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Understanding Motion Capture for Computer Animation, Second EditionDecember 2010
Publisher:
  • Morgan Kaufmann Publishers Inc.
  • 340 Pine Street, Sixth Floor
  • San Francisco
  • CA
  • United States
ISBN:978-0-12-381496-8
Published:29 December 2010
Pages:
276
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Abstract

The power of today s motion capture technology has taken animated characters and special effects to amazing new levels of reality. And with the release of blockbusters like Avatar and Tin-Tin, audiences continually expect more from each new release. To live up to these expectations, film and game makers, particularly technical animators and directors, need to be at the forefront of motion capture technology. In this extensively updated edition of Understanding Motion Capture for Computer Animation and Video Games, an industry insider explains the latest research developments in digital design and film, games, medicine, sports, and security engineering. This completely updated new edition tells the complete story of motion capture, including the current state-of-the-art technology, methodology, and the explosive growth of the motion capture industry. In-depth technical explanations pair text and code, to help you understand not only the fundamental tenets of motion capture, but also the reasons behind its successes and failures. This timely new edition is an essential resource for anyone producing realistic motion graphics. Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems Companion site with source code, motion capture data translator, and example files help you write conversion and motion data manipulation programs Describes all the mathematical principles associated with motion capture and 3D character mechanics Helps you budget by explaining the costs associated with individualized motion capture projects Table of Contents 1: Motion Capture Primer 1.1 Motion Capture and Performance Animation 1.2 History of Performance Animation in the Entertainment Field 1.3 Types of Motion Capture 1.4 Applications of Motion Capture 2: Motion Capture Case Studies and Controversy 2.1 Digital Humans and the Uncanny Valley 2.2 Relevant Motion Capture Accounts 3: The Motion Capture Session 3.1 Deciding to Use Motion Capture 3.2 Preparing for the Session 3.3 During the Session 3.4 Summary 4: The Motion Data 4.1 Motion Data Types and Formats 4.2 Writing a Motion Capture Translator 5: Setting Up Your Character 5.1 Setting Up a Character with Rotational Data 5.2 Setting Up a Character with Translational Data 5.3 Facial Motion Capture 5.4 Tips and Tricks Conclusion Appendix A: Motion Capture Equipment and Software Manufacturers Appendix B: Motion Capture Service Providers Appendix C: Web Resources

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