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Motion Capture

Motion Capture. By: Ali Hosseini. Definition of Motion Capture. Motion capture is the recording of human body movement (or other movement) for immediate or delayed analysis and playback. “MoCap”. History.

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Motion Capture

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  1. Motion Capture By: Ali Hosseini

  2. Definition of Motion Capture Motion capture is the recording of human body movement (or other movement) for immediate or delayed analysis and playback. “MoCap”

  3. History • Late 1970’s – Rebecca Allen created the first primitive form of motion capture. “Rotoscoping” • 1980-1983- Tom Calvert invented “Geniometers” • 1982-1983- Ginsberg & Maxwell invented “Graphical Marionette”

  4. 1988- deGraf/Wahrman invented “Mike the Talking Head” • 1988- Pacific Data Images invented “Waldo C. Graphic” • 1989- Kleiser- Walczak invented “Dozo”

  5. 1991- Videosystem invented “Mat the Ghost” • 1992- SimGraphics invented “Mario” • 1992- Brad deGraph invented “Alive” • 1993- Acclaim invented two character animation motion capture

  6. Process of MoCap • Data needs to be manipulated • Transform data into file format • Build specific models • Attaching the mesh

  7. Questions to Consider • How many moves in a level? • Can keyframe techniques be used? • What process is efficient? • Budget? • Knowledge and skill of team?

  8. Preparation Pre-Studio • Spreadsheet breakdown of shots • Diagramming overhead view of action • Story Boards • Floor Plans for desired moves over large space • Wardrobe, video reference, stunt support, craft services.

  9. Shot list Move list Exceptional talent Food and water Talent with comfortable shoes A motion capture system and team Well rested Pre-Shoot List

  10. Procedure • Story board drawn up • Actors positioned at marks • Director call action • Operator of MoCap station to start machine

  11. Procedure Cont… • Game production manager determines best takes. • MoCap members clean up data • Files are converted into a skeletal format that is ready for attachment • Skins meet bones

  12. MoCap Quicker Results Easier to do what directors wants Key framing Cost effective Difficult to do what director wants Human Vs. Computer

  13. Point Weighting & Attachment • Polygonal characters attached to MoCap data • Polygonal characters are to be more specific (ex: polygons at elbows, knees, wrist) for maximum flexibility • Needs to have mesh proportional to bones • Do attachment right away

  14. Major Problems • Aggressive moves that need to be stretched and twisted into radical positions tearing and deformation may occur • Blending Technique stringing all takes

  15. Software Packages for MoCap Data Implementation • Softimage • Alias • 3D Studio Max

  16. 3D Studio Max This software package implements MoCap data into a PC based Piece of code

  17. 3D Studio Max Plugins Oxford Metrics • Does well with physique • Has key reduction capabilities to reduce unwanted data and keep files from balooning • Allow importation of specified segments of the file and allows moves to blend together with code applied

  18. 3D Studio Max Plugins BioVision • Called “Motion Manager” • File format is easy

  19. MoCap Live

  20. Refrences Sturman, David. “A Brief History of Motion Capture for Computer Character Animation.” 13 March 1999. MEDIALAB. 25 Nov. 2005. http://www.siggraph.org/education/materials/HyperGraph/animation/character_animation “When Motion Capture Beats Keyframing.” Sept. 1997. Game Developer. http://www.gdmag.com Kines,Melianthe. “Planning and Directing Motion Capture for Games.” Gecko Interactive.

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