3D Motion Capture Market - Growth, Trends, and Forecasts (2020 - 2025)

The 3D Motion Capture Market is segmented by Type (Hardware, Software, Services), System (Optical, Non-optical), Application (Biomechanical Research and Medical, Media and Entertainment, Engineering and Industrial Applications, Education​), and Geography.

Market Snapshot

Study Period:

2020-2025

Base Year:

2019

Fastest Growing Market:

Europe

Largest Market:

North America

CAGR:

12.12 %

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Market Overview

The global 3D motion capture market is expected to register a CAGR of 12.12% during the forecast period, 2020-2025. With about more than 20 new product launches in the past three years, the 3D motion capture system market is exploding. These developments are driven by constant innovation in the market to offer high-quality motion capture, which is accurate, portable, and affordable.

  • The dynamic and evolving nature of the market has resulted in the emergence of various kinds of products on the market, including markerless, inertial/non-inertial systems, active/passive systems, and portable/fixed systems.
  • However, the end-users of these systems prefer the systems that provide high-quality and accurate data for applications, such as games, films, biomechanical analysis, robotics, education, engineering, and more. And the market has been witnessed to grow as per the demands of end-users. For example, animators who are looking to capture advanced motion movement within their production materials, with extensive post-processing, is likely to be required to invest in active optical systems, compared to passive systems, as high reliability and accuracy are trademarks of the active optical systems.
  • A few software providers have even developed mobile-based subscription apps for small-scale artists in collaboration with technology providers like Xsens. A few of such solutions present in the market are Polywink, CV-AR(Maxon), Face Cap, and CrazyTalk Animator 3 Pro (Reallusion Inc.).
  • Additionally, the technological innovations in computer vision technology and the rise in demand and preference toward high-quality 3D animations are driving the market growth. One of the primary motivators for using 3D motion capture is to speed up the development cycle for complex 3D CGI characters for film, television, or video games.
  • Over the past recent years, the demand for markerless 3D motion capture technology is significantly increasing. This is resulting in increasing R&D activities from the start-ups involved in the market. For instance, the Sweden-based start-up – MotionMetrix has mentioned investing in developing marker-less motion capture for running analysis, which can be directly used by the athletes for gait analysis.
  • Amid the COVID-19, due to nationwide lockdown in countries across the world, the entertainment production houses are halted. This is impacting the 3D motion capture service business. However, this is also resulting in declining demand for the solutions. Additionally, from the software perspective, the recurring renewal of licenses is expected to continue generating revenue for the vendors in the market.

Scope of the Report

3D motion capture (mocap) systems are a combination of multiple devices, mainly high-quality cameras, sensors, communication devices, and accessories. These systems are used to record the real-time motion of an object or individual to obtain the desired level of animation in the various fields.

By Type
Hardware
Cameras
Sensors
Accessories
Software
Services
By System
Optical 3D Motion Capture Systems
Active 3D Motion Capture Systems
Passive 3D Motion Capture Systems
Non-optical 3D Motion Capture Systems
Inertial 3D Motion Capture Systems
Electromagnetic 3D Motion Capture Systems
Motorized 3D Motion Capture Systems
By Application
Biomechanical Research and Medical
Media and Entertainment
Engineering and Industrial Applications
Education
Other Applications
Geography
North America
United States
Canada
Europe
United Kingdom
Germany
France
Rest of Europe
Asia-Pacific
China
End-user landscape and Use-cases across media and entertainment, engineering etc., ​
Vendor landscape and supply chain analysis​
Latin America
Brazil
Argentina
Mexico
Rest of Latin America
Middle East & Africa

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Key Market Trends

Growing Adoption of 3D Motion Capture in Media & Entertainment Applications Boosting the Growth

