Pipeline

FOMENO breaks the work of bringing intangible heritage into XR into a series of clear, repeatable steps. Each step has a defined purpose, and for each one there are different tools you can use depending on your material and your target platform.

The pipeline moves through three phases: building the character, giving it movement, and bringing it into XR. For each step below, we explain what we did, list the tools we used, and note alternatives where they exist.

This list isn't fixed. If you know of a tool that fits a step, you can suggest it through the Contribute page.

Character

Use references to create characters that can be animated.

  1. Step 1 Generate the character

    In
    References
    Out
    Generated character images

    This step produces the character as 2D images, which later steps turn into a rigged 3D model. The starting point can be scientific papers describing how people looked in a given place and period, combined with stories, written records, or artefacts carrying a depiction. Those sources are used to generate the images with AI.

    What we did

    Our sources were mostly scientific papers on how the figures looked at the site and period (source documents (link to be added)). We gathered them into Google NotebookLM and asked it to pull the relevant detail and write a prompt for an image generator, rather than describing the character ourselves. We also told it what the images were for: because the character had to be rigged later, we needed a neutral T-pose, and the prompt had to account for that. We then generated the images from that prompt in ChatGPT (resulting image (link to be added)).

    Image to be added

    The generated character in the neutral T-pose, beside the documented figures it was drawn from.

    Watch out for

    AI image generation drifts towards stereotypes and game-like figures instead of what the sources actually describe. Two things keep it in check. First, state in the prompt that the result must rely only on the documented detail, with no stereotypes and no stylised game characters. Second, review both the references and the generated images with the scientists as you go.

    Tools

    This area moves fast and new tools appear constantly, so it is worth checking what is available before you start. The tools below are grouped by the two jobs this step involves. A single tool may eventually handle both at once.

    Information gathering

    • Google NotebookLM We used this

      service freemium

      Reads the source documents and writes the image-generation prompt.

    • Claude

      service freemium

      Another option for reading the sources and drafting the prompt.

    Image generation

    • ChatGPT We used this

      service freemium

      Generates the character images from the prompt.

    • Nano Banana (Google Gemini)

      service freemium

      Alternative image generator.

    • Seedream (ByteDance)

      service commercial

      Alternative image generator.

    Know another tool for this step? Suggest a tool for step 1: Generate the character

  2. Step 2 Build an animatable 3D model

    In
    Generated character images
    Out
    A rigged 3D model

    This step turns the generated T-pose images into a rigged 3D model, ready to be animated.

    What we did

    Rather than modelling each character by hand from the reference sheet, we used an AI tool called Meshy.ai to build a rigged 3D character directly from the 2D T-pose images.

    Image to be added

    The 3D model produced from the T-pose images, with the rig Meshy generated for it.

    Watch out for

    The models coming from the AI tools are not always cleanly rigged, and they are rarely optimised for a specific XR medium out of the box. Depending on the medium you are targeting, it is possible a 3D artist needs to fine-tune them.

    Tools

    This area moves fast and new tools appear constantly, so it is worth checking what is available before you start.

    • Meshy AI We used this

      service freemium

      Generates a rigged 3D character directly from 2D T-pose images.

    Know another tool for this step? Suggest a tool for step 2: Build an animatable 3D model

Movement

Movement is taken out of video and transferred onto the character.

  1. Step 3 Source the movement

    In
    Reference information for the movement
    Out
    Source video of the movement

    We find or generate the source videos that contain the motion we want the character to perform.

    What we did

    We did not generate the video. We were fortunate to find a dance group (link to be added) already performing dances similar to the ones we wanted to capture, and with their permission we used some of their footage. That meant we did not need to generate the movement or stage a shoot ourselves. The performers are credited by name on the Prototype page.

    Video to be added

    An excerpt of the dance group's footage, as it went into the capture step.

    Watch out for

    Copyright

    Whenever the source material comes from someone else, whether that is the people performing or existing footage of them, get their permission before using it.

    Video details

    The next step pulls the movement out of this video with AI and transfers it onto the 3D character, so the footage has to be readable by a machine, not just by a person:

    • Show the full body.
    • Make sure the movement you want to capture is clearly visible.
    • Keep the colour of clothing and background distinguishable so the motion stands out. This matters most for generated video, but helps in every case.
    • If the heritage involves several people, film them one at a time where you can. A crowded scene makes it hard for the tool to isolate the movement you are after.

    Tools and techniques

    Use existing footage

    • Existing performance footage We used this

      technique

      Find a group or archive already performing the practice and use their footage, with permission.

