Rotomation Services

Rotomation is where tracking stops and animation judgement starts.

Rotomation is the hand animation of a rigged 3D stand-in so it matches a performer or object in the plate exactly. At Fuke's Media LLP, rotomation services sits inside a single end-to-end visual production pipeline, so the same team that plans a shot can also finish it — no handoffs between disconnected vendors, no version drift, no surprises in the final conform.

Simulations, interaction and effects need geometry that occupies the same space as the actor — a 2D matte cannot provide that. That is why production houses, OTT commissioners, agencies and brands bring this scope to a specialist partner instead of absorbing it in-house: dedicated artists, predictable turnaround, and a review loop that keeps the director in control of every frame.

We animate on a rig proportioned to the actual performer, checking silhouette against the plate on every key. Every project starts with a technical breakdown — plate audit, colour pipeline, resolution and frame-rate targets, delivery specs — before a single artist is assigned. Shots are tracked individually through 4 production stages, and each stage has a named owner and an approval gate.

Alignment is reviewed against the plate in wireframe overlay at full resolution. Deliverables leave the studio only after an internal QC pass covering Animated caches (Alembic), Rigged match geometry, Overlay QC renders and any client-specific delivery template. Where a project needs it, we work directly inside the client's own naming convention, folder structure and review platform.

Rotomation is where tracking stops and animation judgement starts. Whether the scope is a handful of hero shots or a full-season episodic volume, the workflow scales the same way — the same pipeline, the same QC, the same single point of contact from bid to final delivery.

Rig matching: Proportions matched to the performer or prop.

Blocking: Key poses matched at motion extremes.

Refinement: In-betweens and contact points polished.

Overlay QC: Wireframe-over-plate playback review.

Use case: Cloth and hair simulation collision

Use case: Digital double replacement

Use case: FX interaction geometry

Use case: Crowd and stunt replacement

Deliverables: Animated caches (Alembic); Rigged match geometry; Overlay QC renders.

How is rotomation different from matchmove? Matchmove solves rigid motion mathematically; rotomation is hand-animated performance matching for deforming bodies.

Do you need a scan of the actor? It helps a great deal, but proportioned generic rigs work when no scan exists.

Can you match crowd-scale volumes? Yes, with a tiered approach — hero performers hand-animated, background matched procedurally.