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Motion Capture By: Ali Hosseini. Definition of Motion Capture Motion capture is the recording of human body movement (or other movement) for immediate.

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Presentation on theme: "Motion Capture By: Ali Hosseini. Definition of Motion Capture Motion capture is the recording of human body movement (or other movement) for immediate."— Presentation transcript:

1 Motion Capture By: Ali Hosseini

2 Definition of Motion Capture Motion capture is the recording of human body movement (or other movement) for immediate or delayed analysis and playback. “MoCap”

3 History Late 1970’s – Rebecca Allen created the first primitive form of motion capture. “Rotoscoping” 1980-1983- Tom Calvert invented “Geniometers” 1982-1983- Ginsberg & Maxwell invented “Graphical Marionette”

4 1988- deGraf/Wahrman invented “Mike the Talking Head” 1988- Pacific Data Images invented “Waldo C. Graphic” 1989- Kleiser- Walczak invented “Dozo”

5 1991- Videosystem invented “Mat the Ghost” 1992- SimGraphics invented “Mario” 1992- Brad deGraph invented “Alive” 1993- Acclaim invented two character animation motion capture

6 Process of MoCap Data needs to be manipulated Transform data into file format Build specific models Attaching the mesh

7 Questions to Consider How many moves in a level? Can keyframe techniques be used? What process is efficient? Budget? Knowledge and skill of team?

8 Preparation Pre-Studio Spreadsheet  breakdown of shots Diagramming overhead view of action Story Boards Floor Plans for desired moves over large space Wardrobe, video reference, stunt support, craft services.

9 Pre-Shoot List Shot list Move list Exceptional talent Food and water Talent with comfortable shoes A motion capture system and team Well rested

10 Procedure Story board drawn up Actors positioned at marks Director call action Operator of MoCap station to start machine

11 Procedure Cont… Game production manager determines best takes. MoCap members clean up data Files are converted into a skeletal format that is ready for attachment Skins meet bones

12 Human Vs. Computer MoCap Quicker Results Easier to do what directors wants Key framing Cost effective Difficult to do what director wants

13 Point Weighting & Attachment Polygonal characters attached to MoCap data Polygonal characters are to be more specific (ex: polygons at elbows, knees, wrist)  for maximum flexibility Needs to have mesh proportional to bones Do attachment right away

14 Major Problems Aggressive moves that need to be stretched and twisted into radical positions  tearing and deformation may occur Blending Technique  stringing all takes

15 Software Packages for MoCap Data Implementation Softimage Alias 3D Studio Max

16 This software package implements MoCap data into a PC based Piece of code

17 3D Studio Max Plugins Oxford Metrics Does well with physique Has key reduction capabilities to reduce unwanted data and keep files from balooning Allow importation of specified segments of the file and allows moves to blend together with code applied

18 3D Studio Max Plugins BioVision Called “Motion Manager” File format is easy

19 MoCap Live

20 Refrences Sturman, David. “A Brief History of Motion Capture for Computer Character Animation.” 13 March 1999. MEDIALAB. 25 Nov. 2005. http://www.siggraph.org/education/materials/HyperGraph/animation/char acter_animation http://www.siggraph.org/education/materials/HyperGraph/animation/char acter_animation “When Motion Capture Beats Keyframing.” Sept. 1997. Game Developer. http://www.gdmag.com http://www.gdmag.com Kines,Melianthe. “Planning and Directing Motion Capture for Games.” Gecko Interactive.


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