  • Currently, video game companies are adopting 3D motion capture solutions in order to decrease the post-production time. The synchronization of animation became easy with the implementation of these devices and motion analytical solutions. The motion analysis developed by the companies today offers unrivaled tracking precision and low latency, which seamlessly integrates into many of the game engines used today.
  • Additionally, 3D motion capture companies are developing active LED markers to deliver reliable tracking for gaming systems, enabling less weight on truss and less cables to route, to make the gaming experience more enhancing.
  • With the widespread usage of 3D motion capture, the theater has also adopted innovative technologies, initially used as a method of handling stagecraft, and now as part of the performance process. Recently, the concept of ”Digital Theater” has been adopted, defining the coexistence of ”live” performers and digital media in the same unbroken space with a co-present audience.
  • The 3D motion capture system, utilized to stage live theatrical performance, is primarily based on miniature inertial sensors, biomechanical models, and sensor fusion algorithms. The actor, whose action is needed to be transferred to the digital avatar, has to wear a special suit with inertial sensors (inertial guidance system), whose motion data was transmitted wirelessly to a computer where the motion could be initially previewed on a skeleton rig.
  • For instance, the Gertrude Stein Repertory Theatre has been experimenting with what it calls digital puppetry. The Builder’s Association uses video and computer graphics, alongside live actors, having them communicate with virtual ones, in order to bring out the complex relationship between humans and computers. Blast Theory, a UK-based art and performance group, uses a range of media, such as video and computer graphics.
  • Moreover, the movie industry is highly dependent on motion capture technology due to the trend towards effective animation and science-fiction movies. In 2019, Marvel Studio released the most expensive movie till date ‘Avengers-End Game’, with a budget of USD 356 million. The increasing number of 3D screens across the globe is an evident fact of this trend. According to the Motion Picture Association of America, the number of 3D films released in the US and Canada in 2019 was 35.
  • In the future, mergers and acquisitions, between tech leader companies, to innovate more in the 3D motion technology are expected to aid the market's growth positively. For instance, Vicon had provided movie capture systems for a few movies, which include Titanic, Marvel's Avengers’ Universe, Thor Ragnarok, and Ready Player One. Film and gaming are the two most popular industries where consumers are using Vicon's technology. The company recently collaborated with Sandbox VR, a gaming company. Sandbox is utilizing Vicon's location-based VR software Evoke to provide a better VR experience to its users.

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North America Region to Account for Largest Share

  • 3D motion capture in the US has become increasingly popular, as its demand is increasing in many applications, such as in the entertainment and advertising markets, and also in several areas of health and sports.
  • Further, the presence of major 3D motion capture vendors, such as Vicon Motion Systems Inc., OptiTrack, PhaseSpace Inc., and Motion Analysis Corporation, coupled with the adoption of new technological innovations in relevant fields, is aiding the market.
  • Motion capture is very commonly used in the US computer games industry. It was estimated that 90% of the top 10 grossing games in 2018 used optical motion capturing techniques. Major game developing companies, such as Valve Corporation, Rockstar Games, Electronic Arts, and Sony, are also present in the United States. In 2018, Electronics Arts generated a net income of USD1.09 billion in FY 2018.
  • Canada is one of the most significant markets for 3D motion capture, owing to the increasing adoption of advanced technologies in the entertainment, advertising, and medical industries. According to UniSoft, 71% of Canadian parents play video games with their children at least once a week.
  • Moreover, the incentives offered by the Canadian government to develop international art studios are aiding the market significantly. In the last three years, a studio has been built for visual effects, animation, and gaming industry in Vancouver.
  • Recently, the studio partnered with Vancouver Film School (VFS) and startup Mimic Performance Capture, to aid the motion capture filmmakers. This studio also acts as a commercial motion capture facility, and as a laboratory for students in VFS. Additionally, Mimic has invested in Vicon Vantage cameras and VFX mocap software to offer enormous services to fit any production’s needs, budgets, and time constraints.

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Competitive Landscape

The 3D motion capture market is moderately fragmented. The market comprises several global and regional players, a fairly-contested market space, and is witnessing a rise in the number of smaller and more technologically advanced players. The firm-concentration ratio is expected to record high growth over the forecast period, partly because several software firms are looking at this market as a lucrative opportunity. Some of the key players in the 3D motion capture market are Vicon Motion Systems Ltd, Optitrack, Codamotion, and Motion Analysis Corporation, among others. Some of the key developments in the market are:

  • In February 2020 - Vicon, a vendor in motion capture, announced that it had signed a contract with visual effects provider, DNEG for Vicon’s flagship Vantage solution utilising both its Tracker and Shōgun software.
  • In July 2019 - OptiTrack announced new software for its optical motion-capture systems that offer big improvements to real-time movement tracking. According to the company, it can accurately track and reflect human movements in real-time less than 10 ms of latency, with enhanced quality and fewer artifacts.
  • In January 2019 - Qualisys AB announced its move into the animation market, with the launch of an integrated skeleton solver for their QTM software. The QTM Skeleton Solver offers direct streaming without third-party software or middleware into tools such as Unity, Unreal, MotionBuilder, and Maya.

