starting point of the motion capture zone and the device.
* The maximum size of the Mocap Zone is <mark style="background-color:$primary;">**5m (width) x 5m (depth) x 3m (height).**</mark>
  * <mark style="background-color:$primary;">**All objects should be removed**</mark> from the motion capture zone. If this isn’t possible, reduce the zone size in MOVIN Studio accordingly.
* Remove any mirrors, Scotch tape, or other reflective surfaces within the mocap zone.
* If you're working in environments with unsuitable flooring like below, we recommend using firmly secured floor mats to improve stability and tracking performance.
  * Uneven textures (e.g. carpets)
  * Highly reflective materials (e.g. marble, glass)
  * Soft floors that transmit vibration to the device

### **Please check the computer meets the performance requirements.**

For optimal performance, ensure your computer meets the following specifications:

* **Operating System**: Windows 11 (64-bit)
* **Processor**: 3.0+ GHz i7 CPU
* **Memory**: 16 GB or higher
* **Network**: Dedicated 1 Gigabit Ethernet port
  * this port must be separate from your local network port.

To get started, you’ll need to set up and connect both the MOVIN TRACIN hardware and the MOVIN Studio software.&#x20;

Ready to take it step by step?


# MOVIN TRACIN Setup

{% embed url="<https://youtu.be/xkKBPV3i1jE?feature=shared>" %}

You can follow the setup process for MOVIN TRACIN through the YouTube video above.

If you've already completed the hardware setup, feel free to skip ahead to the next section, [MOVIN Studio Installation](/movin-tracin/installation-and-setup/movin-studio-installation). The guide below provides a detailed walkthrough.

## MOVIN TRACIN Package

MOVIN TRACIN is securely packaged to prevent damage during shipping.

Before assembling the device, please verify that all components are included:

<figure><img src="/files/hcZPBoDcXijUbdkdvzEN" alt=""><figcaption><p>MOVIN TRACIN Package</p></figcaption></figure>

* **MOVIN TRACIN main body**
* **User manual**
* **Power supply**
* **Ethernet cable (1.5m)**

{% hint style="info" %}
If any items are missing, please reach out via the cs-chat channel on the [MOVIN Discord server](https://discord.com/invite/zHE6kYgCpj). \
We’ll assist you as quickly as possible.
{% endhint %}

### Optional Accessories <a href="#optional-accessories" id="optional-accessories"></a>

<figure><img src="/files/KZyCOJeLtfEjzhTv2S56" alt=""><figcaption><p>MOVIN TRACIN Optional Accessories</p></figcaption></figure>

Additional accessories may be required to ensure stable use of MOVIN TRACIN in certain environments. These need to be purchased separately if required.&#x20;

* **USB to Ethernet Adapter**
  * MOVIN TRACIN requires a direct wired connection between the device and the computer.
  * If your computer does not have enough Ethernet ports, please prepare a  [USB to Ethernet Adapter](https://www.lenovo.com/us/en/p/accessories-and-software/cables-and-adapters/cables-and-adapters_adapters/78810617) to maintain a direct connection.
* **Quick Mount System**&#x20;
  * To ensure secure attachment when installing MOVIN TRACIN on your tripod, a compatible mount system is recommended.&#x20;
  * Please check that your selected mount features the required <mark style="background-color:$primary;">**3/8-inch thread**</mark> specifications.
  * If you need to frequently attach and detach MOVIN TRACIN, a quick release system like the [iFootage Seastar Q1S](https://www.ifootagegear.com/products/seastars-q1s-quick-release?srsltid=AfmBOoqE2Sg97cH3lxAf9PeM_cH-3U3Mfunb9f389VN-4cZq7AQeRRye) is recommended.
* **Tripod**&#x20;
  * MOVIN TRACIN needs to be installed at a specific height without shaking to obtain optimal data quality.
  * Please ensure the tripod is compatible with <mark style="background-color:$primary;">**3/8-inch thread**</mark> specifications.
  * We recommend using tripods such as [SLIK PRO AL-323](https://slik.com/products/pro-al-323/) that can safely secure the MOVIN TRACIN.
* **Ethernet cable**
  * If MOVIN TRACIN is installed far from the computer, please prepare an additional long Ethernet cable.
  * The cable must support RJ45, 1Gbps (1000 base-T) or higher. For a stable connection, please use a CAT6 or higher Ethernet cable.

## How to Assemble MOVIN TRACIN

{% hint style="info" %}
This section follows the same instructions as the MOVIN TRACIN Setup Manual.\
If you’ve already completed the assembly, feel free to skip ahead to the next section, [MOVIN Studio Installation](/movin-tracin/installation-and-setup/movin-studio-installation).
{% endhint %}

{% stepper %}
{% step %}

### Set Up the Tripod at a Height of 85 cm.

<figure><img src="/files/Qyh9qhyZG4tam4vzrFr0" alt=""><figcaption><p>Set up the tripod at a height of 85cm.</p></figcaption></figure>

* Please install the tripod so that it is <mark style="background-color:$primary;">**85 cm above the ground**</mark>.
  * MOVIN TRACIN (MT-20) achieves the most stable motion capture quality when installed at a height of 85 cm from the ground.
* The installation height of MOVIN TRACIN has a significant impact on the quality of the motion capture data.
  {% endstep %}

{% step %}

### Install mounts to MOVIN TRACIN and the tripod.

{% endstep %}

{% step %}

### Mount MOVIN TRACIN to the tripod.

<figure><img src="/files/YljqSZ6HQK9NxfnIMep9" alt=""><figcaption><p>Place MOVIN TRACIN on the tripod head.</p></figcaption></figure>

* Attach MOVIN TRACIN to the tripod.
  * If you have a mount, secure the mount to both MOVIN TRACIN and the tripod, then attach them together.
  * Gently lift the device or check it by hand to ensure it is firmly secured to the tripod.
* Please check the flat surface by a <mark style="background-color:$primary;">**circular level indicator**</mark> on the top.
  * If the device is tilted, your motion capture data may become distorted.\
    Reposition the tripod on a stable, flat surface if necessary.
    {% endstep %}

{% step %}

### Connect MOVIN TRACIN to your computer with the Ethernet cable.

<figure><img src="/files/vERtJPzFigjQX6R5gXSW" alt=""><figcaption><p>Connect the Ethernet cable to MOVIN TRACIN's port.</p></figcaption></figure>

<div><figure><img src="/files/rzc2pZ3H2AXTvHpEhIWZ" alt=""><figcaption><p>Connect the Ethernet cable to your computer’s port.</p></figcaption></figure> <figure><img src="/files/LfK8eKkZU0xytaP7tSDp" alt=""><figcaption><p>If Ethernet port is not available, please connect via a USB-to-Ethernet adapter.</p></figcaption></figure></div>

* Use the <mark style="background-color:$primary;">**Ethernet cable**</mark> to connect MOVIN TRACIN <mark style="background-color:$primary;">**directly**</mark> to your computer
  * Avoid connecting through routers or network devices, as this may cause communication errors.
* If your computer does not have enough Ethernet ports, use a [<mark style="background-color:$primary;">**USB to Ethernet Adapter**</mark>](https://www.lenovo.com/us/en/p/accessories-and-software/cables-and-adapters/cables-and-adapters_adapters/78810617) to maintain a direct connection.
  {% endstep %}

{% step %}

### Provide the power to MOVIN TRACIN.&#x20;

<figure><img src="/files/7v7M6R47ED1swGsRDOyS" alt=""><figcaption><p>Connect the power cable to the MOVIN TRACIN power port.</p></figcaption></figure>

* Connect the power cable to the MOVIN TRACIN power port.
* Wait about 1 to 1.5 minutes until the front <mark style="background-color:$success;">**green indicator**</mark> stays steady.
  * If the indicator does not turn on or continues blinking, <mark style="background-color:$primary;">**unplug and replug the power cable.**</mark> This reset process usually resolves most power-related issues.

{% hint style="info" %}
If the problem persists even after repeating the reconnect process multiple times, please reach out via the cs-chat channel on the [MOVIN Discord server](https://discord.com/invite/zHE6kYgCpj). We’ll assist you as quickly as possible.
{% endhint %}
{% endstep %}

{% step %}

### Position MOVIN TRACIN facing a wide, open space.

<figure><img src="/files/glcRsa2Vm3fFhNnlhpQd" alt=""><figcaption><p>(+) mark in the picture is the place for setting MOVIN TRACIN, at least 1.2m away from the Mocap Zone.</p></figcaption></figure>

* MOVIN TRACIN recognizes the motion capture area (Mocap Zone) starting from a distance of <mark style="background-color:$primary;">**1.2 meters**</mark> from where the device is installed. Position MOVIN TRACIN facing a wide, open space.
* The Mocap Zone is the area where MOVIN TRACIN detects and tracks human movement.
  * The Mocap Zone can be set from a minimum of 1m × 1m × 1.5m to a maximum of 5m × 5m × 3m.
  * For important considerations when setting up the Mocap Zone, please refer to [Step 2. Set Mocap Zone](/movin-tracin/installation-and-setup/step-2.-set-mocap-zone#recommended-steps-for-setting-up-the-mocap-zone).
    {% endstep %}
    {% endstepper %}

Great! You're all set with the hardware. Now let’s move on to installing the MOVIN Studio software on your computer.


# MOVIN TRACIN Firmware Update

MOVIN TRACIN is an on-device system, meaning all AI processing is performed directly on the device. To ensure stable performance and improve motion capture quality, please update your MOVIN TRACIN firmware by following the instructions below.

* If your firmware is v2.9.7 or later: Refer to [#if-the-firmware-is-v2.9.7-and-later](#if-the-firmware-is-v2.9.7-and-later "mention") guide and update your firmware to the latest version using the online update method.
* If your firmware is v2.3.0-1 or v2.3.0: Refer to [#movin-tracin-firmware-v2.9.7-download](#movin-tracin-firmware-v2.9.7-download "mention") guide and update your firmware to v2.9.7.
* If your firmware is earlier than v2.3.0: Refer to [#movin-tracin-firmware-v2.3.0-1-download](#movin-tracin-firmware-v2.3.0-1-download "mention") guide and update your firmware to v2.3.0-1.

## If the firmware is v2.9.7 and later

{% stepper %}
{% step %}

### Connect MOVIN TRACIN to your computer.

* Please refer to [MOVIN TRACIN Setup](/movin-tracin/installation-and-setup/movin-tracin-setup) and [Step 1. Connect Device](/movin-tracin/installation-and-setup/step-1.-connect-device) to connect your MOVIN TRACIN to your computer.
* Make sure that the indicator on the front of MOVIN TRACIN is solid.
  * If the indicator does not light up or continues to blink, **disconnect the power cable and reconnect it**. This process resets temporary boot errors, and most power-related issues can be resolved this way.
    {% endstep %}

{% step %}

### Access the System Monitor page, and click 'Firmware Update' tab.

* Once you have confirmed that the device is operating properly, open your web browser and enter [**192.168.2.100:8001/fw**](http://192.168.2.100:8001/fw) in the address bar to access the 'Firmware Update' tab on the System Monitor page.

<figure><img src="/files/Xg7PVggP3eO3IiNCISdk" alt=""><figcaption></figcaption></figure>

* Alternatively, open the [System Monitor](http://192.168.2.100:8001/) page and click the 'Firmware Update' tab in the upper-right corner.
  * If you do not see the 'Firmware Update' tab:
    1. Check that your <mark style="background-color:$primary;">**firmware is v2.9.7 or later**</mark>.
       * If your firmware is earlier than v2.9.7, refer to [#if-the-firmware-is-earlier-than-v2.9.7](#if-the-firmware-is-earlier-than-v2.9.7 "mention") and update your firmware to v2.9.7 first.
    2. Perform a hard refresh of your browser by pressing <mark style="background-color:$primary;">**Ctrl + Shift + R**</mark>.
       {% endstep %}

{% step %}

### Click the 'Update Firmware' button in the Online Update tab.

* Check the Latest Firmware Version displayed in the Online Update tab.
  * If Failed to fetch is displayed instead of the latest firmware version, make sure your <mark style="background-color:$primary;">**computer is connected to the internet**</mark>.
* Then, click 'Update Firmware' to begin the firmware update.

<figure><img src="/files/BjSMUXDWWvcx29lEx3cq" alt=""><figcaption></figcaption></figure>
{% endstep %}

{% step %}

### Wait until the firmware update is complete, and click 'Reboot System' to restart the device.

* Please wait <mark style="background-color:$primary;">**without performing any other actions**</mark> until a Success or Failure message appears.
  * <mark style="background-color:$primary;">**While the firmware update is in progress, do not refresh or close the System Monitor page. Do not disconnect the power or Ethernet cable.**</mark> Closing the page or disconnecting any cables during the update may prevent the update from completing properly and may cause the device to malfunction.

<figure><img src="/files/AcSAuT4FnxZuQfAn7b2L" alt=""><figcaption></figcaption></figure>

* If the firmware update is successful, click 'Reboot System' in the upper-right corner to restart the device.

  * After clicking 'Reboot System' button, the System Monitor page will automatically refresh until the device reconnects. Please remain on this page and wait for the process to complete.

  <figure><img src="/files/TvdT8v08IVHyL8fJ7GCX" alt=""><figcaption></figcaption></figure>
* The firmware update is complete when the indicator light on the front of the device turns <mark style="background-color:$success;">**solid green**</mark> without blinking.
  * Check the Firmware Version in the System Information panel to confirm that the device has been updated to the desired version.

{% hint style="warning" %}
If the firmware update continues to fail, \
copy the full log and contact us at **<contact@movin3d.com>** for assistance.
{% endhint %}
{% endstep %}
{% endstepper %}

## If the firmware is earlier than v2.9.7

{% stepper %}
{% step %}

### Download the Firmware File.

Please download the firmware file from the Google Drive link below.

#### **MOVIN TRACIN Firmware v2.9.7 Download**

{% hint style="warning" %} <mark style="background-color:$primary;">**Firmware v2.9.7 can only be installed from Firmware v2.3.0-1.**</mark>\
If your device is not currently running Firmware v2.3.0-1, please follow the [#movin-tracin-firmware-v2.3.0-1-download](#movin-tracin-firmware-v2.3.0-1-download "mention") to update it to v2.3.0 first.
{% endhint %}

{% embed url="<https://drive.google.com/file/d/1oJyblATsuy80kBFt_j2rwIFaD-rS8dq0/view>" %}

#### **MOVIN TRACIN Firmware v2.3.0-1 Download**

{% hint style="warning" %}
Firmware v2.3.0-1 can be updated directly from any firmware version.
{% endhint %}

{% embed url="<https://drive.google.com/file/d/1tdKPFDiJ0ugnUF24C1pEXggUHtwnv_ez/view?usp=sharing>" %}
{% endstep %}

{% step %}

### Connect MOVIN TRACIN to your computer.

* Please refer to [MOVIN TRACIN Setup](/movin-tracin/installation-and-setup/movin-tracin-setup) and [Step 1. Connect Device](/movin-tracin/installation-and-setup/step-1.-connect-device) to connect your MOVIN TRACIN to your computer.
* Make sure that the indicator on the front of MOVIN TRACIN is solid.
  * If the indicator does not light up or continues to blink, **disconnect the power cable and reconnect it**. This process resets temporary boot errors, and most power-related issues can be resolved this way.
    {% endstep %}

{% step %}

### Access the System Monitor page.

<figure><img src="/files/Yp83pywQVVsKSutsMKKi" alt=""><figcaption></figcaption></figure>

* Once you’ve confirmed that the device is operating normally, open your internet browser and go to [**192.168.2.100:8001**](http://192.168.2.100:8001/) to access the System Monitor page.
  {% endstep %}

{% step %}

### Click the "Set Current Time" button.

<figure><img src="/files/KAGBZWVsGZrqs7aYcOFs" alt=""><figcaption></figcaption></figure>

* Click the blue "Set Current Time" button located in the top-right corner of the System Monitor page to synchronize the device’s time with the current time.
  {% endstep %}

{% step %}

### Upload the Firmware File.

<figure><img src="/files/y1FDXyE450uBdtekUupr" alt=""><figcaption></figcaption></figure>

* Click the <mark style="background-color:$primary;">**"Browse"**</mark> button in the Firmware Update panel located at the top-right of the System Monitor page.
* Select the downloaded firmware file, then click the <mark style="background-color:$primary;">**"Upload"**</mark> button to proceed with the upload.
  {% endstep %}

{% step %}

### Wait until the Firmware Update is complete.

<figure><img src="/files/80pTZ5yHdaSOAizbNC6u" alt=""><figcaption></figcaption></figure>

* Click the <mark style="background-color:$primary;">**"Update Firmware"**</mark> button in the Firmware Update panel located at the top-right of the System Monitor page.

<div><figure><img src="/files/adJYjYcM52aCmmRnSEGC" alt=""><figcaption></figcaption></figure> <figure><img src="/files/Am2GBO5oi6sUevbSBvx2" alt=""><figcaption></figcaption></figure></div>

* Then, <mark style="background-color:$primary;">**wait without any additional actions**</mark> until a Success or Failure popup appears.

  * <mark style="background-color:$primary;">**During the firmware update, do not refresh or close the System Monitor page, or disconnect the power cable or Ethernet cable until the Success popup is displayed.**</mark> If the page is closed or cables are disconnected, the update may not complete properly and the device may not function correctly.
  * The firmware update may take more than 5 minutes, and <mark style="background-color:$primary;">**it may appear unresponsive even after the progress reaches 100%.**</mark> The update is still in progress, so please wait without taking any further action.

  <figure><img src="/files/WVzIxSp8FHAGmEcmbCUw" alt="" width="429"><figcaption><p>The update is still in progress even the progress reaches 100%, so please wait.</p></figcaption></figure>

{% hint style="warning" %}
If a Failure popup appears during the update, please copy the full log and contact **<contact@movin3d.com>**. We will assist you as quickly as possible.
{% endhint %}
{% endstep %}

{% step %}

### Refresh the System Monitor page and Reboot the Device

* Refresh the System Monitor page to check whether the firmware has been updated.
  * If the Firmware Version in the System Information panel matches the desired version, the update has been successfully completed.
* Disconnect the power cable from the device, wait for a moment, and then reconnect it to restore power.
  * If the front indicator shows a solid <mark style="background-color:$success;">**green**</mark> light, the firmware update has been completed successfully.

{% hint style="warning" %}
After updating with the firmware to v2.3.0-1 or v2.9.7 and re-power the MOVIN TRACIN device, <mark style="background-color:$primary;">**the front indicator light may not turn on**</mark>. If you are still able to access the System Monitor page, the device is operational, so please proceed with updating the firmware.
{% endhint %}
{% endstep %}
{% endstepper %}


# MOVIN Studio Installation

MOVIN Studio is a desktop application that works in tandem with MOVIN TRACIN.

Please follow the steps below to install and log in to MOVIN Studio.

{% hint style="warning" %}
Currently, MOVIN Studio only supports <mark style="background-color:$primary;">**Windows and Linux operating system**</mark>. \
If your PC is running MacOS, please switch to compatible computer to proceed.
{% endhint %}

## MOVIN Studio Setup

{% stepper %}
{% step %}

### Download and install the MOVIN Studio.

###

<figure><img src="/files/XwAyDYcPJbyB9QYm0yka" alt=""><figcaption></figcaption></figure>

* On the [MOVIN's Official website](https://www.movin3d.com/downloads#movin-studio), click the 'Download MOVIN Studio' button to download the installer, and then proceed with the installation.&#x20;
  {% endstep %}

{% step %}

### Log in to MOVIN Studio.

{% hint style="warning" %}
MOVIN Studio requires user authentication, and this process requires an internet connection.\
For **Unlimited plan** users, the program can be used without an internet connection for up to **24 hours** after the first login.
{% endhint %}

<figure><img src="/files/OlzPbnPNcuZ6ropdsFB8" alt=""><figcaption><p>계정이 없을 경우 'Create account' 버튼을 눌러 회원가입을 진행해주세요.</p></figcaption></figure>

* If you have logged in previously, the program will automatically sign in and take you straight to the [Playback Scene](/movin-tracin/installation-and-setup/playback-scene).
* If you already have an account:
  * If your account is linked to Google, click 'Login with Google'.
  * Or, enter your email and password to log in.
* If you don’t have an account yet, click the 'Signup' button to create one:
  * Or, you can create a new account by entering your email and password.
    * When creating a new account, a verification email will be sent to your registered email address. Please note that you will not be able to log in if this verification process is not completed.
  * If you click the ‘Login with Google’ button at the bottom, an account will be created through Google account integration.

{% hint style="warning" %}
If you initially signed up using a Google account, you will not be able to log in later with an email and password. Conversely, if you initially signed up with an email and password, you will not be able to log in later using Google account integration.
{% endhint %}
{% endstep %}

{% step %}

### If you have forgotten your password, click the **"Reset password"** button.

* Enter your email address and click the "Reset password" button to proceed.
* A link to reset your password will be sent to your email. Please use the link to set a new password.
  {% endstep %}
  {% endstepper %}


# Playback Scene

Starting from MOVIN Studio v2.1.0, you can play back, export, or stream previously recorded clips to other platforms even without connecting a MOVIN TRACIN device after logging in. If you would like to access clips without connecting the device, please refer to [MOVIN Studio Installation](/movin-tracin/installation-and-setup/movin-studio-installation) and update to MOVIN Studio v2.1.0 or later.

<figure><img src="/files/OfTjWEshaNGC8rYU1bwS" alt=""><figcaption></figcaption></figure>

In the Playback Scene, you can play back previously recorded clips, export them, or stream them to other platforms.

* For more details, please refer to the [Play, Export and Live-stream Mocap Clip](/movin-tracin/movin-studio-usage-guide/play-export-and-live-stream-mocap-clip).
* If you would like to start motion capture, click the "Go Mocap" button at the bottom center.

Now that the software is installed and you’re logged in, it’s time to connect your hardware.\
Don’t worry—it’s simple. Let’s get started!


# Step 1. Connect Device

MOVIN TRACIN and MOVIN Studio communicate via a direct Ethernet connection.

Please follow the steps below to ensure a stable connection between your device and PC.

## How to Connect MOVIN TRACIN to MOVIN Studio

{% stepper %}
{% step %}

### Configure the Network Settings on your PC.

<figure><img src="/files/mQu5YgrPydrmGMiruC9M" alt=""><figcaption></figcaption></figure>

1. Click "Open Network Connection" in the app, or search for "Ethernet" in the Windows search bar and nagivate to `Settings > Network & Internet & Ethernet` page.

<figure><img src="/files/7hvWaxmUZmUyLca5igUp" alt=""><figcaption></figcaption></figure>

2. Click the "Edit" button under "IP assignment" for the Ethernet connection labeled "Identifying" or "Unidentified network."

<figure><img src="/files/xXulwQoJvtlcydvyVGPe" alt="" width="340"><figcaption></figcaption></figure>

3. Set the IP settings to "Manual", then enable the IPv4 option.\
   Enter the IP address and subnet mask as shown below, then click the "Save" button.
   1. IP address: 192.168.2.77
   2. Subnet mask: 255.255.255.0
4. If the IP address is not saved in Step 3, please set the IP address manually using the method below.

<details>

<summary>Alternative Method for Manual IP Configuration</summary>

1. Open Windows Search and type “View Network Connections” to access the network settings.

   * Alternatively, navigate to: `Control Panel > Network and Internet > Network and Sharing Center > Change Adapter Settings`

   <figure><img src="/files/SB4NPaRe0zrWZHoOMFd1" alt=""><figcaption><p>Search and navigate to 'View Network Connections'.</p></figcaption></figure>
2. Right-click the Ethernet or Local Area Connection icon and select Properties.

   <figure><img src="/files/UDL171HMRUTmUmowOyGS" alt=""><figcaption><p>Right-click the 'Ethernet' icon and select 'Properties'.</p></figcaption></figure>
3. Double-click “Internet Protocol Version 4 (TCP/IPv4)”.

   <figure><img src="/files/YQsA1UT0djCbg8TPPhqG" alt=""><figcaption><p>Select 'Internet Protocol Version 4 (TCP/IPv4)'.</p></figcaption></figure>
4. Select “Use the following IP address” and enter the following details, and click OK to save:

   * IP Address: `192.168.2.77`
   * Subnet Mask: `255.255.255.0`

   <figure><img src="/files/7qrDPjsc22uuCyxsx504" alt=""><figcaption><p>Set IP address and subnet mask manually.</p></figcaption></figure>

</details>

5. This setting will remain saved once configured.\
   If you connect to the internet using the same port after using MOVIN TRACIN, please change the IP setting from "Manual" back to "Automatic" as configured in Step 3.
   {% endstep %}

{% step %}

### Click 'Check Connection' to confirm the communication.

<figure><img src="/files/caYKyEVrAoJVWCylBPIu" alt=""><figcaption></figcaption></figure>

* In MOVIN Studio, click the 'Check Connection' button in the center of the screen to check the communication between MOVIN TRACIN and computer.

<figure><img src="/files/oiPp6Te58wcyIdX5tUlR" alt=""><figcaption></figcaption></figure>

* If the connection is successful, a popup saying 'Device setup for TRACIN is completed' will appear and you can proceed to the next step.
  * Click the 'Gotcha!' button in the center to continue to the next step.
    {% endstep %}

{% step %}

### If communication fails, check the indicator light, then access **192.168.2.100:8001**.

If the connection fails, you will not proceed to the next step. In this case, please check the following two items.

1. Check that indicator on the front of MOVIN TRACIN is emitting a steady <mark style="background-color:$success;">**green light**</mark>, not blinking.
   * If the indicator is off or continues to blink, <mark style="background-color:$primary;">**disconnect and reconnect the power cable.**</mark> This process resets temporary boot errors; most power-related issues can be resolved through this procedure.
2. Check the access  [<mark style="background-color:$primary;">**192.168.2.100:8001**</mark>](http://192.168.2.100:8001/) in your internet browser.

   <figure><img src="/files/pKFRtgBnPBu4pTrggNrV" alt=""><figcaption></figcaption></figure>

   * If the page is accessible but MOVIN Studio does not proceed to the next step, disconnect and reconnect the power cable.
3. If ​[**192.168.2.100:8001**](http://192.168.2.100:8001/) is not accessible, please check if your situation falls under these cases:
   * Verify that MOVIN Studio is updated to the latest version.
   * Confirm that MOVIN TRACIN and your computer are <mark style="background-color:$primary;">**directly connected**</mark> via LAN cable. Connection through network devices such as routers may cause device recognition failure or connection errors.
   * If your computer has two or more LAN ports, check that network settings have been applied to <mark style="background-color:$primary;">**the port directly connected to MOVIN TRACIN**</mark>.
   * Check if your network settings are properly configured with  [#configure-the-network-settings-on-your-pc](#configure-the-network-settings-on-your-pc "mention") .

