Synopses & Reviews
Motion capture is one of the most talked about and pervasive technologies in modern computer science - its rocketing popularity due to an ever increasing demand for realistic character movement in film, animation, and scientific applications.
In this new edition of Understanding Motion Capture, industry insider Alberto Menache tells the complete story of motion capture, examining methodology as well as its growth as an industry. Menache's narrative voice and in-depth technical discussions allow the reader to not only learn the tenets of motion capture, but also to understand the reasons behind its successes, failures, and increasing role in blockbuster movies, such as Beowulf, Pirates of the Caribbean, and Iron Man.
This edition also includes over 160 pages of new material addressing RF and Facial Motion Capture Systems, among myriad other recent developments. What's more, the book looks toward the future, covering recent and future films such as Avatar and Tin-Tin (directed by James Cameron and Stephen Spielberg respectively) as well as the latest motion capture advances in fields like medicine, sports, and security engineering.
These updates reflect the current state-of-the-art technology, and along with its lucid pairing of text and code, ensure the book's leading position as a reference text for anyone recording movement, whether it's for film, video, digital design, visualization, or gaming.
Provides descriptions of all the mathematical principles associated with motion capture and 3D character mechanics.
Offers great ideas for character setup that can be used for any character animation, even without the use of captured motion data.
Includes source code that will help readers write conversion and motion data manipulation programs.
Review
"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
Synopsis
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.
- 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
Synopsis
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
About the Author
Alberto Menache is a pioneer in the field of motion capture technology. He founded one of the first motion capture companies - Three Space Imagery, Inc., that developed proprietary software for motion capture animation. The rights to the software were sold to a leading motion capture company and it continues to be an integral part of the motion capture industry today. Mr. Menache is currently the CEO of Menache LLC, a company that develops wireless technologies for motion capture. Mr. Menache was a Digital Effects Supervisor at Sony Pictures’ Imageworks. He was a primary contributor to many of the company’s visual effects productions, including such blockbuster films as “Spiderman,” “The Polar Express,” and “Superman Returns.” In addition to having primary responsibility for digital effects and motion capture efforts, Mr. Menache designed and led implementation of the company’s proprietary muscular deformation and facial animation systems. Alberto holds a bachelor's degree in mechanical engineering and a master's degree in mathematics and computer science.
CEO, Menache LLC
Table of 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