Understanding Motion Capture for Computer Animation and Video Games
Motion capture is one of the most talked about and misunderstood technologies in computer animation because of its rocketing popularity and ambiguous implementation. In "Understanding Motion Capture for Computer Animation and Video Games, industry insider Alberto Menache tells the complete story of motion capture, examining its technical details as well as its growth as an industry. Menache's narrative voice and in-depth technical discussions allow the reader to not only learn motion capture, but also to understand the reasons behind its successes, failures, and increasing role in blockbuster films, such as "Batman Forever and "Batman and Robin. With its careful balance between technical analysis and industry trends, "Understanding Motion Capture for Computer Animation and Video Games is the first book to explore the controversial art and practice of modern character animation using motion capture.
* Provides descriptions of all the mathematical principles associated with motion capture and 3D character mechanics.
* Offers great ideas for character setup that can be used for any character animation, even without the use of captured motion data.
* Includes source code that will help readers write conversion and motion data manipulation programs.
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Motion Capture Primer
HISTORY OF PERFORMANCE ANIMATION IN THE ENTERTAINMENT FIELD
Pacific Data Images
Homer and Associates
TYPES OF MOTION CAPTURE
Optical Motion Capture Systems
Designing the Marker Positions
The Base Position
Directing the Motion Capture Session
The Motion Data
Other Motion Capture Systems The Waldo
APPLICATIONS OF MOTION CAPTURE
The Entertainment Industry
The Motion Capture Controversy
MOTION CAPTURE PERSPECTIVES
MOTION CAPTURE AND THE MEDIA
MOTION CAPTURE STORIES
Marvin the Martian in the 3rd Dimension
Batman and Robin
The Real Adventures of Jonny Quest
Beyond the Veil of Mists
The Motion Capture Session
Do You Want Realistic Motion?
Can You Successfully Capture the Data?
PREPARING FOR THE SESSION
Props and Rigs
The Acclaim File Format
The bva File Format
The bvh File Format
The trc File Format
The htr File Format
WRITING A MOTION CAPTURE TRANSLATOR
Setting Up Your Character
SETTING UP A CHARACTER WITH ROTATIONAL DATA
SETTING UP A CHARACTER WITH TRANSLATIONAL DATA
TIPS AND TRICKS
Distribution of Rotations
Readaptation of Captured Data
Motion Capture Equipment and Software Manufacturers
ELECTROMAGNETIC TRACKING SYSTEMS
ELECTROMECHANICAL TRACKING SYSTEMS
HAND TRACKING DEVICES
OTHER TRACKING TECHNOLOGIES
Motion Capture Service Bureaus and Virtual Content Providers
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3D Studio Max Acclaim acclaimfile->boneſ)ata[i acclaimfile->frameData animation software apply base position bone camera captured data captured motion data Carl Rosendahl char character animation character setup client configurations create DataGlove defined DELIMIT device digital character director Doughboy electromagnetic tracker end of file\n Euler angles facial fgets Figure File Format film fprintf(asffileHandle fprintf(stderr global Godzilla hierarchy Homer and Associates htr file htrFile->basePosition[i htrFileHandle interactions inverse kinematics Jim Henson Hour joint keyframe keyframe animation LHIP Lineſ located magnetic tracker marker setup MAXLINE motion capture session motion capture system nerror numſokens optical motion capture optical system order of rotations performance animation post-processing problems production props puppeteering quaternion real-time Rex Grignon rot_joint_limit rot_residual rotoscoping SACRUM samples per second sampling rate segment name sensors shots Shrek skeleton Softimage stage strlen stropy struct tracking system tx ty tz Types of projects USA Phone Vicon video game Xrotation Y rotation
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Proceedings of Computer Animation 2002 (CA 2002): 19-21 June 2002, Geneva ...
Computer Graphics Society
No preview available - 2002