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Table Of Contents

  1. 1. INTRODUCTION

    1. 1.1 Study Assumptions and Market Definition

    2. 1.2 Scope of the Study

  2. 2. RESEARCH METHODOLOGY

  3. 3. EXECUTIVE SUMMARY

  4. 4. MARKET INSIGHT​

    1. 4.1 Market Overview

    2. 4.2 Industry Value Chain Analysis

    3. 4.3 Industry Attractiveness - Porters Five Forces Analysis

      1. 4.3.1 Bargaining Power of Suppliers

      2. 4.3.2 Bargaining Power of Buyers/Consumers

      3. 4.3.3 Threat of New Entrants

      4. 4.3.4 Intensity of Competitive Rivalry

      5. 4.3.5 Threat of Substitute Products

    4. 4.4 Assessment of Impact of COVID-19 on the Industry

  5. 5. MARKET DYNAMICS​

    1. 5.1 Market Drivers​

    2. 5.2 Market Restraints​

    3. 5.3 Market Opportunities​

  6. 6. TECHNOLOGY SNAPSHOT​

  7. 7. MARKET SEGMENTATION

    1. 7.1 By Type

      1. 7.1.1 Hardware

        1. 7.1.1.1 Cameras

        2. 7.1.1.2 Sensors

        3. 7.1.1.3 Accessories

      2. 7.1.2 Software

      3. 7.1.3 Services

    2. 7.2 By System

      1. 7.2.1 Optical 3D Motion Capture Systems

        1. 7.2.1.1 Active 3D Motion Capture Systems

        2. 7.2.1.2 Passive 3D Motion Capture Systems

      2. 7.2.2 Non-optical 3D Motion Capture Systems

        1. 7.2.2.1 Inertial 3D Motion Capture Systems

        2. 7.2.2.2 Electromagnetic 3D Motion Capture Systems

        3. 7.2.2.3 Motorized 3D Motion Capture Systems

    3. 7.3 By Application

      1. 7.3.1 Biomechanical Research and Medical

      2. 7.3.2 Media and Entertainment

      3. 7.3.3 Engineering and Industrial Applications

      4. 7.3.4 Education

      5. 7.3.5 Other Applications

    4. 7.4 Geography

      1. 7.4.1 North America

        1. 7.4.1.1 United States

        2. 7.4.1.2 Canada

      2. 7.4.2 Europe

        1. 7.4.2.1 United Kingdom

        2. 7.4.2.2 Germany

        3. 7.4.2.3 France

        4. 7.4.2.4 Rest of Europe

      3. 7.4.3 Asia-Pacific

        1. 7.4.3.1 China

          1. 7.4.3.1.1 End-user landscape and Use-cases across media and entertainment, engineering etc., ​

          2. 7.4.3.1.2 Vendor landscape and supply chain analysis​

      4. 7.4.4 Latin America

        1. 7.4.4.1 Brazil

        2. 7.4.4.2 Argentina

        3. 7.4.4.3 Mexico

        4. 7.4.4.4 Rest of Latin America

      5. 7.4.5 Middle East & Africa

  8. 8. COMPETITIVE LANDSCAPE

    1. 8.1 Company Profiles

      1. 8.1.1 Codamotion – Charnwood Dynamics Ltd.

      2. 8.1.2 Motion Analysis Corporation

      3. 8.1.3 Noraxon USA Inc.

      4. 8.1.4 Notch Interfaces Inc.

      5. 8.1.5 Leyard (NaturalPoint Inc./OptiTrack)

      6. 8.1.6 PhaseSpace Inc.

      7. 8.1.7 Phoenix Technologies Inc.

      8. 8.1.8 Qualisys AB

      9. 8.1.9 AIQ Synertial Ltd.

      10. 8.1.10 Vicon Motion Systems Ltd.

      11. 8.1.11 Xsens Technologies BV

  9. *List Not Exhaustive
  10. 9. INVESTMENT ANALYSIS

  11. 10. MARKET OPPORTUNITIES AND FUTURE TRENDS

** Subject to Availability

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