{% hint style="info" %}
If the problem persists even after repeating the reconnect process multiple times, please reach out via the cs-chat channel on the [MOVIN Discord server](https://discord.com/invite/zHE6kYgCpj). We’ll assist you as quickly as possible.
{% endhint %}
{% endstep %}

{% step %}

### Connect to the Internet for the next step.

* Once the MOVIN TRACIN connection is completed in the [#click-check-connection-to-confirm-the-communication](#click-check-connection-to-confirm-the-communication "mention"), a process to verify whether the Unlimited license is applied will begin.
  * For more details about the license, please refer to the [Get Familiar with Unlimited License](/movin-tracin/licenses/get-familiar-with-unlimited-license).
* An internet connection is required to proceed with this process. If you are not connected to the internet, please connect before continuing.
  {% endstep %}
  {% endstepper %}


# Step 2. Set Mocap Zone

The second step in the setup process is to calibrate MOVIN TRACIN so that it can accurately understand the layout of your physical space.

{% embed url="<https://youtu.be/Wm6vdr3L2Lk?t=249>" %}

## Brief Introduction to the Display

<figure><img src="/files/gYywZOXsmzjQs2NaxuEP" alt=""><figcaption><p>Display of Step 2. Set Mocap Zone</p></figcaption></figure>

### Center Panel

* Top: Front and Side Views of the Ground
  * The front and side data of the ground measured by MOVIN TRACIN are displayed as a point cloud.
  * <mark style="background-color:$primary;">**A gray line**</mark> is shown at the center of both views, which is used for accurate ground alignment.
    * The point cloud is displayed in <mark style="background-color:$danger;">**red**</mark> when it is positioned too far below or above the gray line, and in <mark style="background-color:$success;">**green**</mark> when it is located just below the gray line. Please adjust the setup so that the point cloud is positioned just below the gray line.
  * The selected view (front or side) is highlighted with a green border.
* Bottom: 3D View of the Ground
  * The rectangular box in the center represents the Mocap Zone. MOVIN TRACIN detects and records human movement within this area.
  * At the top-left of the bottom section, you can select between LiDAR and LiDAR & Camera options.
    * When LiDAR & Camera is selected, point clouds captured by the camera within the Mocap Zone are displayed as thick points, while point clouds that are either outside the Mocap Zone but visible to the camera, or inside the Mocap Zone but not captured by the camera, are displayed as thin points.
      * This option allows you to better understand how the device is recognizing the surrounding environment.
    * When LiDAR is selected, only the point clouds within the Mocap Zone are displayed as thick points.
      * This makes it easier to check if any objects other than the floor are being detected within the Mocap Zone.
  * The rectangle in front of the TRACIN device displays the current camera view.

### Right Panel

* Click “Front View” or “Side View” to select a perspective and adjust the point cloud accordingly.
* Use the navigation buttons to move the point cloud vertically or rotate the view.
* Adjust the Height slider to set the vertical size of the capture volume.
* Drag the border lines of the mocap zone controller to adjust the size of the motion capture area.
* If you want to adjust the center of the mocap zone, drag the circular handle.
  * The center of the mocap zone is the place where the user should stand when starting motion capture.

### Recommended Steps for Setting Up the Mocap Zone

{% stepper %}
{% step %}

### Remove all objects from the mocap zone.

<figure><img src="/files/8dQ1M0hIRmxGZTugS57d" alt=""><figcaption><p>Remove all objects from the mocap zone.</p></figcaption></figure>

* To start motion capture, the mocap zone must be completely cleared.
* Please remove all objects inside the mocap zone.

<figure><img src="/files/5muva2wuV9osq2bH68V4" alt=""><figcaption><p>If there are objects in the motion capture area that cannot be removed, please reduce the size of the motion capture area.</p></figcaption></figure>

* If there are objects in the motion capture area that cannot be removed, please reduce the size of the motion capture area refering to [#drag-the-border-lines-and-the-circle-line-to-define-the-width-and-length-of-the-capture-volume-in-th](#drag-the-border-lines-and-the-circle-line-to-define-the-width-and-length-of-the-capture-volume-in-th "mention").
  {% endstep %}

{% step %}

### Drag the border lines and the circle line to define the width and length of the capture volume in the right panel.

<figure><img src="/files/CR7ZMqLXBM2TNfzN4Vve" alt=""><figcaption><p>Drag the circlular handle and border lines to define the mocap zone.</p></figcaption></figure>

* In the mocap zone controller on the right panel, drag the border lines to set the width and depth, and move the circular handle to adjust the center of the mocap zone.

<figure><img src="/files/wjF3Chy3IXxflDIGE6MA" alt=""><figcaption></figcaption></figure>

* The motion capture zone can be set between a minimum of 1m (width) x 1m (depth) x 1.5m (height) and a maximum of 5m (width) x 5m (depth) x 3m (height).
* The minimum distance from MOVIN TRACIN to the mocap zone is 1.2m.

<figure><img src="/files/bGwtxLIPM5Rp6fNTmtwJ" alt=""><figcaption></figcaption></figure>

* The mocap zone can be offset from its center by a minimum of 0.5m and a maximum of 2.5m.
* The center of the mocap zone can be positioned between 1.5m and 5.5m from TRACIN.
  {% endstep %}

{% step %}

### Use the 'Height' Slider bar to adjust the height of the mocap zone.

<figure><img src="/files/tVZBiB1TsdjTlokApOIA" alt=""><figcaption></figcaption></figure>

* If the ceiling is detected within the mocap zone, it will appear as a <mark style="background-color:$danger;">**red**</mark> point cloud as shown in the image above.
* In this case, reduce the height using the 'Height' slider bar to exclude it.
  {% endstep %}

{% step %}

### Adjust the point cloud to be positioned just below the gray line in both the Front View and Side View.

<figure><img src="/files/8G7MUPXK3u64OoiZoIha" alt=""><figcaption><p>Move and rotate the point cloud to align it with the gray reference box.<br>Repeat the adjustment in both front and side views for optimal accuracy.</p></figcaption></figure>

* Use 'Front' and 'Side'  buttons to switch to the ground's front view or side view.
* In the right panel, click the clockwise or counterclockwise buttons to adjust the point cloud so that it is <mark style="background-color:$primary;">**as horizontal as possible**</mark>.&#x20;
* Use the translation buttons to move the point cloud up or down so it is positioned <mark style="background-color:$primary;">**right below the gray line**</mark>.&#x20;
* Repeat the adjustment in both the front and side views.
  {% endstep %}

{% step %}

### Click the 'save' button to store the zone setting.&#x20;

<figure><img src="/files/q59mTlrfjER0gSo0a5F6" alt=""><figcaption><p>If there are objects in the mocap zone, please move them outside.</p></figcaption></figure>

* If there are still objects inside the mocap zone, the point cloud will remain red, and you will not be able to proceed to the next step.
  * Click the ‘Edit’ button, adjust the mocap zone to ensure no objects remain inside, and then click the 'save' button again.
    {% endstep %}

{% step %}

### Click the 'Next' button in the right panel

* The 'Next' button will only appear when there are no red point clouds inside the mocap zone.&#x20;
* Click this button to proceed to the next step.
  {% endstep %}
  {% endstepper %}


# Get Familiar with Unlimited License

MOVIN TRACIN can be used for motion capture and unlimited live streaming even with device purchase alone, but by purchasing an Unlimited license, you can use all features without limitation.

{% hint style="success" %}
If you would like to know the difference between the free Basic license and the Unlimited license, \
please refer to [MOVIN's official homepage](https://www.movin3d.com/studio#plans).
{% endhint %}

<figure><img src="/files/OtL2SkFCB9WhbzaEVyaY" alt=""><figcaption></figcaption></figure>

* Before starting motion capture, you can purchase a license through [the website](https://shop.movin3d.com/products/movin-studio-license) or register an already purchased license key to activate it.
  * If you would like to try MOVIN TRACIN first with the free Basic license, click the 'Continue with Free Basic License' button at the bottom.

<figure><img src="/files/ydcbmD5anMHSYPuavucA" alt=""><figcaption></figcaption></figure>

* With the Basic license, you can use 30 minutes of motion capture each month and unlimited live streaming on the Warudo, VRChat, and Meligo platforms.
  * If you want unlimited motion capture or unlimited live streaming on all platforms provided by MOVIN, please purchase the Unlimited license.

<figure><img src="/files/GP7nkvCpwu9MCmdNCK1g" alt=""><figcaption></figcaption></figure>

* When the license key is entered correctly or purchased through the website, a message will be displayed indicating that MOVIN TRACIN has been activated. Enjoy unlimited access to all features with live update!

<figure><img src="/files/lrFvjSNklQsC1RFPE3eh" alt=""><figcaption></figcaption></figure>

* If you entered the license key manually but see a message indicating activation has failed, please check if one of the following issues applies:
  * The license key was entered incorrectly.
  * The license key registration period has expired.
  * The license key validity period has expired.


# Offline Access

### Offline Access

Offline Access allows you to use MOVIN Studio without an internet connection. This feature is available only to users with an Unlimited license and can be used for <mark style="background-color:$primary;">**up to 24 hours**</mark>. Please note that Offline Access is not available for users with a Basic license.

* After connecting the device and completing license authentication while connected to the internet, <mark style="background-color:$primary;">**Offline Access becomes available for that device on the current computer**</mark>.
  * To check whether Offline Access is available, connect the device and click the email button at the top-right of the app. Confirm that the message <mark style="background-color:$primary;">**"Offline Access Ready"**</mark> is displayed.
* To use the offline license, you must restart the app.
  * If you want to switch to Offline Access while the app is running, please close and relaunch the application.
* If the offline license has expired, you will need to reconnect to the internet and the device, then complete the license authentication process again.


# Studio to Anywhere: MOVIN Studio Usage Guide

MOVIN Studio allows you to capture full-body motion data and stream it to various external platforms in real time. Let’s take a look at its core features:

* **Motion Capture & Export**: You can capture a person’s physical movements as high-fidelity motion capture data using MOVIN TRACIN.&#x20;
  * Check [Recording](/movin-tracin/movin-studio-usage-guide/recording)and [Play, Export and Live-stream Mocap Clip](/movin-tracin/movin-studio-usage-guide/play-export-and-live-stream-mocap-clip).
* **Real-Time Streaming**: MOVIN Studio supports real-time streaming, allowing you to send live motion data to third-party platforms.
  * Check [Live-streaming](/movin-tracin/movin-studio-usage-guide/live-streaming) part.

You can also retarget the captured human motion data to your character.

* **Import Custom Characters**: MOVIN Studio allows you to import your own 3D characters in formats such as VRM or FBX.
  * Check [Import Custom Character](/movin-tracin/movin-studio-usage-guide/import-custom-character).&#x20;
* **Retargeting**: Retargeting makes the character move naturally and realistically in real time based on the performer’s movements.
  * Check [Retargeting](/movin-tracin/movin-studio-usage-guide/retargeting).

You can obtain more detailed tracking of hand and finger motion, adding expressive detail to your mocap results.

* **Third-Party Gloves**: MOVIN Studio supports third-party gloves from manufacturers like Rokoko and Manus.
  * Check [Integrate with 3rd Party Gloves](/movin-tracin/movin-studio-usage-guide/hands-setting/integrate-with-3rd-party-gloves).
* **MOVIN Hands Motion Capture**: You can also track the wrist and finger motion from MOVIN's camera.
  * Check [Hands Motion Capture (Beta)](/movin-tracin/movin-studio-usage-guide/hands-setting/hands-motion-capture-beta).

Now that you have an overview, shall we dive into each feature in more detail? Let’s get started! 💡


# Project, Toolbar and Puppet Mode

## Project

<figure><img src="/files/OfTjWEshaNGC8rYU1bwS" alt=""><figcaption></figcaption></figure>

The Project is displayed at the center of the top panel, and all clips, actors, and character retargeting settings are managed within a single project. If you want to keep data separate, create a new project to ensure that clips, actors, and retargeting settings do not overlap.

A project is based on a single folder. If you want to continue working on an existing project from another computer, copy the project folder to that computer and open that folder as a project.

### **Create New Project**

* Since projects are folder-based, creating a new project requires a new folder.
* Click the dropdown at the center of the top panel, then select "Open new or existing project."
* Create a folder in your desired location, then select it to set it as your project.

### **Open Project**

* Click the dropdown at the center of the top panel and select the desired project.
* If the project does not appear in the list, click "Open new or existing project", then select the project folder containing your data to open it.

### **Open Project Directory**

* To view the project folder, click the folder icon at the center of the top panel.

## Toolbar

<figure><img src="/files/fnNlsP8tHkdy8okcrLLX" alt=""><figcaption></figcaption></figure>

The toolbar is located at the top of the central panel and gathers the most frequently used functions during motion capture, such as setting up the environment or checking motion data.

### Puppet Mode

<figure><img src="/files/oyCjilYuvxOI3N5wtTWD" alt=""><figcaption></figcaption></figure>

Puppet Mode is located at the first position on the toolbar and allows you to set up a virtual puppet in the motion capture space to perform specific actions.

* With Puppet Mode, you can conveniently set up the environment even when performing motion capture alone.
* When Puppet Mode is enabled and you proceed with [Hands Motion Capture (Beta)](/movin-tracin/movin-studio-usage-guide/hands-setting/hands-motion-capture-beta) or [Integrate with 3rd Party Gloves](/movin-tracin/movin-studio-usage-guide/hands-setting/integrate-with-3rd-party-gloves), the puppet will display hand movements based on live hand tracking rather than the hand motion data included in the clip.
* There are currently seven actions available for the puppet:
  * Idle (A-pose, walk): Performs A-pose and idle walking.
  * Idle (Arm & Head): Focuses on arm and head movements such as arm rotations and head turns.
  * Idle (Standing): Performs a standing idle pose.
  * Jumps: Focuses on jumping movements such as vertical jumps, side jumps, and spins.
  * Running: Performs running across the motion capture area.
  * Sitting: Performs sitting actions.
  * Subtle: Performs small, subtle actions such as moving hands in front of the torso or moving hands while seated.
* In Puppet Mode, you can play not only the assigned clips but also clips you have recorded yourself.
  * Capture the movements you need, then play them back easily.

### Foot Contact

<figure><img src="/files/fKdBupdqYlep6PTdQmBV" alt=""><figcaption></figcaption></figure>

* The Foot Contact button is the second on the toolbar. When clicked, it highlights the area around the feet when the soles are in contact with the ground.
  * This function allows you to clearly check whether the feet in the motion capture data are grounded properly.

### Skeleton Visualization

<figure><img src="/files/fVDwxKYNve7BgOSGUTPp" alt=""><figcaption></figcaption></figure>

* The Skeleton Visualization button is the third on the toolbar. When clicked, it displays the joints and skeletal structure.
  * Use this to intuitively check the positions and movements of the skeleton when inspecting motion capture data quality or performing retargeting.

### Mirror Mode

<figure><img src="/files/pm38ZI68M7yMP5HyWRtT" alt=""><figcaption></figcaption></figure>

* The Mirror Mode button is the fourth on the toolbar. When clicked, it flips the motion capture data horizontally.
  * Use this when shooting with a screen placed in front of the motion capture area while checking the motion data.

### Inplace Mode

<figure><img src="/files/R8vPpcJRV1Af4mmsfnjw" alt=""><figcaption></figcaption></figure>

* The Inplace Mode button is the fifth on the toolbar. When clicked, it fixes the character at the center of the motion capture area.
  * Use this if you want to check motion data when the actor is not facing forward.

### Live-streaming

<figure><img src="/files/4ktOMitm3KkEV3wJJZZw" alt=""><figcaption></figcaption></figure>

* The Live-streaming button is the sixth on the toolbar and displays the same content as the Streaming tab, which is the third tab on the right panel.
  * Use this for quicker access when turning live streaming on or off.
  * For more detailed explanations related to live streaming, please refer to [Live-streaming](/movin-tracin/movin-studio-usage-guide/live-streaming).


# Create and Calibrate Actor

Because every person has a different body structure—including height, limb length, and joint placement—even the same movements can result in different motion capture outputs. In MOVIN Studio, an **Actor** refers to the person performing the motion. Each actor’s physical characteristics are extracted and stored through a calibration process, allowing MOVIN Studio to personalize motion tracking for that individual.

In the past, calibration often took a significant amount of time. However, MOVIN Studio completes calibration in just 3 seconds, thanks to the power of AI. Let’s walk through how to create an actor based on your unique body data.

## Clothing Guidelines for Mocap Actors

To achieve higher motion capture accuracy, the Mocap Actor’s hairstyle and clothing are very important.

* Hairstyle and Headwear
  * Loose or flowing hair can cause tracking errors during movement. For long hair, avoid styles like ponytails that swing during motion. Instead, tie the hair <mark style="background-color:$primary;">**securely in a bun**</mark>.
  * If headwear is required, we recommend options like <mark style="background-color:$primary;">**beanies or caps with short brims**</mark> that do not interfere with facial tracking.
* Clothing
  * We recommend wearing <mark style="background-color:$primary;">**slim-fit clothing**</mark> rather than loose or baggy outfits.
    * <mark style="background-color:$primary;">**Tight-fitting sportswear**</mark> such as compression wear, muscle-fit clothing, or leggings is ideal.
  * Clothing that does not flap or move excessively during dynamic motion is best.
    * Please avoid garments with loose elements such as lace, as well as accessories that may move during capture.
  * Do not wear reflective materials, including reflective clothing or shoes.
  * Make sure the boundary between pants and shoes is clearly visible.
    * If the hem of the pants covers the shoes, the distinction between the legs and feet may be lost, which can cause motion flipping (where the character’s front and back are inverted).

## Create Actor

<figure><img src="/files/xaxQmvSr1upR8t6XxfNG" alt=""><figcaption></figcaption></figure>

* Whenever the performer changes, click 'Calibrate Actor' to generate a new profile.
  * If you skip this step and continue using a previous actor, motion data may degrade due to mismatches in joint locations and body proportions.&#x20;
* After creating a new actor, follow the same [#a-pose-calibration](#a-pose-calibration "mention") process.
* If the actor already exists, simply double-click the existing actor from the 'Actor' list.

## A-Pose Calibration

<figure><img src="/files/tMvwYN1QBoA4RyFSMfwB" alt=""><figcaption></figcaption></figure>

* Step into the center of the mocap zone, and hold an A-pose (arms angled down at about 45°) for 3 seconds without moving.
  * If you move during calibration or fail to maintain the pose, it may affect the quality of your captured data. Be sure to remain still in the A-pose for the full 3 seconds.
* If calibration fails or feels inaccurate:
  * Click [#create-actor](#create-actor "mention") to start calibration with a new actor,
  * Then, click [#delete-actor](#delete-actor "mention") to delete the old actor.

## Rename Actor

<figure><img src="/files/nEZpxLlStVlWTuUo2sdz" alt=""><figcaption></figcaption></figure>

* To avoid confusion, we recommend renaming each actor to match the performer’s real name. This helps identify which actor profile was used for each recording.
* To rename, right-click the actor from the 'Actor' list, click the 'Rename' button and enter the desired name.

## Delete Actor

<figure><img src="/files/Tp262ofjL2rlgJcDBMUE" alt=""><figcaption></figcaption></figure>

* You can delete actors that are no longer needed or were incorrectly calibrated.
* To delete, right-click the actor from the 'Actor' list and click the 'Delete' button.
  * If you want to delete multiple actors at once, hold down the Ctrl key and click all the actors you want to delete. Then, right-click and click the 'Delete' button to remove all the selected actors.
* If only one actor remains, deletion is disabled. In this case, create a new actor using [#create-actor](#create-actor "mention"), then delete the previous one.
* The calibrated 'Actor' data persists even after quitting the app or shutting down the device, unless you delete it manually.

## Adjust Offset

* You can adjust the calibrated actor’s offsets to correct tilted or bent body parts. To do this, click the "Adjust Offset" button.
* There are four adjustable actor offsets available:
  * Leg Stretch: Higher offset values will straighten more heavily bent knees.
  * Leg Tilt: Higher offset values will correct legs that are leaning forward, bringing them to a more upright position.
  * Torso Tilt: Higher offset values will correct a backward-leaning torso, aligning it to an upright posture.
  * Head Tilt: Higher offset values will correct a head tilted upward, adjusting it to face forward.


# Hands Setting

{% embed url="<https://www.youtube.com/watch?v=Cx1DUseG5xE>" %}

Starting with MOVIN STUDIO v.2.0.0, camera-based [Hands Motion Capture (Beta)](/movin-tracin/movin-studio-usage-guide/hands-setting/hands-motion-capture-beta) is newly available. With just one MOVIN TRACIN device, you can now track full-body, wrist, and finger movement in real time.  Depending on your needs, [Integrate with 3rd Party Gloves](/movin-tracin/movin-studio-usage-guide/hands-setting/integrate-with-3rd-party-gloves) or [Set Hand Rest Pose](/movin-tracin/movin-studio-usage-guide/hands-setting/set-hand-rest-pose)to get a natural motion capture data. <br>

Camera-based hand motion capture is now available in beta. With just a single MOVIN TRACIN device, you can track full-body, wrist, and finger movements in real time. In environments where hand motion capture is challenging, you can assign a default hand pose (Hand Rest Pose) or integrate third-party gloves for more dynamic actions to achieve more natural motion capture data depending on the situation.

* If finger capture is difficult in your environment, try using [Set Hand Rest Pose](/movin-tracin/movin-studio-usage-guide/hands-setting/set-hand-rest-pose).&#x20;
* To integrate third-party gloves, please refer to [Integrate with 3rd Party Gloves](/movin-tracin/movin-studio-usage-guide/hands-setting/integrate-with-3rd-party-gloves).
* To use MOVIN’s hand motion capture beta feature, please refer to [Hands Motion Capture (Beta)](/movin-tracin/movin-studio-usage-guide/hands-setting/hands-motion-capture-beta).

Shall we take a closer look at each method?


# Set Hand Rest Pose

In MOVIN Studio, you can configure a hand rest pose to define how the hands appear in your motion capture data without a finger tracking.&#x20;

{% hint style="warning" %}
If you are using both a custom character without a finger tracking, we recommend adjusting **MOVIN Studio's hand rest pose to your character's default hand pose**.
{% endhint %}

<figure><img src="/files/iWH1EkcUvcC0kyvF3TqH" alt=""><figcaption></figcaption></figure>

To set the hand rest pose, go to the 'Hands' tab and select one of the available hand pose presets from the 'Hand Rest Pose' dropdown menu. MOVIN Studio currently supports 3 preset hand poses in addition to the default option.

## Default

<figure><img src="/files/A8472SI3T6HBHUWPmyzD" alt=""><figcaption></figcaption></figure>

All fingers are fully extended in a straight, neutral position.

## ThumbOut

<figure><img src="/files/VyyemPUnjkTMB2g1cUhu" alt=""><figcaption></figcaption></figure>

A pose commonly used in .vrm format characters where the thumb is naturally spread apart from the other four fingers.

## Natural

<figure><img src="/files/hyX5zsVbI8BUTI1GalqA" alt=""><figcaption></figcaption></figure>

This hand pose shows the default hand pose of the Unreal Engine mannequin, featuring a naturally relaxed finger spread.


# Integrate with 3rd Party Gloves

Using third-party gloves with MOVIN Studio allows you to capture not only full-body motion, but also precise wrist and finger movements—even in cases where the hands are occluded or not directly visible to the camera.

MOVIN currently supports the following third-party glove systems:

<table><thead><tr><th width="158.19921875">3rd Party Gloves</th><th width="466.12109375">Support</th></tr></thead><tbody><tr><td>Rokoko</td><td>Supported<br>Please refer to <a data-mention href="#integrate-with-rokoko-smartgloves">#integrate-with-rokoko-smartgloves</a></td></tr><tr><td>Manus</td><td>Supported<br>Please refer to <a data-mention href="#integrate-with-manus-smart-gloves">#integrate-with-manus-smart-gloves</a></td></tr></tbody></table>

If you are using a different glove system and would like support, please share your request via the [MOVIN discord](https://discord.com/invite/zHE6kYgCpj) server.

## Integrate with Rokoko Smartgloves

{% hint style="warning" %}
To use Rokoko Smartgloves, you must have an active Plus subscription for Rokoko Studio. \
For subscription details, please visit [Rokoko's official site](https://www.rokoko.com/ko/pricing).
{% endhint %}

### 1. Select 'Rokoko' in the 'Hand Tracking' dropdown.

<figure><img src="/files/D1ICinu3hSut08yHwiY2" alt=""><figcaption></figcaption></figure>

* Navigate to the 'Hands' tab in MOVIN Studio, and select 'Rokoko' in the third-party glove dropdown.

### 2. Install Rokoko Studio and pair Smartgloves.

* Install [Rokoko Studio](https://www.rokoko.com/products/studio/download) on your PC.

<figure><img src="/files/hbIskeInF3uSgZ4PWyqf" alt=""><figcaption></figcaption></figure>

* Launch the app and create a new project. Next, create an actor named <mark style="background-color:$primary;">**"MOVIN".**</mark>
  * Be careful to write the name as capital letters. Integration may not work it [<mark style="background-color:$primary;">**"MOVIN"**</mark>](#user-content-fn-1)[^1] is not written in uppercase.
* Pair your Rokoko Smartgloves to Rokoko Studio.

<div align="right"><figure><img src="/files/GvDmZN77L22hVPUy3MrG" alt="" width="248"><figcaption><p>Please check the gloves are connected to the actor 'MOVIN' on the left panel of Rokoko Studio.</p></figcaption></figure></div>

* Drag and drop the gloves from 'Capture devices' section to 'MOVIN' actor.
  * If the gloves emojis are marked beside 'MOVIN' actor, gloves are connected well.
* Please refer to [Rokoko's official documentation](https://support.rokoko.com/hc/en-us/sections/4410471080977-Getting-Started) for the details.

### 3. Enable Unity Streaming in Rokoko Studio.

<figure><img src="/files/O6XCS8mKudzXX0LGOSHD" alt=""><figcaption></figcaption></figure>

* In Rokoko Studio, Click the 'Streaming' tab on the right side, then click the gear icon (Settings) under the Unity section. Set the IP and port as shown below, and check the 'Include connection' box.&#x20;
  * IP: 127.0.0.1(localhost)&#x20;
  * Port: 14043

<figure><img src="/files/2Z2JHGPYIB7zHyfgCO2O" alt=""><figcaption></figcaption></figure>

* Activate the Unity stream by checking the 'Activate' box.
* Return to MOVIN Studio and confirm that wrist and finger motion is now reflected on the skeleton.

### 4. Click 'Calibrate ROKOKO' if the calibration is needed.

* MOVIN Studio allows you to calibrate your Rokoko gloves directly within the app—no need to switch back to Rokoko Studio.
  * In the same 'Additional' tab, click 'Calibrate ROKOKO' at the bottom of the dropdown.
  * Hold the Rokoko calibration pose for 3 seconds to complete the process.

## Integrate with MANUS Smart Gloves

{% hint style="warning" %}
To use MANUS Smart Gloves, you need a MANUS Core 3.0+ license that supports live streaming to Unity. In the [License section](https://docs.manus-meta.com/3.0.0/Software/Core/UI/devices/#license), make sure the Unity plugin is marked as 'active'.
{% endhint %}

### 1. Select 'MANUS' in the 'Hand Tracking' dropdown.

<figure><img src="/files/QzEeQgxKCmhy7CRJdjIx" alt=""><figcaption></figcaption></figure>

* Open the 'Hands' tab in MOVIN Studio, and select 'MANUS' in the 'Hand Tracking' dropdown.

