Skip to main content

Understanding Motion Capture for Computer Animation

  • 2nd Edition - December 15, 2010
  • Latest edition
  • Author: Alberto Menache
  • Language: English

Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineeri… Read more

Early spring sale

Nurture your knowledge

Grow your expertise with up to 25% off trusted resources.

Description

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.

Key features

  • Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems
  • 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

Readership

Professionals involved in 3D animation for games, television, and feature films

Table of contents

Chapter 1 Motion Capture Primer Motion Capture and Performance Animation History of Performance Animation in the Entertainment Field Types of Motion Capture Applications of Motion CaptureChapter 2 Motion Capture Case Studies and Controversy Digital Humans and the Uncanny Valley Relevant Motion Capture AccountsChapter 3 The Motion Capture Session Deciding to Use Motion Capture Preparing for the Session During the Session SummaryChapter 4 The Motion Data Motion Data Types and Formats Writing a Motion Capture TranslatorChapter 5 Setting up Your Character Setting up a Character with Rotational Data Setting up a Character with Translational Data Facial Motion Capture Tips and TricksConclusionAppendix A Motion Capture Equipment and Software ManufacturesAppendix B Motion Capture Service ProvidersAppendix C Web Resources

Review quotes

"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

Product details

  • Edition: 2
  • Latest edition
  • Published: January 24, 2011
  • Language: English

About the author

AM

Alberto Menache

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.

View book on ScienceDirect

Read Understanding Motion Capture for Computer Animation on ScienceDirect