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
Cited By
- Kwolek B and Rymut B (2018). Reconstruction of 3D human motion in real-time using particle swarm optimization with GPU-accelerated fitness function, Journal of Real-Time Image Processing, 17:4, (821-838), Online publication date: 1-Aug-2020.
- Wan Idris W, Rafi A, Bidin A, Jamal A and Fadzli S (2019). A systematic survey of martial art using motion capture technologies, Multimedia Tools and Applications, 78:8, (10113-10140), Online publication date: 1-Apr-2019.
- Kenny S, Mahmood N, Honda C, Black M and Troje N (2019). Perceptual Effects of Inconsistency in Human Animations, ACM Transactions on Applied Perception, 16:1, (1-18), Online publication date: 31-Jan-2019.
- Walther-Franks B, Döring T, Yilmaz M and Malaka R Embodiment or Manipulation? Proceedings of Mensch und Computer 2019, (661-665)
- Kenny S, Mahmood N, Honda C, Black M and Troje N Effects of animation retargeting on perceived action outcomes Proceedings of the ACM Symposium on Applied Perception, (1-7)
- Rhodin H, Richardt C, Casas D, Insafutdinov E, Shafiei M, Seidel H, Schiele B and Theobalt C (2016). EgoCap, ACM Transactions on Graphics, 35:6, (1-11), Online publication date: 11-Nov-2016.
- Keyvani A, Johansson H, Ericsson M, Lämkull D and Örtengren R Schema for motion capture data management Proceedings of the Third international conference on Digital human modeling, (99-108)
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