### 2. Install MANUS Core and pair the gloves.

* Download and install [MANUS Core](https://www.manus-meta.com/software) on your PC.

{% hint style="warning" %}
Check the version of MANUS Core is 3.0.0 or higher. If you use a lower version than 3.0.0, integration with MOVIN may not work properly.&#x20;
{% endhint %}

<figure><img src="/files/X2JDPTUvkfLJwGkDwk9C" alt=""><figcaption></figcaption></figure>

* Launch the software and pair your MANUS gloves with the system.
  * Refer to [MANUS’s official documentation](https://docs.manus-meta.com/2.3.0/Products/) for full setup instructions.
* Once connected, check MOVIN Studio to ensure that wrist and finger movements are mirrored on the skeleton.

{% hint style="warning" %}
If the gloves work in MANUS Core but not in MOVIN Studio, a port conflict may be preventing data transmission. In this case, try restarting your desktop to resolve the issue.
{% endhint %}

### 3. Calibration the glove in MANUS Core.

* For full details, refer to [MANUS’s documentation](https://docs.manus-meta.com/2.3.0/Products/) on calibration procedures.

[^1]:


# Hands Motion Capture (Beta)

In MOVIN Studio, the hands motion capture feature has been newly added in beta. With this feature, you can track wrist and finger movements in real time using only the MOVIN TRACIN device. &#x20;

## Hands Motion Capture&#x20;

{% stepper %}
{% step %}

### Please select MOVIN from the Hands options in MOVIN Studio

<figure><img src="/files/uIWxbedBiR0NkEnwOb7H" alt=""><figcaption></figcaption></figure>
{% endstep %}

{% step %}

### Calibrate Actor&#x20;

During the Actor Calibration stage, when the actor stands in front of the camera,  Hand Tracking Initialization will automatically begin.&#x20;
{% endstep %}

{% step %}

### Check the Hands Motion Data

<figure><img src="/files/2Cw7hqwD80ZjAXxFBWKs" alt=""><figcaption></figcaption></figure>

When the actor calibration is completed, the Hand Tracking Initialization will also finish. It  allows the system to track the actor's hands motion in real time.&#x20;
{% endstep %}

{% step %}

### (MOVIN Studio v2.1.0 or later) If Hand Tracking is not working, please check the camera view.

* In MOVIN Studio v2.1.0 or later, when hands are detected, their positions are displayed as blue and red bounding boxes in the camera view.
* If hand motion capture is enabled but not functioning, first check whether the blue and red boxes appear in the camera view.
  * If the blue and red boxes are not visible, the device may not be detecting your hands due to lighting conditions. Please refer to [#important-notes](#important-notes "mention") and adjust the lighting environment accordingly.
    {% endstep %}
    {% endstepper %}

## Important Notes

* Hands Motion Capture works only when the hands are positioned within 1\~4 meters of the device and are visible within the camera's field of view (FoV).
  * If the actor is outside the camera’s FoV, the MOVINMan will appear dimmed.
  * For best accuracy, we recommend using the tracking feature within 1.5–3.5 meters from the device.
  * Optimal performance is achieved when a single actor is within the camera’s FoV.
* Tracking accuracy may decreases in low light environments or when wearing dark-colored clothing.
  * &#x20;Please use a bright background and wear clothing that contrasts with your hands for better detection.&#x20;
* For best results, make sure your hands and wrists remain clearly visible and that you stand directly facing the camera.&#x20;
* If the camera shakes or vibrates, hands motion capture may become unstable.

<figure><img src="/files/7xQmjVCULbR4qrlekG3G" alt=""><figcaption><p>Wrists hidden by long sleeves</p></figcaption></figure>

## Hands Motion Capture Shooting Environment

Hands Motion Capture uses a camera-based approach rather than LiDAR, so proper lighting and FOV (Field of View) conditions are required. The entire body, including the hands, must remain within the camera’s field of view. Please refer to the sample photos below and set up your environment accordingly.

### Lighting

Human eyes adapt quickly to brightness, so a scene may feel “bright enough” to you while the camera still struggles to clearly recognize the contour of the hands. Tracking accuracy may degrade in the following environments:

* When the overall ambient light is too low and the hand contour becomes blurry
* When strong backlight, floor reflections, or polarized lighting cause the hands to be overly bright
* When there is significant brightness contrast between the upper and lower parts

If tracking appears unstable, adjust the lighting or use curtains so that the hand contours remain clearly visible to the camera.<br>

{% columns %}
{% column %}

<figure><img src="/files/z2WVWoV1Vi2OHY8EpHaV" alt=""><figcaption><p>Ideal</p></figcaption></figure>
{% endcolumn %}

{% column %}

<figure><img src="/files/F5Q3V5kvIh3SBxAFrMKR" alt=""><figcaption><p>too dark</p></figcaption></figure>
{% endcolumn %}

{% column %}

<figure><img src="/files/jcXDUmzQXp3mJGM5kyXR" alt=""><figcaption><p>too bright</p></figcaption></figure>
{% endcolumn %}
{% endcolumns %}

#### Ideal case

<div><figure><img src="/files/08q2vYyIYKWUe1uiZApD" alt=""><figcaption><p>Ideal lighting</p></figcaption></figure> <figure><img src="/files/6gDA4m4V4HbDPf0B9l5O" alt=""><figcaption><p>Hands and full body are clearly recognized</p></figcaption></figure></div>

#### Lighting Conditions That Require Adjustment

<div><figure><img src="/files/cwvkWr5iaGDRfPklUtpn" alt=""><figcaption><p>Backlighting</p></figcaption></figure> <figure><img src="/files/aZgRzzFatAMuK5KwiZKH" alt=""><figcaption><p>Hands and full body appear too dark due to backlighting</p></figcaption></figure></div>

<div><figure><img src="/files/sYtropP7mpGjUu66yamU" alt=""><figcaption><p>Excessively bright lighting</p></figcaption></figure> <figure><img src="/files/yjJ4N0rxtbeCjks0oCi6" alt=""><figcaption><p>Scenes where intense light causes reflections or glare</p></figcaption></figure></div>

{% hint style="info" %}
Tip: If your setup is backlit, it’s best to use blackout curtains. Regular curtains don’t fully block light, so light can leak through small gaps and reduce the accuracy of Hands Motion Capture.
{% endhint %}

<div><figure><img src="/files/xhYWHyoYXz61IfJ6uTfy" alt=""><figcaption><p>Backlighting</p></figcaption></figure> <figure><img src="/files/srb08iIEMIh1TKTKhC7I" alt=""><figcaption><p>Backlighting may still remain, even with curtains</p></figcaption></figure></div>

### Camera Field of View(FoV) & Occlusion

#### Proper Use

{% columns %}
{% column %}

<figure><img src="/files/mFg9UDy9f0RH54S6RvCF" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/paTuakLGtgOVyRXRv9ZN" alt=""><figcaption><p>The full body and hands are within the FoV</p></figcaption></figure>
{% endcolumn %}

{% column %}
Hands Motion Capture operates based on the camera’s Field of View (FoV) inside the MOVIN TRACIN device, which is installed approximately 85 cm above the ground.\
Because of differences in each actor’s height, arm length, and hand position, the optimal distance may vary naturally.

As shown in the left image, accurate tracking requires checking the Camera View in MOVIN Studio to ensure that the entire body, including the hands, remains within the camera’s FoV.\
Additionally, the hands must not be occluded by the body.

When the actor moves outside the FoV, the following behaviors may occur:

* Arms or hands are not visible in the Camera View
* Body parts located outside the FoV appear gray

Before using Hands Motion Capture, always verify that:

* The full body and hands are within the FoV
* The hands are not obscured by other body parts
  {% endcolumn %}
  {% endcolumns %}

#### Cases Where Hands Leave the FoV or Become Occluded

{% columns %}
{% column %}

<figure><img src="/files/Dn5wW11SiOpUHqH4CkMR" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/71gsgkPLYi7YhP5XVpaX" alt=""><figcaption><p>The left hand is positioned outside the FoV</p></figcaption></figure>
{% endcolumn %}

{% column %}

<figure><img src="/files/PncriW47tFHnFjEwbHrV" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/CNsJnL38qoZCp5nzp6To" alt=""><figcaption><p>The right hand is positioned outside the FoV</p></figcaption></figure>
{% endcolumn %}
{% endcolumns %}

{% columns %}
{% column %}

<figure><img src="/files/OdoYeTwFLVOaO4ltSZH6" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/GHeYCqQT3jsYbHkVsN94" alt=""><figcaption><p>Hands move out of the camera’s FoV when both arms are raised</p></figcaption></figure>
{% endcolumn %}

{% column %}

<figure><img src="/files/zai4OPgn0z8IvK0bBkAc" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/1jEK2Yp3fouRYMUiJuKD" alt=""><figcaption><p>The hand becomes hidden when it is positioned behind the torso</p></figcaption></figure>
{% endcolumn %}
{% endcolumns %}

{% columns %}
{% column %}

<figure><img src="/files/dYkOH5XQmN6gCwEaRPHg" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/ELFRgbzKGehzZWr31sf1" alt=""><figcaption><p>One hand becomes occluded when the other hand blocks it.</p></figcaption></figure>
{% endcolumn %}

{% column %}

<figure><img src="/files/yCvZw8hSbiaNkHkBDeUZ" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/Y9W2dDbWV2i9THtBE5bu" alt=""><figcaption><p>Both arms are moved behind the body, causing the hands to become hidden.</p></figcaption></figure>
{% endcolumn %}
{% endcolumns %}


# Import Custom Character

MOVIN Studio allows you to retarget captured motion data to custom 3D characters, enabling personalized, natural animations tailored to your character’s proportions and skeleton.

### Important Notes

* MOVIN Studio supports importing characters in .fbx and .vrm formats.
  * However, please note that materials and textures are not imported—only skeletal data is used for retargeting.
* <mark style="background-color:$primary;">**The character’s rest pose must be a T-pose**</mark>. If the character’s rest pose is an A-pose, please change the default pose to a T-pose before importing the character, or change the rest pose from [Pose Matching](/movin-tracin/movin-studio-usage-guide/retargeting/pose-matching).
* For best retargeting results, download the samples below and <mark style="background-color:$primary;">**modify your character's joint hierarchy and bone names**</mark> to match these standards:

{% file src="/files/mZDiVuxAFy0ljzYMA8TG" %}
mixamo rig
{% endfile %}

{% file src="/files/3DuL57LYCbKU9Taf0Gxm" %}
3dsmax biped rig
{% endfile %}

{% file src="/files/avcwznmFmJkcDZonGg0i" %}
UE Mannequin rig
{% endfile %}

{% file src="/files/5Vw7Zxcqff7doGnmTvV3" %}
VRoid rig
{% endfile %}

* If the motion data of a character in FBX format is imported incorrectly, please check whether it corresponds to any of the failure examples below. If it does, refer to the sample file above and modify the joint hierarchy and bone names accordingly.
  1. The file does not contain any mesh data.
  2. The skeleton does not include a hip joint.
  3. The skeleton includes a hip joint, but it is improperly named \
     (e.g., multiple joints named "hip" exist in the hierarchy).
  4. The hip joint has no parent joint, breaking the skeleton hierarchy.
  5. The upper and lower body joints are under separate hierarchies.
  6. There are typos or duplicate names in the bone structure.
  7. Other issues related to non-standard skeleton structures or naming conventions.

***

### Import Character

<figure><img src="/files/bjRHktgp8gLAV0tIN9hM" alt=""><figcaption></figcaption></figure>

* To import a character into MOVIN Studio, go to the 'Retargeting' tab and click the 'Import Character' button.
  * Your custom character will appear alongside the MOVINMan skeleton for visual comparison and retargeting.

### Change Character

<figure><img src="/files/a5Q8ewOAJqFjKFgn6Owz" alt=""><figcaption></figcaption></figure>

* To switch to a different character, click the 'Character' list and select another character from the list.
  * To reset to the default MOVIN skeleton, double-click the selected character.

### Rename / Delete Character

<figure><img src="/files/h1iYXpgU5ylTLqE25DkC" alt=""><figcaption></figcaption></figure>

* You can rename or delete imported characters.
  * To rename a character, right-click the character and click the 'Rename' button. You can also rename a character by slowly double-clicking it.

<figure><img src="/files/syeSz14747SJ0xT9NZXy" alt=""><figcaption></figcaption></figure>

* To delete a character, right-click the character and click the 'Delete' button.
  * If you want to delete multiple characters at once, hold down the Ctrl key and click all the characters you want to delete. Then, right-click and click the 'Delete' button to remove all the selected characters.

### Actor Transparency

<figure><img src="/files/sTvSQuQvv6chQlxsCcau" alt=""><figcaption></figcaption></figure>

* If you want to view only the custom character on screen or inspect how bones are mapped, use the 'Actor Transparency' slider to adjust the visibility of the underlying actor skeleton.


# Retargeting

MOVIN Studio provides a Retargeting workflow that allows you to achieve motion data to custom characters and generate natural, character-specific motion capture results.

The reference character, MOVINMan, and your target character will often have different bone hierarchies and skeletal proportions. Because of this, a retargeting step is required to accurately reproduce the original motion.

With retargeting, even if the character’s structure is different, movements such as walking or sitting can maintain their original motion intention, while joint angles and limb lengths are automatically adjusted to produce natural motion data.

## Basic Setup

* Please refer to [Import Custom Character](/movin-tracin/movin-studio-usage-guide/import-custom-character) for importing characters.
* Click the 'Retargeting Settings' button at the bottom of the 'Retargeting' tab in the right panel to enter Retargeting mode.&#x20;

## Basic UI

### Sub-Modes

Retargeting Mode is divided into four sub-modes:

1. [Pose Matching](/movin-tracin/movin-studio-usage-guide/retargeting/pose-matching) : Adjusts the character’s Rest Pose and refines the Bone Hierarchy.
2. [Bone Mapping](/movin-tracin/movin-studio-usage-guide/retargeting/bone-mapping) : Defines the correspondence between each bone on your character and the matching bone on MOVINMan.
3. [Retarget Settings](/movin-tracin/movin-studio-usage-guide/retargeting/retarget-settings) : Configures the detailed behavior of the retargeting algorithm.
4. [Bone Offset](/movin-tracin/movin-studio-usage-guide/retargeting/bone-offset) : Applies additional bone offsets to the retargeted motion data.

A typical retargeting workflow follows this order:\
Pose Matching → Bone Mapping → Retarget Settings → Bone Offset

### Basic Controls

| Action           | Function               | Description                                                                                                   |
| ---------------- | ---------------------- | ------------------------------------------------------------------------------------------------------------- |
| Ctrl + Z / Y     | Undo / Redo            | Undo or redo individual editing actions.                                                                      |
| Save Config      | Save changes           | Save the current retargeting settings.                                                                        |
| Clear Change     | Remove unsaved changes | Discard all unsaved modifications made in the current session and revert to the last saved Save Config state. |
| Restore Original | Reset to original      | Reset the character to its original Hierarchy and Rest Pose from the time it was first imported.              |

### Camera Controls

In Retargeting Mode, you can freely navigate around your character and MOVINMan to check poses and mappings from different angles.

| Action                            | Function          | Description                                                |
| --------------------------------- | ----------------- | ---------------------------------------------------------- |
| Hold Right Mouse Button + W/A/S/D | Move horizontally | Move the camera forward/backward/left/right                |
| Hold Right Mouse Button  + Q/E    | Move vertically   | Move the camera up or down                                 |
| Hold Right Mouse Button  + Drag   | Rotate view       | Orbit/rotate the camera around the current view direction  |
| Scroll Mouse wheel                | Zoom in/out       | Zoom the camera in or out                                  |
| Hold Mouse wheel + Drag           | Pan               | Move the camera parallel to the screen (sideways/vertical) |

## Retargeting Support Tools

In addition to the Basic UI, MOVIN Studio provides supplementary interfaces that allow you to visually review and fine-tune retargeting results. These tools are available only in the [Bone Mapping](/movin-tracin/movin-studio-usage-guide/retargeting/bone-mapping) and [Retarget Settings](/movin-tracin/movin-studio-usage-guide/retargeting/retarget-settings) sub-modes.

Through these interfaces, you can modify the MOVINMan’s pose or play recorded motion capture data clips to preview the current retargeting outcome.

MOVIN Studio offers two key tools for this purpose:

* MOVINMan Poser:  Manually adjust MOVINMan’s pose.
* Clip Player: Play recorded motion capture data clips to review retargeting results.

### MOVINMan Poser

<div><figure><img src="/files/pE1KMc9Q6QqWXjXvufLO" alt=""><figcaption></figcaption></figure> <figure><img src="/files/8p9T1Gz8IAIOW7Q9FMp1" alt=""><figcaption><p>MOVINMan Poser</p></figcaption></figure></div>

You can directly adjust MOVINMan’s pose by dragging the <mark style="background-color:$success;">green spheres</mark> displayed at each joint position. This allows you to precisely fine-tune the posture of the spine, arms, legs, and head.

When selecting the head, hand, or foot joints, additional controllers will appear, enabling you to set their orientation and rotation.\
For the hands, separate controllers are also available to fine-tune the individual finger positions in detail.

#### Adjusting Foot Joints

<figure><img src="/files/g5YOrplArq02QVEZkUl4" alt=""><figcaption><p>Foot Joints Controller</p></figcaption></figure>

Each joint of the foot has a green sphere controller, which can be dragged to adjust the direction and rotation angle of the foot. The blue marker represents the pivot point, the center of rotation for the selected joint.

#### Adjusting Hand Joints

For the hand joints, triangular auxiliary controllers (Gizmos) are displayed around the wrist.\
These allow you to intuitively adjust the bending degree and spread direction of each finger.

<figure><img src="/files/53I08WgL7LfDrDLoL7oE" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/DoD2fZIDy9T8PFwczztV" alt=""><figcaption><p>Hand Joints Controller</p></figcaption></figure>

### Clip player

The Clip Player lets you preview retargeting results using recorded motion capture data clips.\
All clips recorded within MOVIN Studio are listed, and each clip automatically plays based on the current retargeting settings.\
During playback, you can view both the MOVINMan’s movements and the retargeted character’s output simultaneously.

<figure><img src="/files/ZwAmHM4UPDAgLW9o8r0q" alt=""><figcaption><p>Clip Player</p></figcaption></figure>

#### **How to Use the Clip Player**

1. Click the <mark style="background-color:$info;">**Clip Player Toggle Button**</mark> at the top of the central panel to open the Clip Player panel.\
   (The toggle icon is located in the top toolbar, with a green indicator showing when it’s active.)
2. Double-click a clip from the list to play it.
3. The selected clip will apply to the retargeted character and begin playback in the scene.

<figure><img src="/files/alpJXSgoZo7ak4H4acC6" alt=""><figcaption><p>Clip Player</p></figcaption></figure>

Next to the Clip Player toggle button is the <mark style="background-color:$info;">**Skeleton Display Button**</mark>.\
Use it to toggle the character’s skeleton visibility when checking retargeting results.

<figure><img src="/files/y1JZtAPizeDMc5v6KYLY" alt=""><figcaption><p>Skeleton Display Button</p></figcaption></figure>


# Pose Matching

In the Pose Matching Sub-Mode, you can modify a character’s Rest Pose and adjust its Bone Hierarchy.\
For the retargeting system to perform correctly, the character must have a proper rest pose and a well-structured bone hierarchy.

<figure><img src="/files/eJSlqpVovRxMzwTRsvtr" alt=""><figcaption><p>Pose Matching Sub-Mode</p></figcaption></figure>

### Recommended Bone Hierarchy

You can edit the Bone Hierarchy directly by dragging and dropping bones in the Hierarchy panel.\
To ensure accurate retargeting, organize the character’s bones so they follow a structure similar to the human body.

MOVIN Studio’s retargeting system performs best with characters that follow this structure:

* The **Pelvis** acts as the root bone, connecting both leg chains.
* A central spine runs from the **Waist** to the **Chest**, where the **Chest** bone connects both arms and the head chains.
* Each arm chain is structured as **Shoulder → Elbow → Wrist**, and each **Finger** chain should connect directly to the **Wrist** bone.
* Each leg chain is organized as **Hip → Knee → Ankle → Toe**.

<figure><img src="/files/xr7fZagRVNj89HU1JHRu" alt=""><figcaption><p>Recommended Bone Heirarchy</p></figcaption></figure>

### Proper Rest Pose

The Rest Pose can be modified by clicking on each joint and adjusting it using the displayed Gizmo.\
MOVIN Studio uses a T-Pose as the default Rest Pose. Adjust your character so that both arms and legs are aligned along the X and Y axes, respectively.

{% columns %}
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<figure><img src="/files/OqrLAwrYtHm1idxxqiVC" alt=""><figcaption><p>Before T-Pose Alignment</p></figcaption></figure>
{% endcolumn %}

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<figure><img src="/files/yDB8kwW087GnVeMiZES9" alt="" width="375"><figcaption><p>After T-Pose Alignment (Default Rest Pose)</p></figcaption></figure>
{% endcolumn %}
{% endcolumns %}

#### Mirror Mode

In Pose Matching, the <mark style="background-color:$info;">**Mirror Mode**</mark> allows you to create perfectly symmetrical poses more quickly and accurately.

Once you enable the Mirror Mode option at the top center of the screen and adjust the character’s pose, any changes made to one side will be automatically applied to the opposite side—eliminating the need to edit the left and right sides separately.

The Mirror feature identifies the character’s left–right symmetry based on <mark style="background-color:$info;">**bone naming rules**</mark>**,** and will automatically pair bones when any of the following conditions are met:

1\. Prefix or postfix differs only by left/right notation

* `leftArm` ↔ `rightArm`
* `leftHand` ↔ `rightHand`
* `leftLeg` ↔ `rightLeg`

2\. Left/right indicated by *l* and *r* separated by delimiters

*(Delimiters: `.`, `_`, `-`, or a space — followed by lowercase `l` or `r`)*

* `l.foot` ↔ `r.foot`
* `l_hand` ↔ `r_hand`
* `l-foot` ↔ `r-foot`
* `l foot` ↔ `r foot`

3\. Bone names ending with uppercase L or R

* `ThighL` ↔ `ThighR`
* `ArmL` ↔ `ArmR`
* `LegL` ↔ `LegR`

<figure><img src="/files/8evadJot7RmZitPVjhB8" alt=""><figcaption><p>Mirror Mode</p></figcaption></figure>

#### Finger Pose

Fingers should generally point in the X-axis direction.\
However, the first thumb bone (Metacarpal) is an exception — it should be slightly rotated so that the thumb naturally rests alongside the palm.

{% columns %}
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<figure><img src="/files/nyoeivQHn5qBSDMla6FV" alt=""><figcaption><p>Before Alignment</p></figcaption></figure>
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<figure><img src="/files/5VBBcuVhgmjoh27KJffA" alt=""><figcaption><p>After Alignment</p></figcaption></figure>
{% endcolumn %}
{% endcolumns %}

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<figure><img src="/files/lLTkRPJvycgeXJ8qYQMJ" alt=""><figcaption><p>Before Alignment</p></figcaption></figure>
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<figure><img src="/files/Te5OqoQcXqu3Rc9gjEBy" alt=""><figcaption><p>After Alignment</p></figcaption></figure>
{% endcolumn %}
{% endcolumns %}


# Bone Mapping

In the Bone Mapping Sub-Mode, you can set how each bone in your character matches the bones of the MOVINMan reference model. It’s important to create clear connections between bones so that your character’s movements are transferred accurately during retargeting.

### Setting Up Chains

Your character’s bones are grouped into several **Chains**, which represent connected parts of the body.\
Each chain works as a unit that passes movement data during retargeting.

From the **Chain List**, you can select a chain and add or remove bones as needed.\
All bones in the same chain must be directly connected in the hierarchy (meaning they should have a Ancestor–Descendant relationship.) Only properly connected bones will be recognized by MOVIN Studio as a valid chain.

<figure><img src="/files/mVMbV8xK6mPfhlfiioJf" alt=""><figcaption><p>Setting Up Chains (Spine Chain)</p></figcaption></figure>

MOVIN Studio supports the following chain types:

{% columns %}
{% column %}

#### Chain List&#x20;

* Head Chain
* Spine Chain
* Left Leg Chain
* Right Leg Chain
* Left Arm Chain
* Right Arm Chain
* Left Thumb Chain
* Left Index Finger Chain
* Left Middle Finger Chain
* Left Ring Finger Chain
* Left Pinky Finger Chain
* Right Thumb Chain
* Right Index Finger Chain
* Right Middle Finger Chain
* Right Ring Finger Chain
* Right Pinky Finger Chain
  {% endcolumn %}

{% column %}

<figure><img src="/files/oOtnnovdMOGpA42H6AyM" alt=""><figcaption><p>Bone Mapping Sub-Mode</p></figcaption></figure>
{% endcolumn %}
{% endcolumns %}

You can assign bones for each chain as shown below, but this list is not a fixed rule—it may vary depending on the character. In general, the Head Chain consists of head-related joints such as Head and Neck, while chains like Spine, Leg, Arm, and Hand should be constructed by following the joint hierarchy from the character’s Root (body center) to the corresponding end effector.

Below is an example of a typical chain configuration based on common character rigs, which you can use as a reference when setting up Bone Mapping for the first time. If your character doesn’t have Toe or Finger bones, you can simply leave them out or adjust the chain to match your character’s structure.

| Chain                 | Bone                         |
| --------------------- | ---------------------------- |
| Head Chain            | Head, Neck                   |
| Spine Chain           | Hips, Spine, Spine1, Spine2  |
| Left/Right Leg Chain  | UpLeg, Leg, Foot, Toe        |
| Left/Right Arm Chain  | Shoulder, Arm, ForeArm, Hand |
| Left/Right Hand chain | Thumb1,2,3                   |

### **Setting Up Bone Flags**

Each bone can have a Bone Flag that tells MOVIN Studio what role that bone plays in retargeting.\
Setting these flags helps the system understand how to calculate and apply motion correctly.

* IKStartBone : Set for the upper arm or thigh bone.
* IKEndBone : Set for the hand or ankle bone.
* Shoulder : Set for the clavicle (shoulder) bone.
* Toe : Set for the toe bone.
* ThumbStart : Set for the first bone of the thumb chain (metacarpal).

<figure><img src="/files/10naxNe0IweTN0asm31E" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/FY3plOnyTjs3XW4AX3CN" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/tycZNfpvj33t4YvTS61x" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/6aIA0KVwVN9VxPd20Dm7" alt=""><figcaption><p>Bone Flags</p></figcaption></figure>

### **Mapping Configuration**

In the Rotational Mapping Panel, you can check and adjust how each bone in your chain rotates relative to the Target Bone on MOVINMan. To change the mapping, simply drag and drop the target bones to the desired positions.

If a target bone is placed between two source bones (A and B), its rotation is automatically blended between them. For example, if the target bone is located one-third of the way from A to B, its rotation will be calculated as a 1:3 mix of A and B’s rotations.

