Understanding Motion Capture for Computer Animation and Video Games
Alberto Menache
- 出版商: Morgan Kaufmann
- 出版日期: 1999-10-11
- 售價: $2,470
- 貴賓價: 9.5 折 $2,347
- 語言: 英文
- 頁數: 238
- 裝訂: Paperback
- ISBN: 0124906303
- ISBN-13: 9780124906303
已絕版
買這商品的人也買了...
-
$4,420$4,199 -
$1,200$1,176 -
$2,500$2,375 -
$200The Real-Time Specification for Java
-
$900Effective Requirements Practices
-
$1,045Java How to Program, 4/e
-
$970Introduction to Algorithms, 2/e
-
$1,150$1,127 -
$1,000$900 -
$2,340$2,223 -
$399Relational Database Design Clearly Explained, 2/e (Paperback)
-
$1,029Operating System Concepts, 6/e (Windows XP Update)
-
$1,030$1,009 -
$450$351 -
$2,340$2,223 -
$1,860$1,767 -
$1,650$1,568 -
$590$466 -
$1,330$1,260 -
$350$315 -
$990CCNP ONT Official Exam Certification Guide (Hardcover)
-
$860$774 -
$580$458 -
$380$300 -
$750$638
相關主題
商品描述
Order This Book | Authors | Contents | Related Titles
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.
Features
- 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.
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.
Introduction
- Chapter 1 - Motion Capture Primer
- What is Motion Capture?
- History Performance in the Entertainment Field
- Types of Motion Capture
- Other Motion Capture Systems
- Applications of Motion Capture
- History Performance in the Entertainment Field
- Chapter 2 - The Motion Capture Controversy
- Motion Capture Perspectives
- Motion Capture and the Media
- Motion Capture Stories
- Motion Capture and the Media
- Chapter 3 - The Motion Capture Session
- Deciding to Use Motion Capture
- First Step: Do You Want Realistic Motion?
- Second Step: Can You Successfully Capture the Data?
- Preparing for the Session
- Capture Schedule
- First Step: Do You Want Realistic Motion?
- Chapter 4 - The Motion Data
- Motion Data Types and Formats
- Writing A Motion Capture Translator
- Chapter 5 - Setting Up Your Character for Captured Motion Data
- Setting Up a Character with Rotational Data
- Setting Up a Character with Translational Data
- Tips and Tricks
- Setting Up a Character with Translational Data