Understanding Motion Capture for Computer Animation
By- Alberto Menache, CEO, Menache LLC
The power of todays 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.
Audience
Professionals involved in 3D animation for games, television, and feature films
Paperback, 276 Pages
Published: December 2010
Imprint: Morgan Kaufmann
ISBN: 978-0-12-381496-8
Reviews
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"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 Capture1.4 Applications of Motion Capture
2: Motion Capture Case Studies and Controversy2.1 Digital Humans and the Uncanny Valley
2.2 Relevant Motion Capture Accounts3: The Motion Capture Session
3.1 Deciding to Use Motion Capture3.2 Preparing for the Session
3.3 During the Session3.4 Summary
4: The Motion Data4.1 Motion Data Types and Formats
4.2 Writing a Motion Capture Translator5: Setting Up Your Character
5.1 Setting Up a Character with Rotational Data5.2 Setting Up a Character with Translational Data
5.3 Facial Motion Capture5.4 Tips and Tricks
ConclusionAppendix A: Motion Capture Equipment and Software Manufacturers
Appendix B: Motion Capture Service ProvidersAppendix C: Web Resources