<figure><img src="/files/R3MrfSLC8Ie5BC44yYs6" alt=""><figcaption><p>Rotational Mapping</p></figcaption></figure>

<figure><img src="/files/pUJDjqpSFyHm7aBMRCdR" alt=""><figcaption><p>Rotational Mapping Auto Setting</p></figcaption></figure>

{% hint style="info" %}
Click **Auto Setting** to automatically calculate and apply mappings based on the current bone and chain lengths, along with any Bone Flag information you’ve set. This helps you quickly generate an accurate mapping setup without manual adjustments.
{% endhint %}


# Retarget Settings

In the Retargeting Settings Sub-Mode, you can fine-tune how the retargeting system behaves.\
Currently, the available options are divided into three main groups:

* Root Retargeting Options: Controls the position and rotation of the Hip bone (the first bone in the Spine chain).
* Leg Retargeting Options: Controls foot-sliding behavior and the position of the Ankle bone.
* Arm Retargeting Options: Controls the position of the Hand bone and how finger retargeting is applied.

Each group can be adjusted in its dedicated Body Part Panel. Some options are shared across all parts, while others are specific to certain body parts.<br>

Let’s start by reviewing the common options, then move on to explore how each option behaves in MOVIN Studio.

{% hint style="info" %}
For Retargeting Settings, configuring everything based solely on the Rest Pose has its limitations. In a static pose, it’s difficult to detect the unnatural motions that appear across various actions. Therefore, we recommend loading a recorded clip in the Clip Player, reviewing multiple movements repeatedly, and adjusting the settings while checking the naturalness of each pose.
{% endhint %}

## Common Retargeting Options

### **Enable IK**

Enables or disables Inverse Kinematics (IK)-based retargeting. IK calculates the position and rotation of all bones based on the End Effector (e.g., hand or foot).&#x20;

<figure><img src="/files/Je9EYPB8NZ6fpL7kFV2a" alt=""><figcaption><p>Enable IK</p></figcaption></figure>

When Enable IK is turned off, the character simply follows the MOVINMan’s joint rotations, which can make the knees appear more bent than intended. When Enable IK is enabled, however, the IK algorithm uses the character’s foot position as the main reference, keeping the foot correctly planted based on the original motion. This adjusts the surrounding joint angles and results in more natural and stable overall movement.

### **Minimum Chain Stretch**

Prevents unnatural over-bending or collapsing of limbs. This setting defines how short the chain distance between the IKStartBone and IKEndBone can become relative to its original Rest Pose length (1.0).

<figure><img src="/files/IEbAE5DLuygrTWV1eG1c" alt=""><figcaption><p>Minimum Chain Stretch</p></figcaption></figure>

### **Minimum End Effector Y**

Defines the minimum Y-axis height the IKEnd Effector (hand or foot) can reach. It prevents the end effector from sinking below the ground and creating unnatural poses.

### **Penetration Resolve Mode**

Determines how the system corrects the pose when the IKEndBone drops below the Minimum End Effector Y.&#x20;

* None: No correction applied.
* Push Root: Moves the Hip bone upward along the Y-axis to resolve the issue.
* Push Limb: Projects the IKEndBone upward along the Y-axis and bends the limb to adjust the pose.

<figure><img src="/files/sO1ZjjK6vmGawPq6R716" alt=""><figcaption><p>Penetration Resolve Mode - None, Push Root, Push Limb</p></figcaption></figure>

### **Enable End Effector Mapping**

Controls how the position of the IKEndBone is determined. By default, the system aligns the direction of the IKStartBone → IKEndBone axis with that of the MOVINMan reference character, ensuring a natural match between their poses.

Because each character may have different limb orientations, simply copying rotation values can result in misaligned hands or feet. Enabling this option aligns the axes to preserve the correct pose and spatial relationship.

#### **Arm Retargeting Adjustments**

For arm retargeting, corrections are applied primarily along the X, Z, and X-dir axes.

**X Mapping**\
Adjusts the X-axis position of the IKEndBone to match the hand’s relative position to both shoulders, as in MOVINMan.\
For example, if MOVINMan’s wrist aligns with the right shoulder on the X-axis, the target character’s wrist will also align at the same X value.

**Z Mapping (Head / Body)**\
Compensates for the forward-backward (Z-axis) motion that naturally occurs as the arm moves up or down.

* Head Z Mapping: When the arm is raised (the hand is above the IKStartBone), moves the hand forward (+Z) for a natural lift motion.
* Body Z Mapping:  When the arm is lowered (the hand is below the IKStartBone), moves the hand slightly backward (–Z) for a relaxed posture.

Z Mapping defines the base correction amount, while Z Mapping Pow adjusts the curve or intensity of that movement (higher values create steeper transitions).&#x20;

**X-dir Shift (Head / Body)**\
Adjusts the **X-axis offset** of the hand depending on its vertical (**Y**) position. Based on the arms-forward pose, the hands move outward as the arms are raised or lowered.

#### **Leg Retargeting Adjustments**

For leg retargeting, corrections are primarily applied along the **Y-axis (vertical)** to maintain stable foot contact with the ground.\
This ensures the End Effector (foot) stays above the floor surface, preventing the feet from sinking or floating.

Now, let’s explore the Retargeting options together with the MOVIN Studio.

## MOVIN Studio Retarget Settings

### Root Retarget Settings

| Option                   | Controlled Target             | Application Method                                                                    | Primary Purpose                                                                                                                    | Example                                                      |
| ------------------------ | ----------------------------- | ------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------ |
| **Retarget Translation** | Hip movement                  | Determines how much of MOVINMan’s Hip (Root) translation is applied to the character. | Controls how much of MOVINMan’s root movement is reflected in the character.                                                       | <p>0 = Fixed at Rest Pose<br>1 = Fully follows MOVINMan</p>  |
| **Retarget Rotation**    | Hip rotation                  | Determines how much of MOVINMan’s Hip (Root) rotation is applied to the character.    | Controls how much of MOVINMan’s rotation and direction changes are reflected.                                                      | <p>0 = Fixed at Rest Pose <br>1 = Fully follows MOVINMan</p> |
| **Vertical Scale**       | Hip vertical (Y) movement     | Adjusts the Y-axis movement amount produced by Retarget Translation.                  | Adjusts the vertical center of mass movement ratio (Y-axis) during actions such as jumping or crouching.                           | <p>0 = Fixed at Rest Pose <br>1 = Fully follows MOVINMan</p> |
| **Horizontal Scale**     | Hip horizontal (X·Z) movement | Adjusts the horizontal (XZ-plane) movement amount produced by Retarget Translation.   | Adjusts the horizontal (XZ-plane) movement ratio, such as stride length and turning radius                                         | <p>0 = Fixed at Rest Pose <br>1 = Fully follows MOVINMan</p> |
| **Translational Offset** | Hip global position           | Adds or subtracts a fixed positional offset to adjust the overall position.           | <p>Corrects initial placement of the character after retargeting.<br>(Adjust if the character starts too high or too low)</p>      |                                                              |
| **Rotational Offset**    | Hip local rotation            | Adds a fixed rotation value in local space.                                           | <p>Corrects character orientation if the facing direction is off.<br>(Use when the character faces sideways after retargeting)</p> |                                                              |

<figure><img src="/files/W5uDV7qeuFieOHu2InSu" alt=""><figcaption><p>Root Retarget Settings</p></figcaption></figure>

#### **Retarget Translation**

<figure><img src="/files/Bic4kGlMZFyXuXgYSgZi" alt=""><figcaption><p>Retarget Translation</p></figcaption></figure>

Retarget Translation controls how the MOVINMan’s translational motion is applied to your custom character during the retargeting process. This setting controls how much of the MOVINMan’s Root (Hip) movement is transferred to your character. It has a direct impact on how the character moves across actions like walking, running, and jumping.

Since translation behaves differently on the vertical axis and the horizontal plane, both values should be tuned together. For this reason, it’s important to fine-tune Translation along with Vertical Scale and Horizontal Scale so that both the up-down movement and the planar movement look natural and balanced.

#### **Retarget Rotation**&#x20;

<figure><img src="/files/F2ZraxWiYsGwA9jEbf3E" alt=""><figcaption><p>Retarget Rotation</p></figcaption></figure>

Retarget Rotation determines how the character’s root rotation is reflected in the retargeted result.\
A value of 0 keeps the character aligned to its Rest Pose orientation, while a value of 1 makes the character fully follow the MOVINMan’s rotation. Review a variety of poses and actions to find the balance point where your character moves most naturally.

#### Vertical Scale

<figure><img src="/files/ZvaeQo0V3826hDcHqppA" alt=""><figcaption><p>Vertical Scale</p></figcaption></figure>

Vertical Scale adjusts how much of the MOVINMan’s Vertical (Y-axis) movement is reflected in the retargeted result. Lower values produce a more stable motion with reduced vertical sway, while higher values allow the character to more closely follow the source’s jump height and vertical movement.

#### Horizontal Scale&#x20;

<figure><img src="/files/Vgh8haXJrCitCXvNsow9" alt=""><figcaption><p>Horizontal Scale</p></figcaption></figure>

Vertical Scale adjusts how much of the MOVINMan’s Horizontal (X·Z-axes) movement is reflected in the retargeted result.  Most character movement—such as walking, running, turning, or stepping sideways—happens on the XZ plane, so this setting has a strong impact on how far the character moves and how quickly direction changes occur. Even if MOVINMan’s motion is applied directly, differences in character proportions or animation style may require adjustment. Use this value to make the horizontal movement feel more nature and stable.

#### Translation Offset&#x20;

<figure><img src="/files/sYn8mMUDrvtS5pCSN4yO" alt=""><figcaption><p>Translation Offset</p></figcaption></figure>

Translational Offset specifies how much additional adjustment is applied to the Root’s position in the retargeted result. Even when the MOVINMan’s translation data is applied as-is, the character’s default position or starting point may not match the intended location.

#### Rotational Offset

<figure><img src="/files/Sj3H6P7AXjAO6uvcslR5" alt=""><figcaption><p>Rotational Offset</p></figcaption></figure>

Rotational Offset specifies how much additional rotation is applied to the Root in the final retargeted result. Even when the character follows the MOVINMan’s motion exactly, its default facing direction or initial rotation may not match the desired orientation. Use this option to apply a rotational correction to the Root as needed.

### Leg Retarget Settings (Left/Right Shared)

| Option                          | Controlled Target                                          | Application Method                                                                                                  | Primary Purpose                                                          | Example                                                                                                                                                                                                                                                                                  |
| ------------------------------- | ---------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Enable IK**                   | Entire leg chain (Thigh–Knee–Ankle)                        | Activates IK (Inverse Kinematics) to calculate the upper joint rotations based on the End Effector (foot) position. | Generates natural leg movement by positioning the foot as the base.      | When disabled, operates purely in FK mode.                                                                                                                                                                                                                                               |
| **Minimum Chain Stretch**       | Distance between IKStartBone (Thigh) and IKEndBone (Ankle) | Defines how short the chain can be compared to its Rest Pose length (1.0 = default).                                | Prevents the leg chain from collapsing or bending unnaturally.           | 0.7 → Cannot compress shorter than 70% of the Rest Pose length.                                                                                                                                                                                                                          |
| **Minimum End Effector Y**      | Y-axis (height) position of IKEndBone (Foot)               | Limits the minimum height the End Effector can reach.                                                               | Prevents the foot from penetrating the ground or moving below the floor. | 0= Ground level / 0.1 = Slightly above ground                                                                                                                                                                                                                                            |
| **Penetration Resolve Mode**    | Collision handling between IKEndBone (Foot) and ground     | Defines how to correct motion when the IKEndBone moves below the Minimum End Effector Y level.                      | Automatically compensates when the foot penetrates the ground.           | <p>None: No correction<br>Push Root: Move Hip upward (Y-axis)<br>Push Limb: Project IKEndBone upward (Y-axis) and bend the limb</p>                                                                                                                                                      |
| **Enable End Effector Mapping** | Direction of the IKStartBone → IKEndBone axis              | Aligns the leg axis of the target character with the MOVINMan’s leg direction for consistent positioning.           | Ensures the leg orientation matches that of the reference character.     | Automatically realigns when the leg direction deviates.                                                                                                                                                                                                                                  |
| **Enable Planting**             | Foot Planting                                              | Calculates the physical correction when the foot contacts or separates from the target position.                    | Prevents foot sliding and stabilizes the contact pose.                   | <p>Half-life: Time it takes for the foot to settle into or release from the target position.<br><br>Stable Threshold: Maximum motion deviation allowed during foot planting.<br><br>Max Inertia Speed: Maximum speed at which the foot moves toward the target when planting occurs.</p> |

<figure><img src="/files/c9NSaj6dhM16l3n2ROTM" alt=""><figcaption><p>Leg Retarget Settings</p></figcaption></figure>

### **Arm Retarget Settings** (Left/Right Shared)

<table><thead><tr><th>Option</th><th>Controlled Target</th><th>Application Method</th><th width="149">Primary Purpose</th><th>Example / Parameters</th></tr></thead><tbody><tr><td><strong>Enable IK</strong></td><td>Entire arm chain (Shoulder–Elbow–Wrist)</td><td>Activates the IK (Inverse Kinematics) algorithm to automatically calculate upper joint rotations based on the End Effector (hand) position.</td><td>Produces natural arm motion driven by the hand’s position.</td><td>Disabled → Operates in FK mode only</td></tr><tr><td><strong>Minimum Chain Stretch</strong></td><td>Distance between IKStartBone (Upper Arm) and IKEndBone (Wrist)</td><td>Defines the minimum chain length relative to its Rest Pose length (1.0 = default).</td><td>Prevents the arm chain from collapsing or bending unnaturally.</td><td>0.7 → Arm cannot compress shorter than 70% of the Rest Pose length</td></tr><tr><td><strong>Minimum End Effector Y</strong></td><td>Y-axis (height) position of IKEndBone (Hand)</td><td>Limits the lowest position the End Effector can reach.</td><td>Prevents the hand from penetrating or moving below the character’s body.</td><td>0= Base height / 0.1= Slightly above ground</td></tr><tr><td><strong>Penetration Resolve Mode</strong></td><td>Collision between IKEndBone (Hand) and body</td><td>Defines how to compensate when the IKEndBone moves below the Minimum End Effector Y value.</td><td>Automatically prevents hand–body intersection.</td><td>None: No correction<br>Push Root : Moves Hip upward (Y-axis)<br>Push Limb : Projects IKEndBone upward and folds the arm</td></tr><tr><td><strong>Enable End Effector Mapping</strong></td><td>Direction of IKStartBone → IKEndBone axis</td><td>Aligns the target character’s arm axis with MOVINMan’s arm axis for consistent positioning.</td><td>Ensures the arm orientation remains consistent between characters.</td><td>Automatically realigns if arm axis deviates</td></tr><tr><td><strong>X Mapping</strong></td><td>X-axis position of IKEndBone (Hand)</td><td>Adjusts hand X position to match MOVINMan’s relative shoulder-to-hand distance.</td><td>Maintains consistent hand placement between characters.</td><td>When MOVINMan’s wrist aligns with its shoulder on X-axis, target wrist takes same X value</td></tr><tr><td><strong>Z Mapping (Head / Body)</strong></td><td>Forward/backward (Z-axis) movement</td><td>Compensates Z-axis displacement when raising or lowering the arm.</td><td>Head Z Mapping: Moves hand forward (+Z) as arm lifts upward.<br>Body Z Mapping: Moves hand backward (−Z) as arm lowers downward.</td><td>Z Mapping: Controls total movement distance.<br>Z Mapping Pow: Controls curve shape (higher = steeper).</td></tr><tr><td><strong>Z Mapping Pow</strong></td><td>Curve strength of <strong>Z Mapping</strong></td><td>Adjusts how quickly Z-axis movement changes relative to arm height.</td><td>Fine-tunes the smoothness or steepness of Z motion during arm raise/lower.</td><td>Higher values create steeper Z curves during motion</td></tr><tr><td><strong>X-dir Shift (Head / Body)</strong></td><td>X-axis (side) position of IKEndBone (Hand)</td><td>Adjusts sideward movement depending on Y-axis (arm height).</td><td>Resolves collisions with the body or head when in a neutral stance or with the arm raised.</td><td>Based on a front-raise pose, the hand moves outward or inward as arm goes up or down</td></tr><tr><td><strong>Thumb FK Scale</strong></td><td>Rotation of ThumbStart Bone</td><td>Blends the thumb rotation between Rest Pose and original motion.</td><td>Achieves natural thumb rotation in retargeted motion.</td><td>0.5 = Midpoint between Rest Pose and original motion</td></tr><tr><td><strong>Correct Finger Twist</strong></td><td>Finger bones</td><td>Automatically corrects twist angles for each finger joint.</td><td>Removes unnatural twisting in finger joints.</td><td>Prevents finger distortion during bending</td></tr><tr><td><strong>Correct Finger Twist (Fist)</strong></td><td>Finger joints during Fist Pose</td><td>Adjusts rotation based on proximity to Template Fist Pose to prevent overlap.</td><td>Corrects finger intersection or twist when clenching the fist.</td><td>Blend End Angle: Angle threshold for full correction (Template Fist).Blend Softness: Range where blending starts gradually.</td></tr></tbody></table>

<figure><img src="/files/4WMC0XMSxyMTTUnkaJxT" alt=""><figcaption><p>Arm Retarget Settings</p></figcaption></figure>

#### Enable end effector mapping&#x20;

**X Mapping**&#x20;

<figure><img src="/files/G1xMkKhItD7xlylvCrbo" alt=""><figcaption><p>X Mapping</p></figcaption></figure>

* X Mapping adjusts the left–right (X-axis) offset between the shoulders and hands to match the MOVINMan reference. It helps prevent the hands from appearing too close to the body or unnaturally far apart due to differences in shoulder width or upper-body proportions.

**Z Mapping (Head)**

<figure><img src="/files/NLdjaGT1emH01CkaEiXJ" alt=""><figcaption><p>Z Mapping (Head)</p></figcaption></figure>

* Z Mapping (Head) preserves the forward–backward (Z-axis) distance between the head and hands based on the MOVINMan reference. This helps avoid cases where the hands appear too close to or too far from the character’s head due to differences in head size or upper-body depth.

**Z Mapping (Body)**

<figure><img src="/files/6ShtLH5dSxOOQQp5kQyA" alt=""><figcaption><p>Z Mapping (Body)</p></figcaption></figure>

* Z Mapping (Body) adjusts the forward–backward (Z-axis) spacing between the torso and hands to match the MOVINMan reference. This prevents the hands from intersecting with the torso or floating too far away due to variations in body thickness or chest depth.

**X-dir shift (Head)**

<figure><img src="/files/b2Qn8tjEJETJ9eH3p5qH" alt=""><figcaption><p>X-dir Shift (Head)</p></figcaption></figure>

* X-dir Shift (Head) provides an additional adjustment to compensate for differences in head width. It helps prevent the arms from intersecting with or sitting too close to the head when the character’s facial width differs from MOVINMan.

**X-dir shift (Body)**

<figure><img src="/files/pqjY04iYb1w9Qhpdh8ap" alt=""><figcaption><p>X-dir Shift (Body)</p></figcaption></figure>

* X-dir Shift (Body) helps correct cases where the arms intersect with the torso or move unnaturally due to broader shoulders or a wider upper body. Use this option when applying MOVINMan’s motion directly causes self-collisions on the character.

#### Arm Twist Scale&#x20;

<figure><img src="/files/35lBhLgygvVvoZPbTaM7" alt=""><figcaption><p>Arm Twist Scale</p></figcaption></figure>

* Arm Twist Scale controls how much twist rotation is applied across the upper and lower arm.\
  If the value is too high, the twist may concentrate near the wrist and cause it to appear unnaturally twisted. If the value is too low, the twist may gather around the elbow instead. Adjust this option to distribute twist evenly across the entire arm.

#### FK Thumb Scale

<figure><img src="/files/bgAqgKqhtE2WYXVMDdeq" alt=""><figcaption><p>Thumb FK Scale</p></figcaption></figure>

* FK Thumb Scale adjusts how strongly FK rotation is applied to the thumb. Use this option to match the thumb’s pose to the character’s hand size and animation style, ensuring the thumb maintains a natural angle during motion.

#### Correct Finger Twist

<figure><img src="/files/4yRKRLcaj46YcLSgbgdT" alt=""><figcaption><p>Correct Finger Twist</p></figcaption></figure>

* Correct Finger Twist resolves unnatural twisting around finger joints that can cause the fingers to appear twisted or collapsed. Enable this option to correct small rotational artifacts along the finger chain.

#### Correct Finger Twist (Fist)

<figure><img src="/files/48s0OcMtGjWCtz5lPT8t" alt=""><figcaption><p>Correct Finger Twist (Fist)</p></figcaption></figure>

* Correct Finger Twist (Fist) specifically fixes twisting issues that occur when forming a fist. It adjusts finger joint rotations so that the overall fist shape looks natural and stable.

## **Retargeting Tips for Natural Motion Data**

Depending on the character’s proportions, bone structure, or motion data, some retargeted poses may look unnatural. Use the following adjustments to refine the motion and achieve smoother, more realistic results.

In many cases, a single option alone is not enough to produce natural results. It is often necessary to combine multiple settings to achieve the best outcome. By understanding the purpose of each option and testing them across different motions, you can gradually refine the retargeting and achieve higher-quality animation.

<figure><img src="/files/OSO8XjYBe85bj6NfzKYP" alt=""><figcaption><p>The process of fine-tuning various retargeting options to find the most natural pose for your character</p></figcaption></figure>

* When the Chain Twists Unnaturally\
  If the distance between the IKStartBone and IKEndBone becomes too short, the arm or leg chain may twist excessively. Try increasing the [#minimum-chain-stretch](#minimum-chain-stretch "mention")value to prevent over-compression.
* When Hand Alignment Looks Off\
  If the character’s arm length differs from MOVINMan’s, actions like clapping or hugging may result in hands that don’t align properly. Adjust [#enable-end-effector-mapping-1](#enable-end-effector-mapping-1 "mention") X Mapping to correct the relative distance between both hands.
* When Self-Penetration Occurs\
  Characters with larger torsos or heads may experience arm or shoulder clipping during motion.\
  Use [#enable-end-effector-mapping-1](#enable-end-effector-mapping-1 "mention") Z Mapping and X-dir Shift together to adjust forward/backward (Z) and side (X) offsets, reducing collisions.
* When the Thumb Rotates Too Much\
  Since MOVINMan’s thumb chain is aligned along the X-axis, characters with differently oriented thumb bases (ThumbStart Bone) may show unnatural thumb rotation. Adjust the Thumb FK Scale value to balance between the Rest Pose and source motion rotation for smoother results.
* When Finger Twist Appears Unnatural\
  In some cases, finger poses predicted by MOVIN TRACIN or external mocap devices may include physically impossible rotations. Enable Correct Finger Twist to automatically fix abnormal twisting along the finger joints.

{% columns %}
{% column %}

<figure><img src="/files/MaWpy4UAzjPc4M0z51Mb" alt=""><figcaption><p>When Thumb FK Scale 1</p></figcaption></figure>
{% endcolumn %}

{% column %}

<figure><img src="/files/K454lDIMHdNMlcquvAHG" alt=""><figcaption><p>After applying Thumb FK Scale correction</p></figcaption></figure>

{% endcolumn %}
{% endcolumns %}

### Apply to both sides at once

Once you finish adjusting the settings, use the <mark style="background-color:$info;">**Mirror to Right/Left Arm/Leg**</mark> options at the bottom to apply the changes to both sides at once.


# Bone Offset

Once all retargeting options have been configured, you can make further fine adjustments in the Bone Offset Sub Mode.\
While the offsets applied during the main retargeting process adjust the individual offsets to each bone, enabling more detailed pose corrections.

This mode lets you selectively refine joints such as the spine, hips, shoulders, thighs, and head—helping you correct any remaining unnatural poses that cannot be fully resolved through retargeting alone.

To apply adjustments, select the <mark style="background-color:$info;">**white controllers**</mark> displayed on the character and use the Gizmo to modify the offset values for the corresponding bones.

The **red IKEndBone controllers** are for **visual reference only**. They help you check the character’s posture while making adjustments, but **do not affect the actual Bone Offset values**.

<figure><img src="/files/vuYy05AfPVviO6wupfSg" alt=""><figcaption><p>Bone Offset Sub-Mode</p></figcaption></figure>

<figure><img src="/files/e2jTFpzoREuc61c48bTC" alt=""><figcaption><p>Bone Offset</p></figcaption></figure>

<figure><img src="/files/q0ixqrgEyp7XIUZLH6k9" alt=""><figcaption><p>Affect by Spin Offset</p></figcaption></figure>

{% hint style="info" %}
By using the **Affect by Spin Offset** option, you can also control how rotation is applied to the head. When set to **0**, the head remains fixed facing forward, similar to the Rest Pose. When set to **1**, the head fully follows the rotation defined by the Spin Offset.
{% endhint %}


# Recording

## Important Notes

Since MOVIN captures motion using a single MOVIN TRACIN device, it can be difficult to detect motion in blind spots that the device cannot track. In such cases, you can use the following methods to obtain motion capture data:

1. Perform continuous movements
   1. If you need a pose where your hands move behind your back, perform a continuous motion from front to back. This allows the hands to naturally move behind your back, and you can then start recording from that position to capture the desired motion.
2. Adjust your body orientation
   1. If you move your hands behind your back while facing forward, the motion may be occluded by your body, making it difficult to capture accurately. In this case, turn your body so that your hand movements face the MOVIN TRACIN device. This will help achieve more accurate motion capture data.
3. Use third-party gloves for occluded hand tracking
   1. If the occluded area involves hand movements, we recommend using third-party gloves for better tracking accuracy.

## Check Mocap Data

<figure><img src="/files/9B1vy5VmGvKF1wKmxHMr" alt=""><figcaption></figcaption></figure>

The central panel can be zoomed in and out with the mouse, and the gizmo at the top right allows you to check motion capture data from different viewpoints.

* Scroll the mouse wheel to zoom in and out of the motion capture data.
* Click and drag the mouse wheel to pan the motion capture data.
* Right-click and drag to rotate the view.
* Click the gizmo at the top right to easily check the motion capture data from the x-axis, y-axis, and z-axis perspectives.

Before recording motion capture data, you can select functions from the toolbar to check the quality in detail. For more information, please refer to each link.

* [Project, Toolbar and Puppet Mode](/movin-tracin/movin-studio-usage-guide/project-toolbar-and-puppet-mode#foot-contact)
* [Project, Toolbar and Puppet Mode](/movin-tracin/movin-studio-usage-guide/project-toolbar-and-puppet-mode#skeleton-visualization)
* [Project, Toolbar and Puppet Mode](/movin-tracin/movin-studio-usage-guide/project-toolbar-and-puppet-mode#mirror-mode)
* [Project, Toolbar and Puppet Mode](/movin-tracin/movin-studio-usage-guide/project-toolbar-and-puppet-mode#inplace-mode)

## Record Mocap Data

{% hint style="info" %}
Even if MOVIN Studio is closed, all recorded files remain saved and are not deleted.
{% endhint %}

<figure><img src="/files/ShVxPtvUeJimdR89ssdg" alt=""><figcaption></figcaption></figure>

* Click the red circular record button at the bottom of the central panel to start recording.
  * If Puppet Mode is turned on when clicking the record button, you must move to the center of the motion capture area and wait for a certain amount of time before recording begins.
* Settings cannot be changed during recording. Please double-check that your settings are correct before starting.
* To stop recording, click the red square stop button located in the same position.
  * If you leave the motion capture area during recording, recording will automatically stop.
* In the left panel, a file will be saved showing the actor name, character name (if a character was imported for recording), and the time recording started.


