Thanks to the march of technology, along with the emergence of virtual characters in movies, CGI (Computer Generated Imagery) is almost no different with reality. At the same time, Motion Capture technology has also been developing. Nevertheless, despite the technologically sophisticated and delicate details of virtual characters, human emotions are never to be depicted. In that sense, successful cases where Motion Captures tallies with virtual characters are limited, making the quality reprocess of animator critical. In the case of 〈Avatar〉, appraised to surpass the ‘Uncanny Valley’, depicts the Navi to be human-like. Thus, it steers the issue of deficiency in enacting human through virtual technology. Rather than 〈Beowulf〉, which was in some degree eerie and disproportionate, 〈Avatar〉, which the cartoonish human-like characters elicits positive responses, suits well in using virtual characters. Nowadays, CGI character and reality show similar quality in visual. Especially, Motion Capture technique, to some degree, successfully captures human emotions. In the past, Motion Capture perfectly and sophisticatedly reenacted human into virtual characters. However, this misconception of Motion Capture Data made audiences to be unnerved and repulsed. From now on, the ultimate question in Motion Capture will be to unravel the problem of bridging the gap between reality and virtual world, along with the data processing technique. In Korea, engineering research on Motion Capture is more active in game content development rather than film post-production. In order to flourish in global markets, beyond domestic markets, intense and active studies on CGI, along with the sensibility in processing of Motion Capture Data, must be promoted.