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Paul Metcalfe
3D Animator & Motion Tracking Specialist | Human Motion R&D | Physical-to-Digital Alignment
I'm a 3D Animator and Motion Tracking Specialist focused on the mechanics, logic, and behavior of human movement. I excel in R&D environments where the goal is to align physical human motion with digital entities.
  • Physical-to-Digital Alignment: Developed real-time full-body tracking systems for Limitless Flight and The VOID (Star Wars, Ghostbusters).
  • Machine Learning for Motion: Experienced with ML-based human movement jump triggers at Limitless Flight to align physical actions with digital responses.
  • Systemic Animation: Directed character behavior and interactive motion pipelines for The Sims (Electronic Arts).
  • Hands-on Research: Owner of Mocap Central; performing (HEMA/Everyday Motions) and processing high-fidelity Optitrack/Xsens data.
 Resume | Contact Info
paul_metcalfe_animation_lead.pdf
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Email: [email protected]
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LinkedIn: www.linkedin.com/in/paul-metcalfe-animation

AAA Animation Studio in a Box | 2025 Video Showcase
Includes my most recent animation focused work:
  • Knights Path combat animations​
  • Merging and syncing multiple actors
  • Free roam mocap performance capture
  • Object tracking with synced performances
  • Range of acting from zombie to skilled swordsman
Besides a couple of extra actors, all performances, data retargeting and animation cleanup was performed by me including video creation

Atlas Robot Animation Test | 2026 Jan - Personal Project
Brief: Review the Atlas robot anatomy and create believable performances using motion capture data.
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​Work Involved: Created skeleton and control rig, model purchased from 3d marketplace, retargeted my mocap data of gymnast, animation clean up, layout and rendered in Unreal Engine.

Tools: Opitrack and Xsens mocap systems, Maya, Unreal Engine, Da Vinci Resolve.

Motion Tracking & Rigging | 2024 Video Showcase
Responsible for animation and technical work:
  • All character performances and rigging
  • Detailed gymnast flying motion capture performance
  • Facial rigging and performance
  • Prototyping body tracking solving seated posture​
  • 'JUMP'  leading engineers to complete the immersive full body tracking and ML jump trigger.

THE VOID (Hyper-Reality VR) | Jumanji: Reverse the Curse Trailer
​Mocap animation lead creating a hyper-reality experience. Mixed mocap data of actors to achieve physical <> digital marketing transitions.

JUMP VR Wingsuit Simulator  | Limitless Flight
  • Led the R&D team in a startup environment to design and implement a full-body guest tracking and flight system for a premium wingsuit VR simulator.
  • Directed an Unreal Engine development team to deliver a fully immersive flight experience with integrated sensory effects, achieving a 4.9/5 guest rating.
  • Created all avatar content and designed in-experience avatar guides to instruct and interact with guests, enhancing immersion and safety.

THE VOID (Hyper-Reality VR) | Ghostbusters: Dimension Trailer
Animation team lead creating a hyper-reality experience. Mixed mocap data of actors to achieve physical <> digital marketing transitions.

Specific Things I do:
  • Full-Stack Mocap/Animation: Performance acting through to engine-ready retargeting/animation along with rigging and Unreal/Unity implementation.
  • Pipeline Architecture: Building the technical infrastructure, file tracking, version control, and naming conventions.
  • Movement Logic: Designing complex behaviors via state trees and interactive systems for characters and props.

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