# Play, Export and Live-stream Mocap Clip

### Play Mocap Clip

In the left panel, you can check the recorded motion capture data clips.

<div><figure><img src="/files/6HOpftGx4MtsOPHVCodn" alt=""><figcaption></figcaption></figure> <figure><img src="/files/jJTxBnFc01zSqM6jVZ97" alt=""><figcaption></figcaption></figure></div>

* If you right-click on a clip, you can rename or delete the clip.

<figure><img src="/files/3ZdnYRbtGVpIWLdgTzcZ" alt=""><figcaption></figcaption></figure>

* Double-click a clip to view the recorded motion capture data.
  * Use the [Project, Toolbar and Puppet Mode](/movin-tracin/movin-studio-usage-guide/project-toolbar-and-puppet-mode#foot-contact)and [Project, Toolbar and Puppet Mode](/movin-tracin/movin-studio-usage-guide/project-toolbar-and-puppet-mode#skeleton-visualization) features in the toolbar to check the quality of the recorded motion capture data in detail.

In the bottom panel, you’ll find playback controls and metadata.

#### Left side of the bottom panel: Current Timestamp / Playback Speed

* Time: Displays the current timestamp.
* Frame: Shows the current frame number.
* Playback Speed: Adjust this to play the clip at different speeds.

#### Center side of the bottom panel: Mocap Data Play / Stop

* Play: Triangle button
* Stop: Square button
* Loop: Enable repeated playback

#### Right side of the bottom panel: Mocap Data Information

* Total Time: Total duration of the clip
* Total Frames: Total number of frames recorded

#### Mocap Data Trimming

<figure><img src="/files/MhZZWOdNZEebeSb6Ubi2" alt=""><figcaption></figcaption></figure>

* By moving the rectangular handles on the Play Bar in the bottom panel, you can adjust the range of the motion capture data to be exported.
* Once the range is set, the motion capture data will play back only within that range.

### Export Mocap Clip

<figure><img src="/files/w7ZyeW6EwBnlW6J3z2TG" alt=""><figcaption></figcaption></figure>

* If you want to export a clip, click the Export button in the left panel, then select the format of the motion capture data from the Format dropdown.
  * Currently, clips can be exported in .bvh format and .fbx format (for Blender, Unity, Unreal Engine, Motion Builder).

<figure><img src="/files/vfU8aqDKWbjMEQc95Oqt" alt=""><figcaption></figcaption></figure>

* For .fbx format, you can export with the root scale, or adjust root, translation, and unit scale before exporting.

### Live-stream Mocap Clip

<figure><img src="/files/xJhBdmnqBtQ2xQKdLffp" alt=""><figcaption></figcaption></figure>

* Click the [Project, Toolbar and Puppet Mode](/movin-tracin/movin-studio-usage-guide/project-toolbar-and-puppet-mode#live-streaming) button in the toolbar to stream the recorded clip to the designated platform.
* Click the loop playback button, located third in the center of the bottom panel, to play the clip repeatedly.


# Live-streaming

MOVIN Studio not only allows you to capture high-quality motion data, but also supports live streaming, enabling you to transmit your movement data to third-party platforms in real time. This means you can animate characters or drive virtual avatars live, whether for production, virtual events, VTubing, or game engine pipelines.

MOVIN Studio currently supports live streaming to the following platforms:

<table><thead><tr><th width="158.19921875">Category</th><th>Platform</th><th width="489.58203125">Support</th></tr></thead><tbody><tr><td>Virtual Avatar Platforms</td><td>Warudo</td><td>Live-stream supported<br>Please refer to <a data-mention href="/pages/pCGz6tcQ4AW2Vi1cOMIs">/pages/pCGz6tcQ4AW2Vi1cOMIs</a></td></tr><tr><td></td><td>VRChat</td><td>Live-stream supported<br>Please refer to <a data-mention href="/pages/03coXkY5oAvvAC0LZkLp">/pages/03coXkY5oAvvAC0LZkLp</a></td></tr><tr><td></td><td>Meligo</td><td>Live-stream supported <br>Please refer to <a data-mention href="/pages/w67HfVMxiXDRgZhEPq6F">/pages/w67HfVMxiXDRgZhEPq6F</a></td></tr><tr><td>3D Engines</td><td>Unity</td><td>Live-stream supported<br>Please refer to <a data-mention href="/pages/t2D0QNANNyRVvVWiBsq3">/pages/t2D0QNANNyRVvVWiBsq3</a></td></tr><tr><td></td><td>Unreal Engine</td><td>Live-stream supported<br>Please refer to <a data-mention href="/pages/nMksQYmvRqZigCFKcvGS">/pages/nMksQYmvRqZigCFKcvGS</a></td></tr><tr><td></td><td>Blender</td><td>Live-stream supported<br>Please refer to <a data-mention href="/pages/cQGag5HZKa5A9EMteFye">/pages/cQGag5HZKa5A9EMteFye</a></td></tr><tr><td>Live Visual Tools</td><td>Notch</td><td>Live-stream supported<br>Please refer to <a data-mention href="/pages/CfLXLrJt3Bz78C8FKB1t">/pages/CfLXLrJt3Bz78C8FKB1t</a></td></tr><tr><td></td><td>TouchDesigner</td><td>Live-stream supported<br>Please refer to <a data-mention href="/pages/pNTfiE3RXpvaYXLdnW0Y">/pages/pNTfiE3RXpvaYXLdnW0Y</a></td></tr><tr><td>Robotics &#x26; Simulation Tools</td><td>ROS</td><td>Live-stream supported<br>Please refer to <a data-mention href="/pages/PlyxUuz0I9h7LaLwXkty">/pages/PlyxUuz0I9h7LaLwXkty</a></td></tr><tr><td>Protocols</td><td>OSC</td><td>Live-stream supported any platforms that supports the OSC protocol. </td></tr></tbody></table>

If you would like MOVIN to support streaming to a platform you use, please share your request in the [MOVIN discord](https://discord.com/channels/1229655343315812402/1300664065529614336) community.

<figure><img src="/files/AUnJxIBQPeFxsQHefaEu" alt=""><figcaption></figcaption></figure>

Live streaming can be done through the Streaming tab, which is the third tab in the right panel, or through the Live-streaming button on the toolbar. Use whichever method is more convenient to stream motion data in real time to various platforms.


# Streaming Mocap Data into Warudo

[**Warudo**](https://warudo.app/) is a real-time 3D scene editor designed for creating virtual environments and content. With its intuitive editing interface and built-in live animation tools, Warudo has become a popular choice for metaverse content creation, VTubing and avatar-based broadcasting, and virtual performances.

With MOVIN TRACIN and MOVIN Studio, you can stream high-quality motion capture data directly into Warudo in real time. This allows you to bring virtual characters to life effortlessly and produce engaging content for streaming, events, or interactive applications.

To learn how to stream to Warudo, please refer to the video below.&#x20;

{% embed url="<https://youtu.be/yxu1Kq59vjU?si=484CKl4YHuIXNEVo&t=553>" %}

{% stepper %}
{% step %}

### Import the Same Character in MOVIN Studio and Warudo&#x20;

<figure><img src="/files/R6c65qnLPzDy5VQccmsa" alt=""><figcaption></figcaption></figure>

* In Warudo, import VRM file into Character Asset.
* Then, import the same VRM file into MOVIN Studio.&#x20;

  * For details on how to import a character, please refer to [Import Custom Character](/movin-tracin/movin-studio-usage-guide/import-custom-character)
  * The character imported into Warudo must also be imported into MOVIN Studio for motion data to be live streamed without issues. If you perform live streaming to Warudo without importing the character into MOVIN Studio, retargeting will not occur, and the motion data may not be transmitted properly.

  <figure><img src="/files/BYK4Dbwk1ZyPCUhoM9sS" alt="" width="375"><figcaption></figcaption></figure>

  * If different character files are loaded in MOVIN Studio and Warudo, the streamed motion data may appear broken or distorted in Warudo.

  <figure><img src="/files/GEwwcGbKA7yYtUTZc9HC" alt="" width="375"><figcaption></figcaption></figure>

  * Even if the character appears to be the same, using different file formats can also cause issues with live streaming.
  * For stable and accurate motion streaming, always import the same character using the same file format in both MOVIN Studio and Warudo.

  <figure><img src="/files/YuBMUot1ief5GBSBMR5u" alt="" width="375"><figcaption></figcaption></figure>

{% endstep %}

{% step %}

### Check the Motion Capture Settings in Warudo&#x20;

<figure><img src="/files/kcKlythLvFUqMl6MfC2w" alt=""><figcaption></figcaption></figure>

* Go to the Motion Capture section in Character Asset, switch Enabled to Yes, then click the Setup Moction Capture button to continue.

&#x20;

**Face Tracking Template**

<figure><img src="/files/eUIRDi7VBtHXe7qEv07Q" alt=""><figcaption></figcaption></figure>

* If you are using separate device for facial tracking, select the option corresponding to that device.
* If you are not using any facial tracking device, set this option to None.
  * Please note that MOVIN TRACIN does not support facial tracking.

**Pose Tracking Template**

<figure><img src="/files/mz9Ro1lYz2izvZMRKaqw" alt=""><figcaption></figcaption></figure>

* In the Pose Tracking Template, select VMC.
  * Set Track Full Body to yes.
  * For the Port option, you can use the default value 39539, or change it if you want to use a different port.&#x20;
    {% endstep %}

{% step %}

### Match Network Settings Between Warudo and MOVIN Studio

<figure><img src="/files/0YtUuhGyW0WHNKwsYkv4" alt=""><figcaption></figcaption></figure>

* In the VMC Receiver Asset, check the Local IP values listed at the top.
* In MOVIN Studio, the Host in the Streaming tab is set to 127.0.0.1 (localhost) by default.\
  Change this value to match one of the Local IP addresses shown in Warudo.
* Set the Port Number in MOVIN Studio to the same value you configured in Warudo earlier. [#check-the-motion-capture-settings-in-warudo](#check-the-motion-capture-settings-in-warudo "mention")

{% endstep %}

{% step %}

### Start Streaming from MOVIN Studio

<figure><img src="/files/vVMJsZpmRFETKs1mVQCy" alt=""><figcaption></figcaption></figure>

* In MOVIN Studio, open the Streaming tab and select Warudo as the platform.\
  Then, click Start Streaming to start streaming.
* You can then see the motion data from MOVIN Studio streaming to Warudo in real time.
  {% endstep %}
  {% endstepper %}


# Streaming Mocap Data into VRChat

{% hint style="warning" %}
Documentation on how to live stream motion data from MOVIN to VRChat is currently in progress. A detailed guide will be provided soon.
{% endhint %}

[VRChat](https://hello.vrchat.com/) is a social VR platform where users from around the world can gather and interact in real time, freely using custom-made 3D avatars and virtual worlds. Without any programming, diverse environments can be created through world-building tools and community-made resources. It also offers voice and text chat, as well as gesture recognition, enabling immersive communication.

<figure><img src="/files/JSLkC10yajz9c3sFMSyB" alt=""><figcaption></figcaption></figure>


# Streaming Mocap Data into Meligo

[Meligo](https://meligo.co.kr/) is a tool that allows real-time motion data to be applied to virtual characters, enabling live operation and direction of virtual performances.

With MOVIN TRACIN and MOVIN Studio, you can stream high-quality motion capture data directly into Meligo in real time. This makes it suitable for virtual broadcasting and real-time content production.

{% stepper %}
{% step %}

### Import the same character into MOVIN Studio and Meligo

<figure><img src="/files/e6M32VjM4uDCXqDV0oQt" alt="" width="369"><figcaption></figcaption></figure>

* In Meligo, go to the Character tab and click the + button to import a VRM character file.
* In MOVIN Studio, import the same VRM character file that was imported in Meligo.&#x20;

  * For details on how to import a character, please refer to [Import Custom Character](https://help.movin3d.com/movin-studio-usage-guide/import-custom-character)
  * If a character file is not imported in MOVIN Studio, the motion data streamed live to Meligo may not be displayed

    <figure><img src="/files/VDaA2I6CQnS9pna7Qhuq" alt="" width="375"><figcaption></figcaption></figure>
  * If different character files are loaded in MOVIN Studio and Meligo, the streamed motion data may appear broken or distorted in Meligo.

  <figure><img src="/files/XiA4pI57vYIn4wFiSKmv" alt="" width="375"><figcaption></figcaption></figure>

  * Even if the character appears to be the same, using different file formats can also cause issues with live streaming.
  * When the exact same character file is imported in both MOVIN Studio and Meligo, live streaming will work smoothly.

    <figure><img src="/files/rtThiXeZvJjkEAkPjH26" alt="" width="375"><figcaption></figcaption></figure>

{% endstep %}

{% step %}

### Enable OSC/VMC Protocol Reception in Meligo

<figure><img src="/files/iqgsVFxap97Vgi1pLEgJ" alt="" width="366"><figcaption></figcaption></figure>

* In Meligo, go to Motion Capture Tab > OSC/VMC Protocol Settings. Check the “Enable Reception” checkbox.
* Check Full Body Reception to receive full-body motion data, or select specific body parts to stream partial motion data.

{% endstep %}

{% step %}

### Start Streaming from MOVIN Studio

<figure><img src="/files/hJRIhTeedHO8JNfQJiLK" alt=""><figcaption></figcaption></figure>

* In MOVIN Studio, open the Streaming tab and select Meligo as the platform.\
  Then, click Start Streaming to start streaming.
* You can then see the motion data from MOVIN Studio streaming to Meligo in real time.
  {% endstep %}
  {% endstepper %}


# Streaming Mocap Data into Unity

**Unity** is one of the most widely used 3D and 2D game engines in the world. Its strengths lie in real-time rendering and extensive development flexibility. Unity is used not only for game development but also across a variety of industries including virtual production, animation, simulation and interactive content and installations.

With MOVIN TRACIN and MOVIN Studio, you can stream motion capture data directly to Unity, allowing for seamless integration into real-time projects such as games, XR experiences, or live productions.

{% hint style="info" %}
For live streaming to Unity, please download the plugin from [MOVIN’s official page](https://www.movin3d.com/downloads#movin-studio).
{% endhint %}

{% embed url="<https://youtu.be/YvixQUdV1PQ?si=AltZ5XQSiSy9I3Gs>" %}

{% stepper %}
{% step %}

### Download the Unity Plugin

* On the [MOVIN's Github page](https://github.com/MOVIN3D/MOVIN-Unity-Plugin), download the file to get the UnityPackage file for streaming.
  {% endstep %}

{% step %}

### Import & Retarget Your Character in MOVIN Studio

<figure><img src="/files/DOI7bv0dT1e8XGZ7U1AS" alt=""><figcaption></figcaption></figure>

* Please import the FBX file of the character you want to use in Unity into MOVIN Studio.
  * For detailed instructions on this process, please refer to [Import Custom Character](/movin-tracin/movin-studio-usage-guide/import-custom-character)

* After importing the character, proceed with retargeting.
  * For detailed instructions on this process, please refer to [Retargeting](/movin-tracin/movin-studio-usage-guide/retargeting)
    {% endstep %}

{% step %}

### After opening the unity project, please import the UnityPackage

<figure><img src="/files/reqnYlYmvUdwJdj18LoF" alt="" width="188"><figcaption></figcaption></figure>

* Please open the unity project, then import the UnityPackage that you downloaded in the [#download-the-unity-plugin](#download-the-unity-plugin "mention")

{% hint style="warning" %}
The plugin (UnityPackage) provided MOVIN is compatible only with Unity version 2021 or later. If you are using a Unity project with a version earlier than 2021, please upgrade your Unity version.
{% endhint %}
{% endstep %}

{% step %}

### Please add the Mocap Receiver script to the top-level Bone (GameObject) of the character's skeleton that receives motion data

* Import the FBX character you want to use in the Unity project and place it into the Scene

<figure><img src="/files/OPjaZm6uAbkLbUHLtdPK" alt="" width="188"><figcaption></figcaption></figure>

* Select the top-level GameObject (Root bone) of the character.&#x20;
  * In this example, it is `mixamorig:Hips`
  * In the **Hierarchy** window, expand the character GameObject to view its skeleton.

    You’ll see a structure made up of multiple bones (GameObjects) connected in a parent–child hierarchy, such as the spine, arms, legs, and head.

    At the top of this skeleton hierarchy is the **Root Bone**, which serves as the reference point for applying motion to the character.

<div><figure><img src="/files/1lHh2IHiyrkG24w7j8CJ" alt="" width="188"><figcaption></figcaption></figure> <figure><img src="/files/ZmlV9xoPIgwHJFbSIJv7" alt="" width="188"><figcaption></figcaption></figure> <figure><img src="/files/vjwpacczodyVgiAKtOw8" alt="" width="188"><figcaption></figcaption></figure></div>

* With the Root Bone selected, open the Inspector window and click : \
  Add Component > Scripts > MOVIN.Core > Mocap Receiver. \
  This adds the 'MocapReceiver.cs' script to the Root Bone, allowing it to receive and apply motion data.&#x20;
  {% endstep %}

{% step %}

### (MOVIN Studio v.2.0.0 or later) In Bone Search Filter > Root Bone Name, enter the name of the root bone

{% hint style="danger" %}
This step is only required for plugins version MOVIN Studio v.2.0.0 or later. If you are using a version earlier than MOVIN Studio v.2.0.0, please refer to  [#movin-studio-version-earlier-than-v.2.0.0](#movin-studio-version-earlier-than-v.2.0.0 "mention")
{% endhint %}

* The **Bone Search Filter** searches for all bones under the hierarchy of the bone specified as Root Bone Name, and maps them 1:1 with bones that have the same names in the character imported into MOVIN Studio.&#x20;
  * If the Root Bone Name is not specified, the plugin uses the character’s default Root Bone (Transform) in the skeleton hierarchy as the reference.
* Please carefully review the character's bone hierarchy and set the Root Bone Name accordingly.&#x20;
  * Depending on the Root Bone Name is set, only part of the motion data streamed from MOVIN Studio may be applied, or the motion may not be applied correctly.&#x20;

{% endstep %}

{% step %}

### (MOVIN Studio version earlier than v.2.0.0) Add the Actor Script to the parent&#x20;

{% hint style="danger" %}
This step is only required for plugins version MOVIN Studio version earlier than v.2.0.0. If you are using MOVIN Studio v.2.0.0 or later, please refer to [#movin-studio-v.2.0.0-or-later-in-bone-search-filter-greater-than-root-bone-name-enter-the-name-of-th](#movin-studio-v.2.0.0-or-later-in-bone-search-filter-greater-than-root-bone-name-enter-the-name-of-th "mention")
{% endhint %}

* Find the Hip Bone (such as `mixamorig:Hips`) in the Hierarchy window.\
  Select the GameObject that is directly above it in the hierarchy (the parent GameObject).
* Next, open the Inspector, click Add Component, and add the 'Actor.cs' script.
  {% endstep %}

{% step %}

### Start Streaming in MOVIN Studio

<figure><img src="/files/CKAqSNBczqLUPI6qGO16" alt=""><figcaption></figcaption></figure>

* Return to MOVIN Studio and select the Streaming Tab.&#x20;
* If Unity and MOVIN Studio are running on the same PC, the Host should be set to `127.0.0.1` (localhost)
* Check that the Listen Port set on the GameObject in your Unity Project matches the Port Number configured in MOVIN Studio.&#x20;
* Set the Platform to Unity in MOVIN Studio, then click the Start Streaming button to begin streaming&#x20;
  {% endstep %}

{% step %}

### Click Play button in Unity Project

* You should now see motion data from **MOVIN Studio** streaming into **Unity** in real time.

<figure><img src="/files/oD54bKsc4sfWuPY5xECv" alt="" width="375"><figcaption></figcaption></figure>

* Inside the UnityPackage, MOVIN > Scenes folder includes three sample Scenes that are already set up.
* If you run into any issues with the Unity setup, check these Scenes to check the configuration.
  * Sample\_MOVINman\
    This sample can be tested without loading a character in MOVIN Studio.
  * Sample\_Ch14 and Sample\_Ch29\
    These samples require you to load the corresponding FBX characters with matching names in MOVIN Studio.

{% endstep %}
{% endstepper %}


# Streaming Mocap Data into Unreal Engine

[**Unreal Engine**](https://www.unrealengine.com/), developed by Epic Games, is a high-performance 3D engine renowned for photorealistic visuals, robust real-time rendering with flexible and scalable workflows.

With MOVIN TRACIN and MOVIN Studio, you can stream real-time motion capture data directly into Unreal Engine, making it ideal for high-end applications such as cinematics, virtual production and real-time VFX.

{% embed url="<https://www.youtube.com/watch?v=kbc81MOpHZU>" %}

{% stepper %}
{% step %}

### Download the Plugin

* On the [MOVIN's Github page](https://github.com/MOVIN3D/MOVIN-UELiveLink-Plugin), download the file or [the prebuilt plugin](https://github.com/MOVIN3D/MOVIN-UELiveLink-Plugin/releases) that matches your Unreal Engine version.&#x20;
  {% endstep %}

{% step %}

### Install the Plugin into Your UE Project

<figure><img src="/files/wtYHdyHx2CS0PvqGoATb" alt=""><figcaption></figcaption></figure>

* Unzip the downloaded file, and copy the folder named 'MOVINLiveLinkPlugin' into your Unreal Engine project’s 'Plugins' directory.
  * If your project does not have a 'Plugins' folder, simply create one before copying the plugin.
    {% endstep %}

{% step %}

### Enable the Plugin in UE

<figure><img src="/files/py5Z55BPnCvtEeQM2mue" alt=""><figcaption></figcaption></figure>

* In Unreal Engine, open the Editor Plugins window, and search for 'MOVINLiveLink'.
* Check the box to enable it, and restart the Unreal Editor to apply changes.

{% endstep %}

{% step %}

### Import your character and start Streaming from MOVIN Studio

<figure><img src="/files/9lZmYedk8RQCzJsLZuDL" alt=""><figcaption></figcaption></figure>

Please import the FBX file of the character you want to use in Unreal Engine into MOVIN Studio.

* For detailed instructions on this process, please refer to [Import Custom Character](/movin-tracin/movin-studio-usage-guide/import-custom-character)

<figure><img src="/files/WN08LTKiCo8L8zSPGh75" alt=""><figcaption></figcaption></figure>

* In MOVIN Studio, start streaming to Unreal Engine.
* Return to Unreal and confirm that a subject has been created in the LiveLink panel.

{% endstep %}

{% step %}

### &#x20;Add MOVINLiveLink as a LiveLink Source

<figure><img src="/files/ssMIDMfeHPoNBfYIuQKW" alt=""><figcaption></figcaption></figure>

* Open the LiveLink panel in Unreal Engine.
* Add a new source and select 'MOVINLiveLink'.
  {% endstep %}

{% step %}

### Import Your Character into UE and then create a Anim Blueprint&#x20;

* Load your custom character into your Unreal project, ready to receive LiveLink animation data.

<figure><img src="/files/Fu7rWa5h3rRp5tEONQAX" alt=""><figcaption></figcaption></figure>

* Right-click on the imported character’s **Skeletal Mesh**, then search for **“Anim Blueprint”** and create a new one.
  {% endstep %}

{% step %}

### Creating and Setting up the Live Link Pose Node

* Open the Anim Blueprint you created earlier by double-clicking it.&#x20;

<figure><img src="/files/A9hBnNq3wAtFpyPbl1a5" alt=""><figcaption></figcaption></figure>

* Right Click in the Blueprint graph, search for '**Live Link Pose**', and create a new **Live Link Pose node**.&#x20;
* In the Live Link Pose node, set the **Live Link Subject Name** to the Actor you added earlier. [#add-movinlivelink-as-a-livelink-source](#add-movinlivelink-as-a-livelink-source "mention")&#x20;
* Connect the Animation Pose output of the Live Link Pose node to the Result input of the Output Pose node.&#x20;

<figure><img src="/files/m0N5RKQ7TqoqdHY0IkMK" alt=""><figcaption></figcaption></figure>

* Click the Compile button on the right to reset any expired preview state.
  * You should now see the character being live-streamed with the same motion data as in MOVIN Studio.&#x20;

<figure><img src="/files/JeCEFSydgtR0GTHeN0NL" alt=""><figcaption></figcaption></figure>

* If the Preview Does Not Work: &#x20;
  * Go to the **Preview Settings** tab.
  * Under **Animation > Preview Controller**, set the value to **Live Link Preview Controller**.
  * Set the Live Link Subject Name to the Actor you added earlier. [#add-movinlivelink-as-a-livelink-source](#add-movinlivelink-as-a-livelink-source "mention")
  * Click Save to apply the changes
    {% endstep %}

{% step %}

### Set the character's Anim Class to the Anim BluePrint you created

<figure><img src="/files/boym6H3FAH5VBowvY9zQ" alt=""><figcaption></figcaption></figure>

* In the **View** panel, select the imported character and set **Animation > Anim Class** to the Anim Blueprint you created. [#import-your-character-into-ue-and-then-create-a-anim-blueprint](#import-your-character-into-ue-and-then-create-a-anim-blueprint "mention")
* Click the **Play** button. You should now see the character moving in the **View** panel as well.
  {% endstep %}
  {% endstepper %}

{% hint style="info" %}
If you've been streaming to Unreal Engine and want to switch back to Unity, \
stop streaming in MOVIN Studio first. Then, remove the MOVINLiveLink source from Unreal’s LiveLink panel.

You can now safely reconnect to Unity and begin streaming again.
{% endhint %}

* Since Unreal Engine supports its own retargeting system, you can stream and apply motion data to a retargeted character in real time without retargeting in **MOVIN Studio**.
  * For more details on this workflow, please check out the video linked below:\
    <https://www.youtube.com/watch?v=kbc81MOpHZU&t=404s>

{% embed url="<https://www.youtube.com/watch?v=flfQxOMMANE>" %}

* To stream live motion data to a MetaHuman character in UE, please check the video above for detailed instructions.&#x20;


# Streaming Mocap Data into Blender

[**Blender**](https://www.blender.org/) is an open-source 3D creation tool that lets you handle modeling, rigging, animation, and rendering.

With MOVIN TRACIN and MOVIN Studio, you can stream real-time motion capture data directly into Blender, making it ideal for a wide range of workflows, including character animation, post-editing, and asset creation.

{% stepper %}
{% step %}

### Download the Blender Plugin

* On the [MOVIN's Github page](https://github.com/MOVIN3D/MOVIN-Blender-Plugin), download the file for Blender.&#x20;
  {% endstep %}

{% step %}

### Install the Add-on in Blender

* Open your Blender project and go to **Edit > Preferences**.

