gogogo
Syndetics cover image
Image from Syndetics

Understanding motion capture for computer animation [electronic book] / Alberto Menache.

By: Contributor(s): Material type: TextTextPublication details: Burlington, MA : Morgan kaufmann, c2011.Edition: 2nd edDescription: p. cmISBN:
  • 0123814960 (electronic bk.)
  • 9780123814968 (electronic bk.)
Subject(s): Genre/Form: Additional physical formats: Print version:: Understanding motion capture for computer animation.Online resources:
Contents:
Chapter 1: Motion Capture Primer -- Chapter 2: Motion Capture CASE STUDIES AND Controversy -- Chapter 3: The Motion Capture Session -- Chapter 4: The Motion Data -- Chapter 5: Setting Up Your Character Conclusion -- Appendix A: Motion Capture Equipment and Software Manufacturers -- Appendix B: Motion Capture Service Providers -- Appendix C: Web Resources.
Summary: 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.
No physical items for this record

Enhanced descriptions from Syndetics:

Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live performance into a digital performance. In contrast, performance animation is the actual performance that brings life to the character, even without using technology. If motion capture is the collection of data that represents motion, performance animation is the character that a performer represents.

The book offers extensive information about motion capture. It includes state-of-the-art technology, methodology, and developments in the current motion-capture industry. In particular, the different ways to capture motions are discussed, including using cameras or electromagnetic fields in tracking a group of sensors. This book will be useful for students taking a course about digital filming, as well as for anyone who is interested in this topic.

Chapter 1: Motion Capture Primer -- Chapter 2: Motion Capture CASE STUDIES AND Controversy -- Chapter 3: The Motion Capture Session -- Chapter 4: The Motion Data -- Chapter 5: Setting Up Your Character Conclusion -- Appendix A: Motion Capture Equipment and Software Manufacturers -- Appendix B: Motion Capture Service Providers -- Appendix C: Web Resources.

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.

Electronic reproduction. Amsterdam : Elsevier Science & Technology, 2010. Mode of access: World Wide Web. System requirements: Web browser. Title from title screen (viewed on Dec. 21, 2010). Access may be restricted to users at subscribing institutions.

Table of contents provided by Syndetics

  • 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

Author notes provided by Syndetics

Alberto Menache founded Three Space Imagery, Inc. (TSi), a computer graphics and video game developer, in Los Angeles, where he and his team developed proprietary software for motion capture usage in animation. After selling his software to Motion Analysis Corporation, Menache moved on to Pacific Data Images, a computer graphics industry leader, where he is the lead character technical director at the commercial and film effects division. His latest production credits include the film Forces of Nature , commercials for SEGA, Circle K and Pillsbury, the award-winning music video for TLC's "Waterfalls", and dozens of video games, including Dark Ridge , Messiah and Soul Blade .

Powered by Koha