# Quickstart — your first capture

From a running AR 51 system to a recorded motion exported as an **FBX**, in about **15 minutes**.

![A performer tracked by the AR 51 camera array, skeleton overlaid in real time](./img/quickstart/hero-tracked-skeleton.webp)
{/* TODO(placeholder-image): hero-tracked-skeleton.webp is an AI placeholder — replace with a real capture photo */}

:::info[Before you start]
This quickstart assumes a **running system** — the CV server and Mocap Studio installed, cameras mounted, everything on the same network. Setting up for the first time? Do these first, then come back:

- [Install the CV server (Ubuntu)](/docs/getting-started/ubuntu-install)
- [Install Mocap Studio](/docs/getting-started/install-mocap-studio)
- [Mount the cameras](/docs/physical-setup/camera-mounting)

You'll also want a 3D program that opens FBX (e.g. **Blender** or **Maya**).
:::

## 1. Confirm the system is connected

Open **Mocap Studio**. In the top-right corner, the **OMS** and **CVS** indicators should both be **green** — that means the management service and the vision service are found on your network.

![Mocap Studio with the OMS and CVS indicators green](./img/quickstart/connectivity.png)

:::tip[Success check]
Both indicators green = the system is connected and running. If CVS stays grey, see [Troubleshooting → connectivity](/docs/troubleshooting/faq#networking).
:::

## 2. Calibrate the cameras

Calibration aligns every camera to a shared coordinate space — do it once per room (or any time a camera moves).

1. Place the **calibration checkerboard** flat at the center of the capture area.
2. Start **camera calibration** in the server.
3. Move the **calibration sphere** slowly through the whole volume, covering different heights and angles.

![Starting camera calibration](./img/quickstart/start-calibration.png)

:::tip[Success check]
You're aiming for a **high calibration quality**, with the cameras aligned in the 3D view.

![Calibration complete with good quality](./img/quickstart/calibration-done.webp)
:::

Full details, tips, and edge cases → [Camera calibration](/docs/calibration/camera-calibration).

## 3. Record a take

1. Stand up and walk into **camera range** — your character appears on screen.
2. Click **Record** and perform a short motion (a few steps is enough for a first test).
3. Click **Record** again to stop. The take appears in the **Captures** list.

![The Record button in Mocap Studio](./img/quickstart/record-button.png)

Prefer to watch it end-to-end? Here's the full recording → export walkthrough:

<YouTube id="AOW4gbBpSFw" title="AR 51 Mocap Studio — Recording and Exporting an FBX" />

Full details → [Recording an FBX](/docs/mocap-studio/recording-fbx).

## 4. Export as FBX

Select your capture, click **Export**, choose a folder, and pick **FBX** as the format.

![Exporting the capture as an FBX](./img/quickstart/export-fbx.png)

## 5. Open it in your 3D tool

The FBX works in any program that supports the format. Import it (e.g. **File → Import → FBX** in Blender) — the model arrives with its animation intact.

![The captured animation imported into a 3D editor](./img/quickstart/import-3d.gif)

🎉 **That's your first capture** — recorded in Mocap Studio and exported as a reusable FBX.

![A performer driving a 3D character in real time](./img/quickstart/tracked-character.webp)
{/* TODO(placeholder-image): tracked-character.webp is an AI placeholder — replace with a real screenshot */}

## Next: go live in your engine

Instead of exporting a file, you can **stream the skeleton live** into your game engine and drive characters in real time:

- [Unity SDK](/docs/unity-sdk/overview) — import the SDK, drop in the prefab, press Play.
- [Unreal SDK](/docs/unreal-sdk/overview) — LiveLink, character assignment, RenderStream.
- [SDK & API reference](/docs/sdk-api/overview) — the full data model and services for any client.