<figure><img src="/files/ezQ8R8Rwj2UeO26PkEvE" alt="" width="563"><figcaption></figcaption></figure>

* In the **Add-ons** tab, click **Add-ons Settings > Install from Disk** in the upper-right corner.\
  Select the downloaded 'movin\_blender\_plugin.py' file to install the **MOVIN Live Receiver** add-on.&#x20;
  {% endstep %}

{% step %}

### Set up MOVIN Live in Blender

<figure><img src="/files/wHnUokfYoBcfQGVma04Z" alt=""><figcaption></figcaption></figure>

* In the MOVIN Live penal, set the appropriate **Armature name** and **Hips Bone name** for your character.&#x20;
* After check the values, click the Start button
  {% endstep %}

{% step %}

### Start OSC protocol Streaming from MOVIN Studio

<figure><img src="/files/ha8wYiyAwkwetaEDC2JS" alt=""><figcaption></figcaption></figure>

* Return to MOVIN Studio and start streaming using the OSC protocol.&#x20;
* Before starting, make sure the **port number** set in blender matches the **port number** configured in MOVIN Studio.&#x20;
  {% endstep %}
  {% endstepper %}


# Streaming Mocap Data into Notch

[Notch](https://www.notch.one/) is a powerful 3D motion design tool known for its real-time preview capabilities, making it ideal for live events and performances, broadcast graphics, interactive installations and VFX-driven motion content across various industries.

With MOVIN TRACIN and MOVIN Studio, you can stream motion capture data directly into Notch in real time, enabling seamless integration between physical performance and dynamic visual output.

{% stepper %}
{% step %}

### Setting Up OSC Streaming in Notch

* In your Notch Project, click Project > Settings

<figure><img src="/files/mR4gd8d8i6hCf7pmZX9Z" alt="" width="375"><figcaption></figcaption></figure>

* Go to Protocols > OSC and check OSC Enabled option.
* Change the OSC Receiver Port to 11235
* Then, click the Connect OSC button
  {% endstep %}

{% step %}

### Import the Character Model (.fbx) in Notch

<figure><img src="/files/rJnZd9VAGC7OcJJXFBXf" alt=""><figcaption></figcaption></figure>

* In Notch, import the FBX Character file and connect it to the root.

{% endstep %}

{% step %}

### Add MOVIN Mocap Skeleton Node&#x20;

<figure><img src="/files/3DGx1g5uK2VqQ1tUOkom" alt="" width="288"><figcaption></figcaption></figure>

* In Notch, add the Mocap > MOVIN Mocap Skeleton Node.&#x20;
  {% endstep %}

{% step %}

### Set the Character's root bone as the Hierarchy Root&#x20;

<figure><img src="/files/YV38pGHsk9W1ZDqXMhDq" alt=""><figcaption></figcaption></figure>

* Connect the **MOVIN Mocap Skeleton** node to root.
* Add the imported character’s Scene Transform Root as the Hierarchy Root of the MOVIN Mocap Skeleton.
  {% endstep %}

{% step %}

### Start Streaming from MOVIN Studio&#x20;

<figure><img src="/files/xo2UGO8k4lm6A6uYoauM" alt=""><figcaption></figcaption></figure>

* In MOVIN Studio, click the Start Streaming button to begin.
* In Notch, you can confirm that live streaming is working correctly when the MOVIN Mocap Skeleton node changes color from red to brown.
  {% endstep %}

{% step %}

### Adjust Input Skeleton Scale in MOVIN Mocap Skeleton Node

<figure><img src="/files/hTily6gaANAVhsuQNdj7" alt=""><figcaption></figcaption></figure>

* Adjust the input skeleton scale to match the character size and global translation, removing sliding artifacts.
  {% endstep %}
  {% endstepper %}

For detailed setup instructions and **supported characters hierarchies**, please refer to [Notch's official documentation](https://manual.notch.one/1.0/en/docs/reference/nodes/mocap/movin-mocap-skeleton/).


# Streaming Mocap Data into TouchDesigner

[**TouchDesigner**](https://derivative.ca/) is a node-based real-time creation tool developed by Derivative. It is widely used for interactive media, live performances, and exhibitions, allowing creators to quickly build real-time graphics and integrate external systems.

With MOVIN TRACIN and MOVIN Studio, you can stream motion capture data directly into TouchDesigner in real time, enabling to drive visual effects, lighting, and sound using human motion as triggers, making it ideal for live performances and interactive content.

You can also find instructions on streaming motion data and point clouds from MOVIN Studio to TouchDesigner in [**the official TouchDesigner documentation**](https://derivative.ca/UserGuide/Movin3D).

{% stepper %}
{% step %}

### Add an OSC CHOP in TouchDesigner

<figure><img src="/files/gU0HSuqqf7GkrycAQAm0" alt=""><figcaption></figcaption></figure>

* In your TouchDesigner project, right click in the network editor and select Add Operator.&#x20;
* From the CHOP tab, choose OSC In to add an OSC in CHOP.
* Set the Network Port to 11237&#x20;
  {% endstep %}

{% step %}

### Add a NULL CHOP&#x20;

<figure><img src="/files/emIffn6ukIRXVXKHhlx0" alt=""><figcaption></figcaption></figure>

* Right click again in the TouchDesigner Project and select Add Operator.&#x20;
* From the CHOP tab, choose NULL to add a NULL CHOP.
* Connect the OSC In CHOP you created earlier to the NULL CHOP. [#add-an-osc-chop-in-touchdesigner](#add-an-osc-chop-in-touchdesigner "mention")
* In the Common tab of the NULL CHOP settings, set the Export Method to 'Channel Name is Path:Parameter'.&#x20;
  {% endstep %}

{% step %}

### Import the Same Character in MOVIN Studio and TouchDesigner

<figure><img src="/files/qXlM8DiljflpsqVt1DMd" alt="" width="375"><figcaption></figcaption></figure>

* Import the FBX character file you want to use into TouchDesigner.

<figure><img src="/files/fxJQvoPDMgALjhHtGZnH" alt="" width="375"><figcaption></figcaption></figure>

* Then, import the same FBX character file into MOVIN Studio.
  * For details on how to import a character, please refer to [Import Custom Character](/movin-tracin/movin-studio-usage-guide/import-custom-character)
* **Make sure that the Node Name set in TouchDesigner matches the character Name configured in MOVIN Studio.**&#x20;

{% hint style="warning" %}
If the character name in MOVIN Studio does not match the node name in TouchDesigner,\
live streaming may not work correctly.
{% endhint %}
{% endstep %}

{% step %}

### Start Streaming from MOVIN Studio to TouchDesigner

<figure><img src="/files/OiDXqQBW7OllDZiOW0Hk" alt=""><figcaption></figcaption></figure>

* Check that the **port number** set in TouchDesigner matches the **port number** configured in **MOVIN Studio**.
* Click the 'Start streaming' Button.
  {% endstep %}

{% step %}

### Enable Export option on the NULL CHOP

<figure><img src="/files/AckUTnytIGCch8rhMyvi" alt=""><figcaption></figcaption></figure>

* In the TouchDesigner project, enable the Export option by clicking the green circular icon located at the bottom right of the NULL CHOP.

<figure><img src="/files/YkjbhAq09kxDR7tyR2aW" alt=""><figcaption></figcaption></figure>

* Once enabled, you will see a gray dotted line connecting the NULL CHOP to the character, indicating that motion data from MOVIN Studio is being streamed to the character in real time.&#x20;
  {% endstep %}
  {% endstepper %}

* On the [MOVIN's official page](https://www.movin3d.com/downloads#movin-studio) , you can download a sample project with all of the steps above already applied. We recommend opening this project to check the setup and learn how it works.

<figure><img src="/files/t85yahO4gZ8XgNT5XssD" alt="" width="563"><figcaption></figcaption></figure>


# Streaming Mocap Data into ROS by OSC

[ROS](https://www.ros.org/) is an open-source framework for developing robotic applications. It allows you to connect sensors, control systems, visualization tools, and more within a unified architecture.

Motion data captured with MOVIN TRACIN and MOVIN Studio can be streamed in real time or played back from recorded files within a ROS 2 environment. The data can then be retargeted to a robot model, allowing you to visualize its movement in RViz2 or integrate it directly into your robot control pipeline for further development.

### Prerequisites

Before integrating with ROS, please make sure your environment is properly set up as described below.

* **ROS 2:**
  * Humble (tested)
* **Required ROS 2 Packages:**
  * `robot_state_publisher`
  * `rvix2`
  * `xacro`
  * `tf2_ros`
* **Required pip Packages:**
  * `numpy`
  * `scipy`
  * `movin-sdk-python` (Required for BVH file loading and real-time mode)

{% stepper %}
{% step %}

### Download Motion-Player-ROS

```
cd ~/ros2_ws/src
git clone https://github.com/MOVIN3D/Motion-Player-ROS
```

* Navigate to the `src` folder of your ROS 2 workspace and clone the [Motion-Player-ROS repository](https://github.com/MOVIN3D/Motion-Player-ROS).
  {% endstep %}

{% step %}

### Install MOVIN SDK Python

```
pip install git+https://github.com/MOVIN3D/MOVIN-SDK-Python.git
```

* Before proceeding, check that all required packages from the [#prerequisites](#prerequisites "mention") section are installed.
* The `movin-sdk-python` package is necessary for BVH file loading and real-time live streaming.
  * For more information about MOVIN-SDK-Python, please refer to the [repository link](https://github.com/MOVIN3D/MOVIN-SDK-Python).
    {% endstep %}

{% step %}

### Build the Package

```
cd ~/ros2_ws
colcon build --packages-select motion_player
```

* Move to the root of your workspace and build the `motion_player` package.
  {% endstep %}

{% step %}

### Source the Workspace

```
source ~/ros2_ws/install/setup.bash
```

* After building, source the `install/setup.bash` file in your terminal session.
  * This step is required for ROS to recognize the `motion_player` package.
    {% endstep %}

{% step %}

### Run Real-Time Mode

```
ros2 launch motion_player realtime.launch.py
```

* Launch real-time mode to receive motion data from MOVIN Studio.
* In real-time mode, you can:
  * Real-time Retargeting: Retargeting motion data instantly to a robot model
  * Real-time Visualization: Visualize both the mocap skeleton and the retargeted robot motion simultaneously in RViz2

```
ros2 launch motion_player realtime.launch.py port:=11235 human_height:=1.80 skeleton_offset_x:=1.5
```

* You can customize parameters as needed:&#x20;

<table><thead><tr><th width="175.76953125">Argument</th><th width="169.12890625">Default</th><th>Description</th></tr></thead><tbody><tr><td><code>port</code></td><td><code>11235</code></td><td>UDP port to listen for OSC mocap data</td></tr><tr><td><code>robot_type</code></td><td><code>unitree_g1</code></td><td>Target robot type (<code>unitree_g1</code> or <code>unitree_g1_with_hands</code>)</td></tr><tr><td><code>human_height</code></td><td><code>1.75</code></td><td>Human height in meters for scaling</td></tr><tr><td><code>skeleton_offset_x</code></td><td><code>1.0</code></td><td>X offset to place skeleton beside robot</td></tr><tr><td><code>urdf_file</code></td><td>(package default)</td><td>Path to custom URDF file</td></tr><tr><td><code>rviz_config</code></td><td>(package default)</td><td>Path to custom RViz config file</td></tr></tbody></table>

You may also run the node directly using the `--realtime` flag:

```
ros2 run motion_player motion_player --realtime --ros-args -p port:=11235 -p human_height:=1.8
```

{% endstep %}

{% step %}

### Start OSC Streaming in MOVIN Studio&#x20;

<figure><img src="/files/CrznIvoTXFBkoqlDsOXg" alt=""><figcaption></figcaption></figure>

* Start OSC streaming in MOVIN Studio.
* Please check that the port number configured in ROS matches the port number set in MOVIN Studio.
  {% endstep %}
  {% endstepper %}


# FAQ

Let me share you what many of you curious of.

{% hint style="info" %}
Join this [Discord Channel](https://discord.gg/zHE6kYgCpj) for updates, trouble shootings and etc.&#x20;
{% endhint %}

### Trouble Shooting

<details>

<summary>The device won’t connect. I’m stuck at the setup stage.</summary>

Did you check the green light from your device?&#x20;

If not,&#x20;

* Unplug and replug the power cable.&#x20;
* Wait until the green indicator light stays steady. (around 1 min)

Did you check the green light?&#x20;

* Then try again, the issue should be resolved. :)&#x20;
* If not, please let us know through [Discord channel](https://discord.gg/zHE6kYgCpj).&#x20;

</details>

<details>

<summary>I have some troubles with my device. </summary>

Don't worry. Could you just turn off your app and replug the power cable on your device?&#x20;

* Unplug and replug the power cable.&#x20;
* Wait until the green indicator light stays steady.&#x20;
* Then try again, the issue should be resolved. :)&#x20;
* If not, please let us know through Discord channel.&#x20;

</details>

### Device

<details>

<summary>Does the height matter when setting up MOVIN TRACIN?</summary>

YESSSS! The height is really important for the motion quality. We strongly recommend using a tripod, as MOVIN TRACIN needs to stay completely stable once it's set up.

<mark style="color:red;">**Tripod and mount are not included with the product.**</mark>

1. Tripod : The setting height(85cm from the ground) is really important for the motion quality. We highly recommend to use [SLIK PRO AL-323](https://slik.com/products/pro-al-323/).&#x20;
2. Tripod Mount : This one [iFootage Seastar Q1S Quick Release System](https://www.ifootagegear.com/products/seastars-q1s-quick-release?srsltid=AfmBOoqE2Sg97cH3lxAf9PeM_cH-3U3Mfunb9f389VN-4cZq7AQeRRye) is good.&#x20;

</details>

<details>

<summary>How can i turn on and off? </summary>

There's no turn on/off button. Just take off the power cable. That's it.&#x20;

</details>

<details>

<summary>Is it okay to leave the device on all the time?</summary>

Yes, absolutely! In fact, we recomment it. This way, you won't have to set it up again.&#x20;

</details>

<details>

<summary>The green light on my device is blinking.</summary>

Don't worry. Could you just turn off your app and replug the power cable on your device?&#x20;

* Unplug and replug the power cable.&#x20;
* Wait until the green indicator light stays steady.&#x20;
* Then try again, the issue should be resolved. :)&#x20;
* If not, please let us know through Discord channel.&#x20;

</details>

<details>

<summary> The green light won't turn on at all. </summary>

Oh, in that case, please let us know through [Discord Channel](https://discord.gg/zHE6kYgCpj).&#x20;

</details>

### Import Character

<details>

<summary>My custom character didn't import correctly. </summary>

Please check the [Import Custom Character](/movin-tracin/movin-studio-usage-guide/import-custom-character) page.&#x20;

We provide sample files to help you align your character’s joint hierarchy and bone names with our import standards.

</details>

### Hand Gloves Integration - Rokoko, MANUS

<details>

<summary>Rokoko // My Rokoko gloves didn't integrate. </summary>

Please check the [Integrate with 3rd Party Gloves](/movin-tracin/movin-studio-usage-guide/hands-setting/integrate-with-3rd-party-gloves) page.&#x20;

Try checking these first :&#x20;

* [ ] Did you do Check for the Unity Activate button from Rokoko Studio app?&#x20;
* [ ] Did you create an actor named ‘MOVIN’ and drag & drop the connected gloves onto it?

</details>


# What's New?

## 2026-08-13 MOVIN Studio v3.1.0

MOVIN Studio v3.1.0 and MOVIN TRACIN Firmware v3.1.0 have been released.

MOVIN Studio v3.1.0 is supported on MOVIN TRACIN Firmware v3.1.0.\
Firmware updates may take up to 10 minutes. Please follow the appropriate update process below based on the current firmware version.

* If your firmware version is earlier than 2.3.0, please refer to the [MOVIN TRACIN Firmware Update](/movin-tracin/installation-and-setup/movin-tracin-firmware-update) page and update to v2.3.0 first.
* If your firmware version is 2.3.0, please refer to the [MOVIN TRACIN Firmware Update](/movin-tracin/installation-and-setup/movin-tracin-firmware-update) page and update to v2.9.7.
* If your firmware version is v2.9.7 or later, use the Online Update to update to v3.1.0.

#### UX Improvements

* Person and hands can now be detected during the 'Setup Camera' process regardless of the configured motion capture zone size.
* An issue in Night mode where an actor could temporarily lose tracking when moving quickly during motion capture has been resolved.
* An issue where the end of a clip was not properly trimmed when recording stopped as the actor moved outside the motion capture zone has been resolved.
* The unused Rotation Offset field has been removed from the Unreal Engine streaming settings.

#### Plugin Updates

* The Unity, Unreal Engine, and Blender plugins have been updated. If you are currently using any of these plugins, please download and install the latest version from the links below.
  * Unity: <https://github.com/MOVIN3D/MOVIN-Unity-Plugin-V3>
  * Unreal Engine: <https://github.com/MOVIN3D/MOVIN-UELiveLink-Plugin-V3>
  * Blender: <https://github.com/MOVIN3D/MOVIN-Blender-Plugin-V3>
* A JavaScript-based node for Notch is now available, allowing you to use MOVIN Studio's calibration and retargeting features in Notch.
  * Select NotchJS from the streaming options in MOVIN Studio, then download and try the sample project below.
    * <https://github.com/MOVIN3D/MOVIN-Notch-SampleProject>
  * If you select Notch from the streaming options instead, only actor streaming through the MOVIN node in Notch is supported.
* A sample project for streaming to TouchDesigner is also available. Download and try the sample project below.
  * <https://github.com/MOVIN3D/MOVIN-TouchDesigner-SampleProject>

## 2026-07-27 MOVIN Studio v3.0.0

MOVIN Studio v3.0.0 and MOVIN TRACIN Firmware v3.0.0 have been released.

MOVIN Studio v3.0.0 requires MOVIN TRACIN Firmware v3.0.0. Firmware updates may take up to 20 minutes.

* If your firmware version is earlier than 2.3.0, please refer to the [/pages/wF6BkRT4JwD4AixdBEQs#movin-tracin-firmware-v2.3.0-download](https://help.movin3d.com/movin-tracin/miscellaneous/pages/wF6BkRT4JwD4AixdBEQs#movin-tracin-firmware-v2.3.0-download "mention") page and update to v2.3.0 first.
* If your firmware version is 2.3.0, please refer to the [/pages/wF6BkRT4JwD4AixdBEQs#movin-tracin-firmware-v2.9.7-download](https://help.movin3d.com/movin-tracin/miscellaneous/pages/wF6BkRT4JwD4AixdBEQs#movin-tracin-firmware-v2.9.7-download "mention") page and update to v2.9.7.
* If your firmware version is v2.9.7 or later, you can update directly to v3.0.0 using Online Update.

#### Full-Body & Hand Tracking Improvements

* A new AI model utilizing LiDAR and camera data has been introduced, enabling improved tracking of subtle and challenging poses.
* A new Setup Camera step has been added to the setup process.
  * The camera only recognizes people inside the motion capture zone defined in Setup Area. If no person is detected in the camera view, please complete Setup Area first.
* ![:경고:](https://a.slack-edge.com/production-standard-emoji-assets/16.0/apple-medium/26a0-fe0f.png) Starting with this version, the recommended installation height has been changed from 85 cm to <mark style="background-color:$primary;">**95 cm**</mark>, and the minimum distance between the device and the motion capture zone has been reduced from 1.2 m to <mark style="background-color:$primary;">**1 m**</mark>.

#### Actor Skeleton Improvements

* The number of Spine bones has been increased from 2 to 4, resulting in smoother and more natural upper-body movements, including bending, twisting, and body waves.
* ![:경고:](https://a.slack-edge.com/production-standard-emoji-assets/16.0/apple-medium/26a0-fe0f.png) Clips, actors, and characters created in previous versions are <mark style="background-color:$primary;">**not compatible with this release**</mark>.
  * Your existing data will remain in your previous projects. You can continue using those projects by downgrading to MOVIN Studio v2.3.0.

#### UX Improvements

* Firmware can now be updated automatically using the new Online Update feature.
  * Please note that you must first update your firmware from v2.3.0 to v2.9.7 before using Online Update.
* Tracking now starts automatically as soon as a user enters the motion capture zone.
  * Performing an A-pose in the center of the motion capture zone is now only required during calibration.
* User is now masked more accurately in the camera view, providing enhanced privacy protection.
* The camera view position is now preserved even after the user leaves the motion capture zone.
* The Diagnostics page has been improved to provide clearer device status information.

#### Retargeting Improvements

* An issue where the thumb direction of VRM characters differed from MOVINMan during retargeting has been fixed.
  * ![:경고:](https://a.slack-edge.com/production-standard-emoji-assets/16.0/apple-medium/26a0-fe0f.png) In Retarget Settings → Config Rest Pose, please <mark style="background-color:$primary;">**straighten all fingers**</mark> before creating a T-pose. This improves finger motion quality.
* Finger intersections and unnatural finger deformation can now be adjusted through the retargeting settings.
  * Please adjust Configure Retargeting Settings → Left Arm / Right Arm → Correct Finger Twist and Knuckle Length Correction as needed.

#### Plugin Updates

* For Unity, Unreal Engine, and Blender, please use the new v3 plugins instead of the previous versions.
  * Unity: <https://github.com/MOVIN3D/MOVIN-Unity-Plugin-V3>
  * Unreal Engine: <https://github.com/MOVIN3D/MOVIN-UELiveLink-Plugin-V3>
  * Blender: <https://github.com/MOVIN3D/MOVIN-Blender-Plugin-V3>
* The Warudo plugin has also been updated to better support the improved motion quality.

## 2026-06-08 MOVIN Studio v2.3.0

MOVIN Studio v2.3.0 and MOVIN TRACIN Firmware v2.3.0 have been released.

MOVIN Studio v2.3.0 requires MOVIN TRACIN Firmware v2.3.0 or later. The firmware update process takes approximately 20 minutes. For the best experience, please refer to [MOVIN TRACIN Firmware Update](/movin-tracin/installation-and-setup/movin-tracin-firmware-update) and update your firmware to the latest version.

#### **Body & Hands Tracking Improvements**

* Overall motion quality has been improved, including reduced excessive knee bending when standing on one leg.
* Tracking stability for MOVIN Hands has been improved.
* Hand mesh distortion during Meta Quest hand tracking has been resolved.

#### **UX Improvements**

* Characters can now be freely added, changed, or removed from recorded clips.
* Last-used settings are now preserved when restarting MOVIN Studio.

#### **Camera View Updates**

* The camera view can now be displayed in full screen, making it easier to monitor hand tracking status.
* Overexposed areas are now indicated with a zebra pattern in the camera view, and the MOVINMan within those areas will appear highlighted.
  * Before using MOVIN Hands, please check the camera view for overexposed areas and adjust your lighting or capture environment if necessary.

#### **Clip Export Enhancements**

* End sites are now included when exporting clips in BVH format.
* Character display units are now fixed to meters when exporting clips in BVH format.
* Hip bone locking during export to Blender and MotionBuilder has been resolved.

## 2026-05-26 MOVIN Studio v2.2.1

MOVIN Studio v2.2.1 has been released.

* An issue where hand movements appeared delayed compared to body movements during motion capture has been improved.
* Connection stability between MOVIN Studio and MOVIN TRACIN has been improved to resolve issues where the device could fail to connect in certain environments.

## 2026-05-11 MOVIN Studio v2.2.0

MOVIN Studio v2.2.0 and MOVIN TRACIN Firmware v2.2.0 have been released.

MOVIN Studio v2.2.0 is only supported with MOVIN TRACIN Firmware v2.2.0 or later. For the best experience, please refer to [MOVIN TRACIN Firmware Update](/movin-tracin/installation-and-setup/movin-tracin-firmware-update) and update your firmware from v2.1.1 to the latest version.

#### MOVIN Studio Ubuntu Version Deployment

* The Ubuntu version of MOVIN Studio has been officially released. Please download it [here](https://www.movin3d.com/downloads#movin-studio).
* After installation, restart your desktop environment and you will find the MOVIN Studio icon in Show Apps.

#### Hands Tracking Updates

* The tracking stability of MOVIN Hands has been improved.
* Hand tracking using Meta Quest is now supported.
* For more details, please refer to <https://github.com/MOVIN3D/MOVIN-MetaQuest-APK>.

#### Actor Calibration Improvements

* Users can now directly adjust posture inaccuracies that may occur during the AI-based inference process.
  * You can manually configure offset values for leg bending, leg and torso tilt, head downward angle, and the degree to which the arms move closer to the torso. Try clicking the “Adjust Offset” button.
* Actor offsets can be configured individually for each actor, and the settings will remain saved even after restarting the application.

#### UX Improvements

* During Notch streaming, the Actor name is now fixed to “MOVINMan” across Live Streaming, Puppet Mode, and Clip Streaming.
* Allowing clips to be trimmed and saved has been added.
  * Saving a trimmed clip does not modify the original clip.
* UniVRM 1.0 characters are now supported, and multiple characters can be loaded simultaneously.
* Spacebar playback and pause controls are now supported during clip playback.
* Various text labels and button UI elements have also been improved for a better user experience.

## 2026-04-10 MOVIN Studio v2.1.2

MOVIN Studio v2.1.2 has been released.

#### UX Improvements

* Users can now skip the video guide in Setup Step 2 by clicking the X button in the top-right corner.
* Various bugs have been fixed, and overall stability has been improved.

## 2026-04-07 MOVIN Studio v2.1.1 <a href="#id-2025-10-01-movin-studio-v1.3.1" id="id-2025-10-01-movin-studio-v1.3.1"></a>

MOVIN Studio v2.1.1 and MOVIN TRACIN Firmware v2.1.1 have been released.

Starting from MOVIN Studio v2.1.1, certain features require specific MOVIN TRACIN firmware versions. For a smooth experience, please refer to the [MOVIN TRACIN Firmware Update](/movin-tracin/installation-and-setup/movin-tracin-firmware-update) and <mark style="background-color:$primary;">**update your firmware to the latest version.**</mark>

If the firmware update fails at any point, please <mark style="background-color:$primary;">**copy the entire log and send those to <contact@movin3d.com>**</mark>.&#x20;We will assist you promptly.

The firmware update may take more than 5 minutes. If you are short on time, we recommend postponing the app update.

#### Expanded Plugin Support

* Three new plugins have been added for Physical AI and robotics applications:
  * [MOVIN SDK Python](https://github.com/MOVIN3D/MOVIN-SDK-Python): Receive real-time motion data in a Python environment.
  * [MOVIN Isaac Plugin](https://github.com/MOVIN3D/MOVIN-Isaac-Plugin): Supports integration with Isaac Lab.
  * [ROS2 Plugin](https://github.com/MOVIN3D/Motion-Player-ROS): Enables integration with ROS2-based robotics systems.
* Plugin updates will be handled through [the official MOVIN GitHub page](https://github.com/orgs/MOVIN3D/repositories). Please download and use the plugin from GitHub.

#### Hands AI Model Enhancements

To apply these improvements, please update your MOVIN TRACIN firmware to v2.1.1.

* When using MOVIN Hands, capture latency in the AI model has been reduced through resource optimization.
* The overall system stability of MOVIN TRACIN has also been improved.

#### Actor Calibration Improvements

* A new offset adjustment feature has been added for calibrated actors. Increasing the offset value helps flatten the posture when the actor is bent.
  * For example, if the calibrated actor’s legs appear slightly bent, this can be improved through offset adjustment.
* A bug that caused the app to close unexpectedly during actor calibration in certain environments has also been fixed.

