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Motion capture
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=== Video games === [[Video games]] often use motion capture to animate athletes, [[martial artists]], and other in-game characters.<ref>Jon Radoff, Anatomy of an MMORPG, {{cite web |url=http://radoff.com/blog/2008/08/22/anatomy-of-an-mmorpg/ |title=Anatomy of an MMORPG |access-date=2009-11-30 |url-status=dead |archive-url=https://web.archive.org/web/20091213053756/http://radoff.com/blog/2008/08/22/anatomy-of-an-mmorpg/ |archive-date=2009-12-13 }}</ref><ref name="GPro82">{{cite magazine|title=Hooray for Hollywood! Acclaim Studios|magazine=[[GamePro]]|issue=82|publisher=[[International Data Group|IDG]]|date=July 1995|pages=28β29}}</ref> As early as 1988, an early form of motion capture was used to animate the [[2D computer graphics|2D]] [[player characters]] of [[Martech]]'s video game ''[[Vixen (video game)|Vixen]]'' (performed by model [[Corinne Russell]])<ref>{{cite magazine|magazine=[[Retro Gamer]]|title=Martech Games - The Personality People|page=51|issue=133|first=Graeme|last=Mason|url=https://issuu.com/michelfranca/docs/retro_gamer____133}}</ref> and [[Magical Company]]'s 2D arcade [[fighting game]] ''Last Apostle Puppet Show'' (to animate digitized [[Sprite (computer graphics)|sprites]]).<ref>{{cite web |title=Pre-Street Fighter II Fighting Games |url=http://www.hardcoregaming101.net/fighters/fighters8.htm |website=Hardcore Gaming 101 |page=8 |access-date=26 November 2021}}</ref> Motion capture was later notably used to animate the [[3D computer graphics|3D]] character models in the [[Sega Model 1|Sega Model]] [[arcade games]] ''[[Virtua Fighter (video game)|Virtua Fighter]]'' (1993)<ref name="CVG158">{{cite magazine |url=https://retrocdn.net/images/8/84/CVG_UK_158.pdf#page=12 |title=Sega Saturn exclusive! Virtua Fighter: fighting in the third dimension |magazine=[[Computer and Video Games]] |publisher=[[Future plc]] |issue=158 (January 1995) |date=15 December 1994 |pages=12β3, 15β6, 19}}</ref><ref name="Maximum">{{cite journal|title=Virtua Fighter|journal=Maximum: The Video Game Magazine|issue=1|publisher=[[Emap International Limited]]|date=October 1995|pages=142β3}}</ref> and ''[[Virtua Fighter 2]]'' (1994).<ref>{{cite web|last=Wawro|first=Alex|title=Yu Suzuki Recalls Using Military Tech to Make Virtua Fighter 2 |url=https://www.gamedeveloper.com/business/yu-suzuki-recalls-using-military-tech-to-make-i-virtua-fighter-2-i-|website=[[Gamasutra]]|access-date=18 August 2016|date=October 23, 2014}}</ref> In mid-1995, developer/publisher [[Acclaim Entertainment]] had its own in-house motion capture studio built into its headquarters.<ref name="GPro82" /> [[Namco]]'s 1995 arcade game ''[[Soul Edge]]'' used passive optical system markers for motion capture.<ref>{{cite web |url=http://www.motioncapturesociety.com/resources/industry-history |title=History of Motion Capture |publisher=Motioncapturesociety.com |access-date=2013-08-10 |archive-url=https://web.archive.org/web/20181023162411/http://www.motioncapturesociety.com/resources/industry-history |archive-date=2018-10-23 |url-status=dead }}</ref> Motion capture also uses athletes in based-off animated games, such as [[Naughty Dog]]'s [[Crash Bandicoot (video game)|Crash Bandicoot]], [[Insomniac Games]]' [[Spyro the Dragon]], and [[Rare (company)|Rare]]'s [[Star Fox Adventures#Development|Dinosaur Planet]].
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