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Understanding Motion Capture for Computer Animation and Video Games,9780124906303
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Understanding Motion Capture for Computer Animation and Video Games

by
ISBN13:

9780124906303

ISBN10:
0124906303
Format:
Paperback
Pub. Date:
9/1/1999
Publisher(s):
Elsevier Science Ltd
List Price: $65.95
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Summary

Motion capture is one of the most talked about and misunderstood technologies in computer animation because of its rocketing popularity and ambiguous implementation. In Understanding Motion Capture for Computer Animation and Video Games, industry insider Alberto Menache tells the complete story of motion capture, examining its technical details as well as its growth as an industry. Menache's narrative voice and in-depth technical discussions allow the reader to not only learn motion capture, but also to understand the reasons behind its successes, failures, and increasing role in blockbuster films, such as Batman Forever and Batman and Robin. With its careful balance between technical analysis and industry trends, Understanding Motion Capture for Computer Animation and Video Games is the first book to explore the controversial art and practice of modern character animation using motion capture. * 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.

Author Biography

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 Character Technical Direction Supervisor in the commercial and film effects division.

Table of Contents

Acknowledgments xi
Introduction xiii
Motion Capture Primer
1(36)
Motion Capture and Performance Animation
1(1)
History of Performance Animation in the Entertainment Field
2(12)
The Rotoscope
2(1)
``Brilliance''
3(2)
Pacific Data Images
5(5)
deGra/Wahrman
10(1)
Kleiser-Walczak Construction Company
10(1)
Homer and Associates
11(3)
Types of Motion Capture
14(18)
Optical Motion Capture Systems
15(5)
Electromagnetic Trackers
20(3)
Electromechanical Suits
23(1)
Digital Armatures
24(4)
Other Motion Capture Systems
28(4)
Applications of Motion Capture
32(5)
Medicine
32(1)
Sports
33(1)
The Entertainment Industry
34(2)
Law
36(1)
The Motion Capture Controversy
37(24)
Motion Capture Perspectives
38(4)
Motion Capture and the Media
42(1)
Motion Capture Stories
43(18)
Total Recall
44(2)
Shell Oil
46(1)
Marvin the Martian in the 3rd Dimension
47(1)
The Pillsbury Doughboy
47(2)
Batman and Robin
49(3)
The Real Adventures of Jonny Quest
52(1)
Shrek
53(1)
Godzilla
54(1)
Sinbad: Beyond the Veil of Mists
55(6)
The Motion Capture Session
61(60)
Deciding to Use Motion Capture
61(27)
Do You Want Realistic Motion?
62(5)
Can You Successfully Capture the Data?
67(21)
Preparing for the Session
88(26)
Using an External Motion Capture Service Provider
88(3)
Props and Rigs
91(1)
Talent
92(2)
Designing the Marker Positions
94(16)
Capture Schedule
110(4)
Rehearsals
114(1)
During the Session
114(5)
The Base Position
116(1)
Directing the Motion Capture Session
117(2)
Summary
119(2)
The Motion Data
121(50)
Motion Data Types and Formats
121(22)
The Acclaim File Format
123(4)
The .bva File Format
127(2)
The .bvh File Format
129(3)
The .trc File Format
132(2)
The .htr File Format
134(9)
Writing a Motion Capture Translator
143(28)
Setting Up Your Character
171(36)
Setting Up a Character with Rotational Data
172(1)
Setting Up a Character with Translational Data
173(16)
Creating the Internal Skeleton
173(16)
Tips and Tricks
189(16)
Switching the Order of Rotations
189(3)
Distribution of Rotations
192(5)
Interpolation
197(4)
Keyframe Reduction
201(1)
Readaptation of Captured Data
202(3)
Conclusion
205(2)
Appendix A Motion Capture Equipment and Software Manufacturers 207(12)
Optical Tracking Systems
207(6)
Electromagnetic Tracking Systems
213(1)
Electromechanical Tracking Systems
214(1)
Hand Tracking Devices
215(1)
Other Tracking Technologies
216(3)
Appendix B Motion Capture Service Bureaus and Virtual Content Providers 219(10)
Appendix C Other Sources 229(4)
Software
229(2)
Miscellaneous Resources
231(2)
Index 233


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