#### UX Improvements

* The actor calibration experience has been improved by providing clearer guidance on the direction users should move during the process.
* A settings popup has been added for MOVIN Hands.
* Clicking the center of the gizmo now switches the camera view.
* A video guide has been added for Setup Step 2.
* The position of notifications has been moved from the bottom-right corner to the top-left corner.
* Various on-screen texts have also been refined to improve overall usability.

## 2026-02-12 MOVIN Studio v2.1.0 <a href="#id-2025-10-01-movin-studio-v1.3.1" id="id-2025-10-01-movin-studio-v1.3.1"></a>

MOVIN Studio v2.1.0 has been released.

To use the enhanced AI model and improved actor calibration, a <mark style="background-color:$primary;">**MOVIN TRACIN firmware update is required**</mark> in addition to updating the app. Please refer to the [MOVIN TRACIN Firmware Update](/movin-tracin/installation-and-setup/movin-tracin-firmware-update) page and proceed with the firmware update as well.

* If the firmware update to v2.1.0 fails at any point, please <mark style="background-color:$primary;">**screenshot the System Monitor page, copy the entire log and send those to <contact@movin3d.com>**</mark>.  &#x20;We will assist you promptly.
* The v2.1.0 firmware update can only be applied if your device firmware is v2.0.1. If you have not yet updated to v2.0.1, <mark style="background-color:$primary;">**please update to v2.0.1 first before proceeding with the v2.1.0 update**</mark>.

#### **Body & Hands AI Model Enhancements**

* Capture latency has been reduced through body and hands motion capture model optimization.
* Ground-offset estimation in body motion capture now applies FK retargeting-based foot height comparison, improving post-processing accuracy.
  * As a result, floating heels have been significantly reduced.
* Local-space filtering and spike gating have been applied to hand motion capture, improving wrist stabilization.
  * As a result, hand-flip issues caused by wrist rotation have been reduced.

#### **Actor Calibration Improvements**

* A parametric human model fitting method has been introduced, aligning the model to the point cloud.
  * This enables more precise actor fitting and improves overall motion capture accuracy.
  * As actor calibration has been enhanced, maintaining the correct calibration pose has become more important. Please refer to the [Create and Calibrate Actor](/movin-tracin/movin-studio-usage-guide/create-and-calibrate-actor#a-pose-calibration) and maintain the recommended pose as accurately as possible.

#### **Workflow & Project Management**

* After logging in, the Playback screen is now displayed by default, allowing you to review and export previously recorded clips without connecting a device.
* A new Project concept has been introduced. All Clips, Actors, and Retargeted Character data can now be managed within a single project folder. Create new projects to prevent motion data from overlapping.
  * You can copy a project folder to another computer and designate it as a project to continue working in the same environment.

#### **Offline Access & Account System Improvements**

* Bugs related to offline usage have been fixed.
  * After connecting a device and completing Unlimited license authentication while connected to the internet, you can use MOVIN Studio offline (without an internet connection) for up to 24 hours on that computer.
  * To enable offline access, the app must be restarted.\
    If the internet connection is lost while the app is running, please restart the app to activate offline access.
  * If offline access expires, reconnect to the internet, connect the device, and reauthenticate the license.
* If you forget your MOVIN Studio account password, you can reset it via the email link.

#### **ROS Live-streaming Supported**

* ROS live-streaming using the OSC protocol has been added.
  * <https://github.com/MOVIN3D/Motion-Player-ROS>

#### **Point Cloud Live-streaming Supported**

* Point cloud live streaming to Notch and TouchDesigner is now supported.
* In addition to motion data, you can utilize point cloud data to create interactive content.

#### **Retargeting Improvements**

* The visibility and layout of spine curve and head rotation settings have been improved in Retargeting > Bone Offset.
* An on/off toggle for applying Bone Offset has been added in Retargeting > Bone Offset.
* An issue where the Hip bone was missing during Blender FBX export after retargeting capture has been resolved.
* Selecting a gizmo axis now switches the view to Orthographic View.

#### **UX & Visualization Improvements**

* The floor alignment method in Setup Step 2 has been updated.
  * Instead of positioning the point cloud inside a gray-outlined rectangle, you now align the point cloud just below the gray line.
  * This step directly affects motion capture quality.\
    To prevent foot sinking, ensure the floor plane is aligned accurately.
* When hands are detected during motion capture, their positions are displayed as blue and red rectangles on the camera screen.
  * Hovering your mouse over the camera screen enlarges the view for better visibility.
  * If hand tracking is enabled but not functioning, first check whether the blue and red rectangles appear on the camera screen.
    * If they do not appear, the device may not be recognizing hands due to lighting conditions. Please refer to the [Hands Motion Capture (Beta)](/movin-tracin/movin-studio-usage-guide/hands-setting/hands-motion-capture-beta) and adjust your lighting accordingly.
* In Puppet Mode, you can now play not only preset clips but also clips you recorded yourself.
  * If hand tracking is enabled while Puppet Mode is on, live hand tracking data will be displayed instead of the hand motion included in the clip.

## 2025-12-01 MOVIN Studio v2.0.2 <a href="#id-2025-10-01-movin-studio-v1.3.1" id="id-2025-10-01-movin-studio-v1.3.1"></a>

MOVIN Studio v2.0.2 has been released.&#x20;

#### Clip Playback & Export Fixes

* When playing a clip without a character applied, the mirror function in Skeleton Visualization did not work, and this issue has now been fixed.
* In MOVIN Studio 2.0.1, a bug that prevented clips recorded with a character from being exported has been resolved.

#### Streaming Updates & Fixes

* Real-time streaming to TouchDesigner is now supported.
* An issue where characters imported from Warudo did not bend at the waist during streaming has been fixed.

## 2025-11-12 MOVIN Studio v2.0.1 <a href="#id-2025-10-01-movin-studio-v1.3.1" id="id-2025-10-01-movin-studio-v1.3.1"></a>

MOVIN Studio v2.0.1 has been released.

We’ve identified an issue affecting users who attempt to update MOVIN Studio v1.3.x to v2.0.0 and above using the in-app update button. If the app may fail to update properly, please uninstall your current app and download the latest version directly from the [MOVIN Download Page](https://www.movin3d.com/downloads#movin-studio).

#### Expanded Character Support

* You can now import characters with a wider range of skeletal structures.
* The issue causing slouched poses when applying Actor calibration values to the retargeting system has been resolved.

#### Retargeting Improvements

* A Mirror feature has been added to the “Modify Initial Pose & Hierarchy” tab, allowing pose adjustments for symmetrical characters on both sides simultaneously.
* In the “Define Bone Mapping,” “Configure Retarget Settings,” and “Define Bone Offset” tabs:
  * A Reset MOVINMan Pose button has been added at the top center.
  * Ctrl + Z shortcut support has been implemented to undo applied options.
* A Twist Correction option for both arms has been added in the “Configure Retarget Settings” tab.
* In the “Define Bone Offset” tab, the ability to play captured motion clips from MOVINMan to preview applied offsets in real time has been added.
* Various UI/UX enhancements have also been implemented for improved usability.

#### Streaming Updates

* Real-time OSC streaming to Blender is now supported.
  * For Blender plugin downloads, please refer to the provided [link](https://drive.google.com/drive/folders/1Id5c4URQUMciBbj994sRTLUEx9QAGkzz?usp=sharing).

#### Miscellaneous Updates

* Users can now log in directly within the app without visiting the web page.
* The minimum required distance between the device and the motion capture area has been increased to 1.2 meters to improve motion data stability.

## 2025-10-26 MOVIN Studio v2.0.0 <a href="#id-2025-10-01-movin-studio-v1.3.1" id="id-2025-10-01-movin-studio-v1.3.1"></a>

MOVIN Studio v2.0.0 has been released.

To use the improved AI model and hand motion capture features, please update the firmware of your MOVIN TRACIN device by following the steps at [MOVIN TRACIN Firmware Update](/movin-tracin/installation-and-setup/movin-tracin-firmware-update).&#x20;

#### Hand Motion Capture Beta Version Released

* A camera-based hand tracking feature has been added as a beta version.
  * You can now detect and track wrist and finger movements in real time using only MOVIN TRACIN.
* Hand motion capture works when the hands are positioned within 1–4 meters from the device and are visible within the camera’s field of view (FoV).
  * If the actor is outside the camera’s FoV, the MOVINMan will appear dimmed.
  * For best accuracy, we recommend using the tracking feature within 1.5–3.5 meters from the device.
  * Optimal performance is achieved when a single actor is within the camera’s FoV.

#### Advanced Retargeting Feature Added

* You can now retarget a wider range of character bone structures in MOVIN Studio.
  * Bone mapping between the MOVINMan and your character’s skeleton, as well as end-effector matching through IK, can be configured to better represent the actor’s movement—even for characters with a large number of bones.
  * The IK-based pose correction helps reduce self-collision and increases overall pose accuracy.
  * Foot sliding caused by differences in body proportions has been improved.
* Finger twisting during the retargeting process has been corrected for more natural hand motion.
* Temporary offsets can be applied to spine, shoulder, and thigh bones, allowing expression of complex poses such as crouching or walking with bent knees.
* Retargeting settings can now be saved and reused, enabling faster character loading in subsequent sessions.

#### AI Model Enhancements

* The AI model has been upgraded for improved calibration and pose accuracy.
* During calibration, the model now measures the lengths of key bones such as spine, arms, and legs more precisely.
* The leg IK algorithm has been refined to prevent excessive knee bending in idle poses.

#### Live-streaming Improvements

* Unity and Unreal Engine plugins have been improved. If you’ve been using previous versions, please download the updated plugins from [MOVIN's download page](https://www.movin3d.com/downloads#movin-studio).
* OSC has been added to the live streaming options.

#### Camera FoV Display Added in Setup Step 2

* In [Step 2. Set Mocap Zone](/movin-tracin/installation-and-setup/step-2.-set-mocap-zone), clicking the LiDAR & Camera button now displays the overlapping point cloud between the camera’s field of view (FoV) and the motion capture area.
* When using camera-based features such as hand motion capture, you can use this button to check the capture area in advance.

#### Batch Export Added

* A new Batch Export feature allows you to export multiple motion clips at once.
* Hold Ctrl or Shift while selecting the clips you want to export.

## 2025-10-20 MOVIN Studio v1.3.2 <a href="#id-2025-10-01-movin-studio-v1.3.1" id="id-2025-10-01-movin-studio-v1.3.1"></a>

MOVIN Studio v1.3.2 has been released.

#### **BVH Bone Naming Rule Fixed**

* An issue that caused the first bone name to always be set to Hip when exporting motion data in BVH format has been corrected.&#x20;
  * Now, when exporting motion data recorded with a loaded character, the bone names follow the naming convention defined in the character’s own rig structure.

## 2025-10-01 MOVIN Studio v1.3.1 <a href="#id-2025-10-01-movin-studio-v1.3.1" id="id-2025-10-01-movin-studio-v1.3.1"></a>

MOVIN Studio v1.3.1 has been released.

#### Unreal Engine FBX Export Improvements

* An issue where exported .fbx animations did not load correctly in Unreal Engine 5.6 has been addressed.

#### Device Connection Fixes

* The connection no longer drops immediately after linking MOVIN TRACIN with MOVIN Studio during setup step 1.

#### UI/UX Enhancements

* In setup step 2, holding the adjustment buttons (up, down, clockwise, counterclockwise) now gradually increases the movement speed of the point cloud.
* Setup step 2 now displays the FPS of the point cloud, and a reconnection warning appears if the FPS falls below the expected value.
* Settings that cannot be modified are now shown in a darker tone, making it easier to distinguish and reducing user confusion.

## 2025-09-24 MOVIN Studio v1.3.0 <a href="#id-2025-09-24-movin-studio-v1.3.0" id="id-2025-09-24-movin-studio-v1.3.0"></a>

MOVIN Studio v1.3.0 has been released.

#### **Puppet Mode**

* You can set up a virtual puppet in the motion capture zone to add a character and perform retargeting before starting motion capture. After completing the setup, you can click the record button or start streaming to proceed with motion capture as usual.
* The Puppet Mode button is located at the first position on the hover bar at the top of the main area. Try free-body motion capture by yourself now.

#### **Unreal Engine Real-time Streaming Improvements**

* Streaming integration with Unreal Engine has been improved, allowing you to stream motion data of retargeted characters directly from MOVIN Studio.
* If you have been using the Unreal Engine plugin previously provided by MOVIN, please download and use the new plugin from [the website](https://www.movin3d.com/downloads#movin-studio).

#### **UI/UX Enhancements**

* Zoom in/out buttons to adjust text size have been added. You can also use the Ctrl + (+/-) shortcut keys for zooming in and out.
* Skeleton visualization, foot contact, mirror, and inplace functions that help check the quality of motion data can now be toggled on/off from the hover bar at the top of the main area.
* UI/UX has been improved to make components inside the app more intuitive to use.
  * You can continuously adjust the values of number fields using the mouse scroll.
  * In lists such as Actor or Clip, you can press Ctrl or Shift to select multiple items at once. Currently, you can delete multiple items simultaneously.

## 2025-08-01 MOVIN Studio v1.2.5

MOVIN Studio v1.2.5 has been released.

#### MANUS Gloves Integration Stabilization&#x20;

* Some connection issues that occurred during the integration process with MANUS gloves have been resolved.

#### Minor UI Errors Fixed

* UI issues that appeared when updating MOVIN Studio were fixed.
* Occasional frame spikes under specific conditions were reduced.

Have feedback or suggestions?\
We’d love to hear from you! Join our community on [MOVIN discord](https://discord.com/invite/zHE6kYgCpj) and share your thoughts.

## 2025-07-29 MOVIN Studio v1.2.4

MOVIN Studio v1.2.4 has been released.

#### MANUS Core 3.0 Integration Supported

* Integration with MANUS Core 3.0 has been completed, allowing for more stable use of MANUS gloves in the MOVIN environment.
* For proper integration of MANUS gloves, please update the MANUS Core software to the latest version.

#### Streaming Stability Improvements

* Bugs that occurred during streaming across all platforms have been fixed.

Have feedback or suggestions?\
We’d love to hear from you! Join our community on [MOVIN discord](https://discord.com/invite/zHE6kYgCpj) and share your thoughts.

## 2025-07-18 MOVIN Studio v1.2.3

MOVIN Studio v1.2.3 has been released.

#### Root Motion Export Fixed

* An issue where root motion was not properly included when exporting motion data has been fixed.

#### Unreal Engine LiveLink Take Recorder Improvements

* A bug that caused the root’s scale and rotation data to be missing when using the Take Recorder feature via Unreal Engine LiveLink has been fixed.
* The default character used for Unreal Engine Streaming, MOVINManUE, has been replaced with a new version. \
  Users of the previous MOVINManUE should [download](https://drive.google.com/drive/folders/1W8qLgMD3e3zG3CpWOVrYML5Pmjq204aB) the latest version, replace the asset, and make sure the Enable Root Motion option is turned on in Animation > Asset Detail.

Have feedback or suggestions?\
We’d love to hear from you! Join our community on [MOVIN discord](https://discord.com/invite/zHE6kYgCpj) and share your thoughts.

## 2025-07-16 MOVIN Studio v1.2.2

MOVIN Studio v1.2.2 has been released.\
The update button will become active when you open the existing v1.2.1 app.\
Simply click the button to upgrade and access the new features.

#### FBX Export Options Enabled

* To ensure compatibility across various programs, manual scale adjustment options have been added when exporting to .fbx animation file.

#### Unreal Engine FBX Export Restored

* A bug that caused .fbx animations for UE to load abnormally has been fixed.
* The MOVINman model for Unreal Engine has been updated and is available in the shared Unreal plugin folder.

#### Minimum Capture Area Height Adjusted

* To allow motion capture in a wider range of environments, the minimum height of the capture area has been adjusted to 1.5 meters.
* For best data quality, please ensure the capture area height exceeds the actor’s movement range.

Have feedback or suggestions?\
We’d love to hear from you! Join our community on [MOVIN discord](https://discord.com/invite/zHE6kYgCpj) and share your thoughts.

## 2025-06-30 MOVIN Studio v1.2.1

We’re excited to announce the release of MOVIN Studio v1.2.1.&#x20;

This update brings significant improvements both functionally and visually, making the product more intuitive and convenient to use.

#### AI Model Enhancement & Optimization

* The upgraded AI model now captures even more subtle movements with greater precision.,
* Optimizations have reduced motion capture processing latency, delivering a faster and smoother capture experience.,

#### Real-time Streaming Improvements

* You can now stream motion data directly into VRChat.,
* Streaming to another PC over a router network is supported.,

#### Adjustable Mocap Zone Center

* The center of the motion capture zone can now be shifted forward or backward, enabling flexible use even in tighter spaces.,
* Floor calibration and mocap zone setup have been combined into a single streamlined step for increased convenience.,

#### Persistent Clip & Actor Storage

* Recorded clips are no longer deleted when MOVIN Studio is closed or the device is powered off.,

#### Other Improvements

* The MOVIN Studio interface has been refined to make motion data more visible and clear.,
* The connection stability between MOVIN TRACIN and MOVIN Studio has been improved.

Have feedback or suggestions?\
We’d love to hear from you! Join our community on [MOVIN discord](https://discord.com/invite/zHE6kYgCpj) and share your thoughts.

## 2025-04-30 MOVIN Studio v1.2.0

We're excited to announce the release of **MOVIN Studio v1.2.0**, packed with powerful updates to enhance accuracy, usability, and compatibility.

#### Core Model Update

* We've improved the AI model to increase motion capture accuracy while also optimizing performance for smoother, more efficient operation.

#### Mocap Zone Expansion & Detailed Adjustments

* Capture area expanded from 3m × 3m to 5m × 4.5m.
* Minimum required distance between the device and the mocap zone reduced to 1 meter.
* You can now individually adjust the front, back, left, and right boundaries based on the center of the mocap zone for fine-grained area configuration.

#### Hands & Wrist Tracking with Third-Party Gloves

* Improved stability and compatibility with Rokoko and Manus gloves.
* Added support for 5 predefined hand rest poses for easier integration and control.

#### Retargeting Improvements

* Now supports .vrm character formats.
* Enables real-time retargeting and streaming for greater flexibility in live applications.

#### Real-time Streaming Improvements

* Improved performance and stability for live streaming to Unity, Unreal, Warudo, and Notch.

#### UI Enhancements & Additional Features

* Designed so that solo operators can run the entire mocap and streaming process without assistance.
* New features like Mirror Mode, Footprint View, In-Place Mode, and Gizmo Tools provide greater precision and feedback during motion capture sessions.
* A new trimming feature allows you to precisely edit and extract only the needed segments from your recorded motion data.

Have feedback or suggestions?\
We’d love to hear from you! Join our community on [MOVIN discord](https://discord.com/invite/zHE6kYgCpj) and share your thoughts.


# MOVIN TRACIN Stage

Capture people and moving props on stage as a live point cloud, generate motion capture data for people, and stream both to your lighting console, VJ application, or game engine.

Several LiDAR sensors around your stage build a live 3D view of the space. The app captures people and moving props as a point cloud and generates motion capture (mocap) skeleton data for people, then streams both to a lighting console, VJ application, or game engine over OSC. Props are captured as part of the point cloud; they are not tracked as individual objects, and a prop too small to be a person never becomes one.

Everything happens in the workspace, which opens in a web browser. No command line is required. Your MOVIN team installs and maintains the system.

## The flow

Set up the system once, then run the show. The workspace guides you through three stages in order.

| Stage               | What you do                                                                                                        |
| ------------------- | ------------------------------------------------------------------------------------------------------------------ |
| **1 · Calibration** | Connect the sensors and align them into one shared 3D scene.                                                       |
| **2 · Settings**    | Set the tracking zones, configure post-processing, and specify the OSC destination while viewing live sensor data. |
| **3 · Live**        | Broadcasting is active. Monitor the show.                                                                          |

You only need to calibrate the system once per installation, or after a sensor is moved.

## Where to start

* Installing the hardware? Start with [What's included](/movin-tracin-stage/install-the-hardware/whats-included), then [Mounting the sensors](/movin-tracin-stage/install-the-hardware/sensor-mounting).
* New to the screen? See [The workspace screen](/movin-tracin-stage/getting-started/the-workspace).
* Setting up? See [Setup overview](/movin-tracin-stage/setup/setup).
* Ready to run a show? See [Running a show](/movin-tracin-stage/running-a-show/running-a-show).
* Something is wrong? See [Troubleshooting](/movin-tracin-stage/reference/troubleshooting).


# What's included

The system ships with the equipment below. Stands, clamps, and network cables differ from venue to venue, so those have to be sourced separately.

<figure><img src="/files/G5VPQx3vwFvpPgHA9U1M" alt="Kit contents — LiDAR sensors, server, PoE switch and calibration wand in the box; stand, super clamp and network cable supplied by you"><figcaption><p>Top: what ships with the system. Bottom: what you supply.</p></figcaption></figure>

## In the box

| Item                 | Qty | What it does                                                               |
| -------------------- | --- | -------------------------------------------------------------------------- |
| **LiDAR sensor**     | 4   | Scans the stage and builds the point cloud.                                |
| **Server**           | 1   | A 2U rack unit. Processes the sensor data and serves the workspace screen. |
| **PoE switch**       | 1   | Feeds each sensor power and network over a single cable.                   |
| **Power cable**      | 2   | One for the server, one for the PoE switch.                                |
| **Calibration wand** | 1   | Used in Stage 1 to align the sensors into one shared coordinate system.    |

The number of sensors can differ with the size of the stage.

## What you supply

Per sensor you need one stand (or one spot on the truss), one clamp, one stud, and one network cable.

| Item                               | Qty          | How to choose                                                                                                   |
| ---------------------------------- | ------------ | --------------------------------------------------------------------------------------------------------------- |
| **Stand or truss**                 | 1 per sensor | A light stand that reaches 3–5 m (10–16 ft), or truss already rigged over the stage.                            |
| **Super clamp**                    | 1 per sensor | Grips a stand pole or truss pipe, and lets you angle the sensor and lock it in place.                           |
| **3/8 inch male stud (spigot)**    | 1 per sensor | Joins the clamp to the sensor. If the clamp only offers 1/4 inch, add a 1/4-to-3/8 adapter.                     |
| **Network cable (Cat6 or better)** | Sensors + 1  | One from each sensor to the switch, one from the switch to the server. Add one more if OSC goes out over cable. |

The threaded hole in the sensor body is **3/8 inch** (3/8-16). The 1/4 inch thread of a small camera tripod does not fit. This is the standard thread on lighting and photo stands, so the brand does not matter.

Once you have everything, go to [Mounting the sensors](/movin-tracin-stage/install-the-hardware/sensor-mounting).


# Mounting the sensors

Four sensors hang high around the stage. Clamp them to the truss if there is one; otherwise put them on light stands. Either way they sit **3–5 m** above the floor with the **LiDAR facing down**. See [What's included](/movin-tracin-stage/install-the-hardware/whats-included) for the parts you need.

<figure><img src="/files/xpGcDaOtHFHG03NNDgs7" alt="Sensors clamped to truss and sensors on light stands, both at a mounting height of 3 to 5 m"><figcaption><p>Top: clamped to truss. Bottom: on light stands. Either way, 3–5 m (10–16 ft) above the floor.</p></figcaption></figure>

## Where to place them

Mark out the stage (tracking) area as a rectangle and put **one sensor at the middle of each side** — that is the recommended layout. Where mid-side leaves no room, the **four corners** work too.

<figure><img src="/files/T9mkY16eH2wDPshd6C2q" alt="Sensor layout seen from above — mid-side (recommended) and corners, plus the minimum and maximum tracking area"><figcaption><p>Mid-side is recommended; corners are fine too. The tracking area runs from 3 × 3 m up to 10 × 10 m.</p></figcaption></figure>

* **Tracking area** — keep it between 3 × 3 m (10 × 10 ft) and 10 × 10 m (33 × 33 ft).
* **Height** — **3 m (10 ft) minimum, 5 m (16 ft) maximum** above the stage floor. The steeper the view from above, the less people block one another.
* **Overlap** — neighbouring sensors must see overlapping ground. During calibration the wand has to be visible to two or more sensors at once for the alignment to work.
* **Clear line of sight** — keep speakers, lighting fixtures, set pieces, and drapes out of the way. Anything blocked is not tracked.

## How to mount

1. Spread the stand's legs wide and weight it with a sandbag. When rigging to truss, use a safety cable.
2. Grip the clamp onto the pole or pipe and tighten it firmly.
3. Screw the sensor's 3/8 inch hole onto the stud, then level it so the **LiDAR faces down**, and lock it.
4. Run the cable down along the stand and secure it with cable ties, leaving a little slack just below the sensor.

<figure><img src="/files/2A7mR6f6A2zgpIAm4mbJ" alt="A LiDAR sensor held facing down on a mount by a stud"><figcaption><p>On the stud — the LiDAR faces down.</p></figcaption></figure>

<figure><img src="/files/hRDN70FbXu8tcHDu1NRm" alt="A LiDAR sensor hanging from a clamp on top of a light stand"><figcaption><p>Clamped to a light stand.</p></figcaption></figure>

## Cabling

Each sensor takes one network cable, and that cable carries both power and data — nothing else has to reach the sensor.

<figure><img src="/files/93VII1NAgumju3JyArt3" alt="Four sensor cables in the supplied switch&#x27;s PoE ports"><figcaption><p>One cable per sensor into the PoE ports; the port on the right goes to the server.</p></figcaption></figure>

1. Run each sensor's cable down to the switch supplied with the system and plug it into any **PoE port** — the numbered group on the left. The PoE light for that port comes on once the sensor is powered.
2. Join the switch to the server with one more cable: use port **17** or **18** on the right — those two do not supply power — and plug the other end into the server's **LIDAR** port. See [The back of the server](/movin-tracin-stage/install-the-hardware/server-back).

Once the sensors are up, go to [Stage 1 · Calibration](/movin-tracin-stage/setup/calibration).

{% hint style="warning" %}
Calibration is computed from where the sensors sit. If a sensor is moved, or a stand drifts during a show, tracked positions shift — keep stands out of walkways.
{% endhint %}


# The back of the server

Three network ports on the back of the server matter, and they are not interchangeable — each has its own cable.

<figure><img src="/files/mihGel4bFJolV97yJPfI" alt="The back of the server with the three network ports marked"><figcaption><p>The three network ports: INTERNET on the motherboard, OSC and LIDAR on the right-hand card.</p></figcaption></figure>

1. **INTERNET** — the LAN port on the motherboard (the left group of ports). The venue's internet cable goes here; it is only needed while downloading an update. See the [Update guide](/movin-tracin-stage/reference/update-guide).
2. **OSC** — the upper port on the right-hand card. This carries the show output to your lighting console, VJ application, or game engine network.
3. **LIDAR** — the lower port on the right-hand card. This goes to the switch the sensors are plugged into — see [Mounting the sensors](/movin-tracin-stage/install-the-hardware/sensor-mounting#cabling).

{% hint style="warning" %}
Do not swap the OSC and LIDAR cables — the sensors will not be found and the console stops receiving. If the cables were unplugged, match them to the photo before starting the system.
{% endhint %}


# The workspace screen

The workspace opens in a web browser on the control computer. On a kiosk machine, it opens automatically. The screen has four areas.

