Abstract
In this study, we clarified the purpose of motion capturing from the perspectives of "reduction of animation creation workloads" and "reproduction of reality" using examples of animation creation based on heuristics. We also described the necessity and importance of implementation of deformation processes, unique to digital games, while reproducing reality obtained through motion capturing. Furthermore, we described the current difficulties and potential of real-time physical calculation using production version machines. We then identified and discussed possible solutions for the current issues of streamlining of finger or facial animation.