Understanding Motion Capture for Computer Animation book cover

Understanding Motion Capture for Computer Animation

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.

Paperback, 276 Pages

Published: December 2010

Imprint: Morgan Kaufmann

ISBN: 978-0-12-381496-8

Reviews

  • "Modern motion capture has proven to be a groundbreaking tool in VFX, when used properly. The latest edition of Understanding Motion Capture will help make sure that you know how and when to use this technology... and perhaps more importantly, when not to use it!" -Scott Stokdyk, Award winning Visual Effects Supervisor


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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