<figure><img src="/files/vMeI16H0WfDsofr2vkvg" alt="The workspace screen with its four areas marked"><figcaption><p>The four areas: 1 the top bar, 2 stage navigation, 3 the viewport, and 4 the inspector.</p></figcaption></figure>

## 1 · Top bar — system status

A status strip spans the top of the screen.

* **System status** — an at-a-glance summary of the current state, shown as a single word: **SETUP** (setup is incomplete), **READY** (ready to start), **STANDBY** (previewing live data without broadcasting), **LIVE** (broadcasting), or **FAULT** (a problem needs attention). The line below shows what is preventing the system from becoming ready, or the elapsed time once the show is live.
* **Status indicators** — **Sensors** (detected count; becomes `4/5` if one stops sending during a show), **Calibration** (Complete / None), **People** (people tracked right now), **OSC** (**Live** with the destination, or **Standby**), and **Rec** (elapsed clock while recording). An **LTC** indicator appears only while an external timecode source is locked. Hover over an indicator for details.
* **Controls** — **GO LIVE** starts broadcasting, and becomes **END LIVE** while on air. **Restart** and **Stop pipeline** appear while the pipeline is running. The **⋯** menu holds **Server controls** (Reboot, Shutdown, and Restart GUI) and **Show welcome**. There is no separate start button — opening the **Settings** stage starts the system in preview.

## 2 · Stage navigation (left)

Complete the three stages in order: **Calibration**, **Settings**, and **Live**. A completed stage shows a check mark; Calibration and Settings expand to show their sub-steps. A **NEXT** tag identifies the next required step. A stage that is not yet available is locked, and hovering over it shows the reason. **Calibration locks (🔒)** once the pipeline is running.

## 3 · Viewport (center)

The live 3D point cloud, with the capture zones drawn over it. The **Display** control shows or hides the point cloud, the zones, and the mocap skeletons, and picks which point cloud is drawn. It only changes what you see — never what the show receives. A corner legend names which color belongs to which sensor and which zone. If a sensor stops sending during a show, an alert appears here — see [Running a show](/movin-tracin-stage/running-a-show/running-a-show#if-a-sensor-drops-out-mid-show).

## 4 · Inspector (right)

A context panel that displays the controls and details for the selected item — a stage guide, the sensor list, the zones, the OSC output, and so on.

## First launch

The first time you open the workspace, a welcome screen explains what the app does. Select **Got it** to dismiss it, then begin from the **Calibration** stage on the left. You can reopen it any time from the **⋯** menu → **Show welcome**.


# Setup overview

The workspace has three stages, walked in order from the left navigation. You set up in the first two — **Calibration** and **Settings** — then watch the broadcast in **Live**. Each stage unlocks the next when it is complete; you cannot open a locked stage.

## Before you start

Have the following ready:

* All sensors mounted around the stage — see [Mounting the sensors](/movin-tracin-stage/install-the-hardware/sensor-mounting).
* All sensors powered on, connected, and PTP-synced.
* The calibration wand (Regular or Big) within reach.
* Clear walking access to the whole stage.
* Your OSC target — the IP address and port of your lighting console, VJ application, or game engine.

## The three stages

1. [**Calibration**](/movin-tracin-stage/setup/calibration) — connect the sensors and align them into one shared 3D scene using the calibration wizard. This is required once per installation, or after a sensor is moved.
2. [**Settings**](/movin-tracin-stage/setup/live-settings) — set the tracking zones, configure post-processing, and specify the OSC destination. Entering this stage starts the pipeline in preview mode (off-air), so you can configure everything while viewing live sensor data.
3. **Live** — broadcasting is active; monitor the show. See [Running a show](/movin-tracin-stage/running-a-show/running-a-show).

Each stage's guide card points at the next required step with a **Next** button. If a valid calibration from a previous show is already loaded, select **Skip to Settings ›** on the Calibration guide card.

{% hint style="warning" %}
**Calibration locks once the pipeline is running.** Entering Settings starts the pipeline, which commits the calibration. The calibration cannot be changed while the pipeline runs. To change it, select the locked Calibration stage (🔒) and confirm that you want to stop the pipeline.
{% endhint %}


# Stage 1 · Calibration

Calibration combines every LiDAR view into one 3D scene. Run it after the first installation, whenever a sensor moves, or when walls and floors look doubled or misaligned.

Before starting, clear the stage, power and connect every sensor, and have the calibration wand ready.

## Connect sensors

<figure><img src="/files/jUYRuvXJDMCwkszcqHe0" alt="Stage 1 screen before connecting sensors"><figcaption><p>1 Either highlighted Connect sensors button starts the same connection flow.</p></figcaption></figure>

Select either highlighted **Connect sensors** button.

<figure><img src="/files/UEzzwaTwwhxtv4VQ4x7p" alt="Stage 1 screen after sensors are connected"><figcaption><p>1 Either highlighted Calibrate sensors button opens the same calibration screen.</p></figcaption></figure>

After the sensors connect, select either highlighted **Calibrate sensors** button. The center and lower-right buttons perform the same action.

<figure><img src="/files/5ZD0cJMDeXYVb32UJ38K" alt="Calibrate sensors screen"><figcaption><p>1 Select Calibrate to open the calibration wizard.</p></figcaption></figure>

Select the highlighted **Calibrate** button to start calibration.

{% hint style="info" %}
Calibration is locked while the pipeline is running. Stop the pipeline to edit it; output remains off until you go live again.
{% endhint %}

## 1 · Setup

<figure><img src="/files/MPAKAlPxXbw6vgs1qCXb" alt="Setup with sensor status and calibration wand selection highlighted"><figcaption><p>1 Check sensor status. 2 Choose the calibration wand.</p></figcaption></figure>

1. Confirm **PTP sync**, **Connected**, and **Live data** are green for every sensor. The **Reference** sensor is selected automatically.
2. Choose **Regular** (15 cm ball) or **Big** (20 cm ball).

{% hint style="warning" %}
Two or more sensors require PTP synchronization. If a stream does not start, check power and cabling and use **Try again**.
{% endhint %}

## 2 · First calibration

<figure><img src="/files/aIyc48gsoEIlKmWYjwf9" alt="First calibration sensor collection progress highlighted"><figcaption><p>1 Check each sensor's collection progress.</p></figcaption></figure>

Select **Start collection**, then move the wand slowly around the whole stage and vary its height from near the floor to overhead. Collection stops automatically when every non-reference sensor has enough data; check each sensor under **Collection progress**.

<figure><img src="/files/3TWrIbA4PoKtzNX9P0FT" alt="Completed collection progress and first calibration result review highlighted"><figcaption><p>1 Confirm that every sensor is ready. 2 Review each sensor's result.</p></figcaption></figure>

1. Confirm that every non-reference sensor is ready under **Collection progress**.
2. Check **Result review**. A **Pass** is enough to continue; collect again if a sensor fails.

Select **Confirm first calibration** to keep the rough alignment and continue to Refine calibration. No separate Next click is required.

## 3 · Refine calibration

<figure><img src="/files/3zVOBm7RLGMixi27iuII" alt="Refine calibration sensor progress and wand trajectories highlighted"><figcaption><p>1 Check each sensor's progress. 2 Cover the full working volume with wand trajectories.</p></figcaption></figure>

Select **Start capture**, then:

1. Move the wand side to side, front to back, and low to high. Check that each sensor's progress increases.
2. Use the viewport to confirm that the wand trajectories cover the full working volume rather than one small area.

When every sensor reaches the target and **Enough data — press Stop when ready** appears, select **Stop capture**. Then select **Refine calibration** to fit the accepted trajectories. Stopping capture alone does not calculate the refined calibration.

<figure><img src="/files/Jjv3pWSjYekukbSrLy6s" alt="Refine calibration complete"><figcaption><p>A completed refinement is ready for axis selection.</p></figcaption></figure>

When **Refinement** shows **Complete**, select **Next · Select axis**. If more coverage is needed, select **Capture more**, collect the extra trajectories, select **Stop capture**, and then select **Refine again**. **Reset all** discards the trajectories and refinement result and restarts this step.

## 4 · Select axis

Set three points in order: **Origin**, **Right**, and **Forward**. Stand on the stage facing the audience; **Right** is your right, and **Forward** points toward the audience or stage front.

<figure><img src="/files/XPdES3ZHrtg3aW2tEboO" alt="Select Axis origin instructions"><figcaption><p>The diagram shows where to place O, R, and F.</p></figcaption></figure>

For each point, select **Start capture**, place the wand at the requested spot, step away, and confirm **Placed — start capture**. Hold the wand still until the candidate list appears.

<figure><img src="/files/hnUALc4QCKjoj1WOyL07" alt="Axis position candidates"><figcaption><p>The best candidate is preselected; verify it against the real wand position.</p></figcaption></figure>

Choose the marker that matches the wand's real position, then continue to the next point. Repeat for **Right** and **Forward**, then select **Next · World alignment**.

## 5 · World alignment

<figure><img src="/files/DWdhlXnPhyuDaLb0icyj" alt="World alignment in Top, Front, Side, and 3D views"><figcaption><p>Verify the shared frame and floor from all four views.</p></figcaption></figure>

**World solve** starts automatically. When **Auto align** shows **Complete**, check the Top, Front, Side, and 3D views. Use **Fast refine** with a clear floor to correct small tilt or height errors, then confirm.

## 6 · Save

<figure><img src="/files/8vtCBfIAtErb7McL5Qh8" alt="Save calibration with a timestamped filename"><figcaption><p>The saved result becomes the default for the next pipeline start.</p></figcaption></figure>

Keep the suggested filename or enter a new one, then select **Save**. **Discard & exit** removes all unsaved work from this wizard session.

Continue to [Stage 2 · Settings](/movin-tracin-stage/setup/live-settings).


# Stage 2 · Settings

Entering Settings starts the pipeline in preview mode (off-air): the sensors stream, but no OSC output is sent yet. Allow 5–15 seconds for the system to warm up — the view may appear empty for a moment. This stage lets you configure everything while viewing live sensor data, then select **GO LIVE** to broadcast.

Complete three sub-steps in order: **Set capture zones**, **Post processing**, and **OSC output**.

## Set capture zones

<figure><img src="/files/792hpcXoF1uTYX8idJdF" alt="Capture zones over the live point cloud"><figcaption><p>The two zones over the live scene: cyan (outer) and amber (inner).</p></figcaption></figure>

1. **Point cloud capture zone** *(cyan, outer)* — the volume used when **Source** is **zone**. Set the minimum and maximum values for each axis, or drag the box in the viewport. **all** sends the full fused cloud without this crop.
2. **Motion capture zone** *(amber, inner)* — the smaller volume used by the **human** source and motion-capture tracking. It must remain inside the cyan zone.
3. **Zone presets** — save the current layout under a name and reload it for the next show.

{% hint style="info" %}
If the two zones are exactly the same size, only one box is visible in the viewport. A note appears with a **Pad capture zone** button that expands the outer zone so both boxes can be seen and edited.
{% endhint %}

## Post processing

<figure><img src="/files/mflRem7a4HpFwX8GAcKB" alt="Post processing — orientation, background removal, voxelization, and smoothing"><figcaption><p>World orientation, background removal, voxelization, and motion smoothing.</p></figcaption></figure>

1. **World orientation** — rotate the stage (**Yaw** 0, 90, 180, or 270 degrees) or select **Mirror X** so that forward matches your content, then select **Apply**. It applies immediately; the capture zones turn with the stage, but the background must be learned again afterward.
2. **Background removal** — learns and removes static points from the **human** source and motion-capture input. It does not change **all** or **zone**. Select **Learn now** (or **Re-learn**) with the stage clear of people and moving objects — fixed set pieces that belong to the background can stay. The status shows the learning progress, then **learned**. This is required before you can go live.
3. **Point cloud voxelization** — downsample the point cloud to reduce the amount of transmitted data. Turn it on and set the **Voxel size**; the change applies immediately.
4. **Motion smoothing** — smooths the tracked motion. Drag the **Strength** slider (0–100%); the change applies immediately.

## OSC output

<figure><img src="/files/YZztgGeCvYhbsgbzyZAY" alt="OSC output — target, source, and mocap settings"><figcaption><p>The streaming destination and source, configured before you go live.</p></figcaption></figure>

1. **OSC output** — set the **Target IP**, **Target port**, and point-cloud **Source**, then select **Apply**. **Test connection** only checks that the address can be reached.
2. **Mocap on start** — set **Max tracked people (slots)**. The host's slot limit appears below it; the change applies on the next pipeline start or restart.

**Source: all** sends the full fused cloud, **zone** sends the cloud inside the cyan zone, and **human** sends the background-removed branch inside the amber zone. Skeleton data is a separate mocap output.

{% hint style="info" %}
Only a shape large enough to be a person is tracked. Small props — a ball, a stand, a case — stay in the point cloud and never take a tracked-people slot. For the same reason, a person standing very far from the sensors, or mostly hidden behind scenery, may not be picked up. Contact your MOVIN support team if that happens on your stage.
{% endhint %}

## Go live

<figure><img src="/files/EzpJ0kdoX1iwTgfmaoO3" alt="Go Live readiness panel"><figcaption><p>The readiness check verifies every requirement before broadcasting starts.</p></figcaption></figure>

Select **GO LIVE** in the top bar. A panel checks Connect sensors, Calibrate sensors, Set capture zones, Post processing, and OSC output. When it shows **READY**, select **GO LIVE** in the panel. Broadcasting starts and the workspace switches to **Live**.

{% hint style="warning" %}
If the panel shows **NOT READY**, it names the incomplete step. Most often this is background removal, which has not yet been learned — select **Learn now** first.
{% endhint %}

## After going live

The workspace switches to **Live**, primarily a monitoring screen for the running show. **Source** and **Recording** remain available there. See [Running a show](/movin-tracin-stage/running-a-show/running-a-show).

{% hint style="info" %}
Settings remains editable while you are live — return to it any time to adjust the zones, post-processing, or OSC output. Most changes apply immediately; see [What you can change while live](/movin-tracin-stage/running-a-show/running-a-show#what-you-can-change-while-live). Only Calibration is locked.
{% endhint %}


# Running a show

After setup is complete, use the following sequence to run the show: open **Settings** (the preview starts), **GO LIVE**, monitor, and then **END LIVE**.

## Preview, then go live

Preview mode (off-air) starts the sensors streaming so you can see live data, while nothing is broadcast yet. There is no separate start button — entering **Settings** starts the preview automatically, unless the pipeline is already running. (Re-entering while it is running does nothing.)

Starting the pipeline locks Calibration (🔒). Allow 5–15 seconds for the system to warm up while the sensors begin streaming; the view may appear empty for a moment.

**GO LIVE** then starts broadcasting: it shows the readiness list, and confirming starts the OSC output right away and switches to the **Live** stage.

## The Live stage

Once you go live, the workspace switches to **Live** — a monitoring screen for the running show. **Source** and **Recording** remain available on this screen.

<figure><img src="/files/hcRxhVwEF4CW2SYQp0aC" alt="The Live stage while broadcasting"><figcaption><p>The Live stage while broadcasting.</p></figcaption></figure>

The top bar shows **LIVE**, elapsed time, sensor status, tracked people, the OSC destination, and recording status. The center viewport remains a live visual reference. The numbered controls are:

1. **OSC output** — the active destination. The target and port are set back in Settings; **Source** can be changed here and applies immediately.
2. **Recording** — capture the show to a file (see below).

## If a sensor drops out mid-show

If a LiDAR stops sending during a show, the show keeps running on the remaining sensors — with reduced coverage where the lost sensor was looking.

* An alert appears in the viewport: *LiDAR 204 offline — running on 4 of 5*.
* The **Sensors** indicator in the top bar changes to the same fraction.

Check the sensor's power and network cable. If the sensor cannot be brought back right now, select **Acknowledge** on the alert — the warning goes quiet for the rest of the run, while the sensor list and the fraction keep showing the fact.

## What you can change while live

You can return to **Settings** at any time to adjust settings. What happens depends on the setting:

| Setting                                 | When it applies                                                                                                      |
| --------------------------------------- | -------------------------------------------------------------------------------------------------------------------- |
| Capture zones                           | Immediately for **zone** and **human**; **all** remains the full fused cloud                                         |
| Background removal                      | Immediately for **human** and motion capture (learning needs the pipeline running); no effect on **all** or **zone** |
| Point cloud voxelization                | Immediately                                                                                                          |
| Motion smoothing                        | Immediately                                                                                                          |
| Source (**all** / **zone** / **human**) | Immediately — full fused / cyan zone / amber motion branch with background removal                                   |
| World orientation                       | On **Apply** — immediately, no restart. The zones turn with the stage; the background must be learned again          |
| OSC Target IP or port                   | On the **Apply** button that appears next to the edited target — output pauses for a moment, and you stay on air     |
| Max tracked people                      | On the next **Restart**                                                                                              |
| Calibration                             | Not while live — requires stopping the pipeline                                                                      |

{% hint style="warning" %}
Calibration is locked while you are live. If a sensor is moved and you need to recalibrate, stop the pipeline first: select the locked Calibration stage (🔒) and confirm.
{% endhint %}

## Recording for diagnosis

If something appears wrong, record the issue so the MOVIN team can reproduce and diagnose it. In the Live stage, select **Recording → Record**, let it run while the problem is visible, then select **Stop**. **Open folder** opens the folder containing the saved recording. While recording, the **Rec** indicator in the top bar shows a running clock.

A recording is an MCAP (`.mcap`) file containing the raw point-cloud data from each sensor. It does not contain camera images or mocap skeleton data. It still contains movement and spatial data, so handle and share recordings according to your organization's privacy and data-retention policies.

## Ending the show

Select **END LIVE** in the top bar and confirm. OSC output stops immediately — the show target stops receiving — and you return to **Settings**. Tracking and the point cloud keep running, so you can go back on air right away with **GO LIVE**.

After the show, select **Stop pipeline** in the top bar — sensors, tracking, and OSC output all stop. It does not turn the machine off.


# Troubleshooting

| What you see                                                          | What to do                                                                                                                                                                                                                                          |
| --------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| A sensor is missing from the list, or shows **Disconnected**          | Check the sensor power and network cable. In **Connect sensors** (Calibration stage), select **Detect again**.                                                                                                                                      |
| A sensor shows **Standby** or **No data**                             | The sensor is connected but not streaming. In Step 1 of the wizard, a **Sensor stream → Try again** notice appears — select it. Otherwise, if the pipeline is stopped, open **Settings** to start it; if it is already running, select **Restart**. |
| The 3D scene appears flat (all points on the floor)                   | This may indicate a problem with the sensor. Contact your MOVIN support team.                                                                                                                                                                       |
| Sensors never reach **PTP synced**                                    | Time synchronization cannot be established. This is a network or hardware issue. Contact your MOVIN support team.                                                                                                                                   |
| The view remains empty 5–15 seconds after the pipeline starts         | This is a normal warm-up period. If the view stays empty, check the **Sensors** indicator, then select **Restart**. If it is still empty, check the sensor connections or contact your MOVIN support team.                                          |
| Calibration **Confirm** is disabled                                   | Continue collecting until every sensor is ready (Step 2). In Step 5, **Confirm** becomes available once the **Auto align** progress clears.                                                                                                         |
| A residual warning appears after refining                             | Move the wand through several additional positions (**Capture more**), then run the refinement again. If the warning persists, contact your MOVIN support team.                                                                                     |
| You cannot edit the calibration, and selecting it prompts you to stop | Calibration locks once the pipeline is running. Confirm the stop, edit the calibration, then go live again.                                                                                                                                         |
| Background learning does not complete                                 | The pipeline must be running and the stage must be empty. Select **Learn now** (or **Re-learn**).                                                                                                                                                   |
| A person at the far edge of the stage is not tracked                  | Too few points reach the sensors from that distance to recognize a person. Keep the action further inside the stage, or contact your MOVIN support team to lower the threshold.                                                                     |
| *LiDAR … offline* appears in the viewport during a show               | A sensor stopped sending. The show keeps running on the remaining sensors. Check the sensor's power and network cable; if it cannot be brought back right now, select **Acknowledge** to quiet the warning for this run.                            |
| The console is not receiving OSC data                                 | In **OSC output**, confirm the **Target IP** and **Target port**, then select **Test connection**. If you changed the target while the pipeline was running, select the **Apply** button next to it.                                                |
| The scene is misaligned (doubled walls)                               | A sensor may have moved, or the active calibration may no longer be valid. Stop the pipeline first, then recalibrate.                                                                                                                               |
| A **"Backend unreachable"** banner appears                            | The control service is not responding. Wait for it to reconnect. If the problem persists, contact your MOVIN support team.                                                                                                                          |


# Quick reference

**Open the workspace** in a browser on the control computer. On a kiosk machine, it opens automatically.

**Top bar:** the system status word (**SETUP**, **READY**, **STANDBY**, **LIVE**, or **FAULT**), the status indicators (Sensors, Calibration, People, OSC, and Rec), and the controls (**GO LIVE** / **END LIVE**, **Restart** and **Stop pipeline** while the pipeline runs, and the **⋯** menu with the server controls).

**The three stages, in order:**

1. **Calibration** — detect the sensors, then calibrate.
2. **Settings** — set the zones, configure post-processing, and set the OSC output. The pipeline starts in preview mode (off-air) when you enter this stage — there is no separate start button. With the stage empty, complete **Background removal → Learn now** before going live.
3. **Live** — broadcasting is active. **Source** and **Recording** remain available; everything else is set back in Settings.

**Calibration wizard:** Setup, First calibration, Refine calibration, Select axis, World alignment, and Save.

**Zone colors:** cyan is the point cloud capture zone used by **Source: zone**; amber is the motion capture zone used by **Source: human** and mocap, and must remain inside cyan. **Source: all** bypasses both zones and background removal.

**Calibration lock:** the lock icon (🔒) appears once the pipeline is running. Stop the pipeline to edit the calibration again.

**Going live:** open **Settings** (the preview starts, off-air), then **GO LIVE** — a readiness list, then broadcast. **END LIVE** stops the OSC output and returns you to Settings — you can go live again right away. **Stop pipeline** stops all show processing.

**Recording:** in the Live stage, select **Recording → Record**, then **Stop**. Select **Open folder** to find the file.


# Update guide

Everything is in the one file you download — no git, no compiler, no administrator password. It is three short steps, and one of them is just restarting the computer.

**This guide belongs to one specific update file:**

|          |                                                                                                    |
| -------- | -------------------------------------------------------------------------------------------------- |
| File     | `mlb-update-8d6aab9-20260811.tar.gz` (24 MB)                                                       |
| Download | [Google Drive](https://drive.google.com/file/d/1__DEhbipGOLwGwIUm0IDKaYHP9_e-hVw/view?usp=sharing) |

If the file you were sent has a different name, ask us for the matching guide.

## Before you start

* If the system is running, press **Stop pipeline** in the GUI. No such button means nothing is running, so there is nothing to stop.
* Never put `sudo` in front of these commands. Nothing here asks for a password — if something does, stop and tell us.

## Get the machine online

The show machine normally runs without internet. Plug an internet cable into the port marked **INTERNET** in [The back of the server](/movin-tracin-stage/install-the-hardware/server-back) — the LAN port on the motherboard. If the machine is set up with manual IPs, use the **left** motherboard port.

If pages still do not load a minute later:

1. Click the top-right corner of the screen → **Wired** → **Wired Settings**.
2. Select the gear (⚙) next to **Realtek Ethernet**.
3. In the **IPv4** tab, choose **Automatic (DHCP)** → **Apply**, then switch that connection off and on again.

<figure><img src="/files/KVRTKKk0kCLwPPO5haVp" alt="The top-right menu with Wired highlighted"><figcaption><p>Step 1 — click the top-right corner, then select <strong>Wired</strong>.</p></figcaption></figure>

<figure><img src="/files/1LgpR4vCHjdmUmntEZvX" alt="Wired Connections with Wired Settings highlighted"><figcaption><p>Step 1 — then select <strong>Wired Settings</strong>.</p></figcaption></figure>

<figure><img src="/files/dQNtr6chnBkla3yta3qT" alt="The Network page with the Realtek Ethernet gear highlighted"><figcaption><p>Step 2 — the gear next to <strong>Realtek Ethernet</strong>. Leave the other two alone.</p></figcaption></figure>

<figure><img src="/files/d5weONLdSU9J26g9oAfw" alt="The IPv4 tab with Automatic (DHCP) and Apply highlighted"><figcaption><p>Step 3 — <strong>IPv4</strong> tab → <strong>Automatic (DHCP)</strong> → <strong>Apply</strong>.</p></figcaption></figure>

{% hint style="warning" %}
**Only touch Realtek Ethernet.** The other network devices belong to the sensors — changing those can take the show down.
{% endhint %}

## Install it (\~15 minutes)

**1.** Download the update file:

{% hint style="info" %}

### [Download `mlb-update-8d6aab9-20260811.tar.gz` (24 MB)](https://drive.google.com/file/d/1__DEhbipGOLwGwIUm0IDKaYHP9_e-hVw/view?usp=sharing)

On the Google Drive page, use the **Download** button at the top right.
{% endhint %}

Then open a terminal and run:

```bash
cd ~/Downloads
tar -xzf mlb-update-8d6aab9-20260811.tar.gz
cd mlb-update-8d6aab9-20260811
bash apply_update.sh --apply --no-restart
```

It prints a short report and asks — type `y`. (If a line warns about `glibc`, answer `n` and tell us instead.) It backs everything up first and prints the backup path — **write that path down, it is your undo button.**

**2.** Restart the computer. Until you do, the machine is still running the old version.

**3.** After it boots, the show screen comes up on its own. That is the whole update — the machine is now on the new version.

Your settings, calibrations, and zones are never touched by the update.

### If something is wrong — undo

```bash
cd ~/Downloads/mlb-update-8d6aab9-20260811
bash apply_update.sh --rollback <the backup path you wrote down> --no-restart
```

Then restart the computer again.

## Send us your calibration files (\~5 minutes)

Safe to run any time.

```bash
cd ~/Downloads/mlb-update-8d6aab9-20260811
python3 collect_site_data.py --collect
```

It writes one file into **Home → mlb-collect** (`/home/movin/mlb-collect/`). Send us that file, any way that suits you.

## If you get stuck

| What you see                                                  | What to do                                                         |
| ------------------------------------------------------------- | ------------------------------------------------------------------ |
| Any password prompt                                           | Stop — that command was not from this guide. Tell us what you ran. |
| `checksum mismatch — the bundle did not survive the transfer` | The download broke. Download it again.                             |
| `the pipeline is running (N processes)`                       | Press **Stop pipeline** in the GUI, then run the command again.    |
| `... need GLIBC_2.34 but this host has ...`                   | Stop and tell us. Do not use `--force`.                            |
| `Permission denied` while installing                          | Stop and tell us — do not retry with `sudo`.                       |
| Screen looks unchanged after the restart                      | Press Ctrl+Shift+R on the show screen. Still unchanged? Tell us.   |
| The screen does not come back                                 | Give it two minutes, then tell us. Your backup is untouched.       |