    Generate the video with AI

    • AI video generation

      service name to be confirmed

      Generates reference video of the movement from a description or references.

    Film your own shoot

    • Staged shoot with actors

      technique

      Use the reference documents, stories or depictions to direct actors performing the practice, and film it.

    Know another tool for this step? Suggest a tool for step 3: Source the movement

  2. Step 4 Capture the motion

    In
    Source video of the movement
    Out
    Captured animation data

    AI motion-capture tools extract the movement from those source videos as animation data.

    What we did

    We fed the source video from the previous step into an AI tool that reads the movement and outputs it as motion data.

    Tool name to be added.

    Video to be added

    The captured motion data played back on a plain skeleton, next to the source video.

    Watch out for

    If your source video is good and you followed the points in the previous step, it translates almost directly into motion data. The quality here is really set upstream, in how the video was captured or generated.

    Tools

    This area moves fast and new tools appear constantly, so it is worth checking what is available before you start.

    • AI motion capture We used this

      service name to be confirmed

      Reads the movement from the source video and outputs it as motion data.

    Know another tool for this step? Suggest a tool for step 4: Capture the motion

  3. Step 5 Apply the motion to the model

    In
    A rigged 3D model and captured animation data
    Out
    An animated character

    The captured animation is applied to the 3D model, bringing the character to life.

    The right approach depends on the platform you will publish to, which is decided in the following steps. It helps to know your target medium before you start, since it determines whether you merge inside the platform or prepare a finished animated model to import.

    This step is where the pipeline branches by platform. The material from the earlier steps, the rigged model and the animation data, stays reusable. If you decide to target a different platform later, you come back to this step and produce it for that platform, without redoing any of the earlier work.

    What we did

    We used Unity as our distribution platform, so we combined the animation data and the rigged 3D model directly in Unity.

    Video to be added

    The character performing the captured movement.

    Tools and techniques

    There are two ways to bring the animation data and the rigged model together.

    Merge in the XR platform

    Most 3D platforms for XR production can combine the animation data and the rigged model directly. Use this route when you build in the same platform you will publish to.

    • Unity We used this

      tool freemium

      We combined the animation data and the rigged model here, since it was our distribution platform.

    • 8th Wall

      tool open source

      Web-based AR, now a free open-source toolset.

    • ZapWorks (Zappar)

      service commercial

      Web-based AR, another browser option.

    Merge in 3D software, then import

    Combine the model and the animation in 3D software to produce a finished animated character, then import it into the platform you have chosen.

    • Blender

      tool open source

      Produces an animated character to import into your platform.

    Know another tool for this step? Suggest a tool for step 5: Apply the motion to the model

XR

The character is placed in a scene built for the platform your audience will use.

  1. Step 6 Add supporting elements

    In
    One or more animated characters
    Out
    A composed experience with all elements added

    This step is where a single animated character becomes a full experience. If the practice involves more than one performer, you compose the group here so their arrangement reflects the source material. And if it carries other modalities, such as music or a surrounding environment, you add those here too. This work happens in the platform you are building in, and it can merge with the steps around it, but we keep it separate because assembling the full experience is its own job.

    What we did

    What we did for the prototype, to be added.

    Video to be added

    The composed scene, with the performers arranged and the audio in place.

    Tools

    The composition and any extra modalities are built in the platform you are working in. Which additional tools you need depends on what you are adding, such as audio software for music or asset tools for an environment.

    Tools to be added.

    We haven't documented the tools for this step yet. Suggest a tool for step 6: Add supporting elements

  2. Step 7 Compose for the medium

    In
    A composed experience
    Out
    A finished XR experience

    This is the final step: preparing the assembled experience for publishing to its target XR medium. Which platform you use depends on the medium you are publishing to. It can overlap with the earlier steps, and they can merge, but we keep publishing-readiness separate because it is its own task.

    What we did

    We prepared the prototype for publishing in Unity, the platform we had been building in.

    Target medium and specifics to be added.

    Video to be added

    The finished experience running on its target device.

    Platforms

    These are the platforms we see used most often. They are not the only options, and new ones appear regularly. For web-based delivery, use 8th Wall or ZapWorks. For app-based delivery, Unity is usually the better choice.

    Which XR media each platform can publish to

    Platform Web ARMobile ARAR headsetVR headsetInstallation
    Unity We used this No Yes Yes Yes Yes
    Unreal Engine No Yes Yes Yes Yes
    8th Wall Yes Yes Yes Yes Yes
    ZapWorks (Zappar) Yes Yes Yes Yes No

    Know another tool for this step? Suggest a tool for step 7: Compose for the medium