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$2,347
  • 語言: 英文
  • 頁數: 238
  • 裝訂: Paperback
  • ISBN: 0124906303
  • ISBN-13: 9780124906303
  • 已絕版

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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.

Authors:

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.

Table of Contents:

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
Chapter 2 - The Motion Capture Controversy
Motion Capture Perspectives
Motion Capture and the Media
Motion Capture Stories
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
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

Related Titles:

Computer Graphics & Geometric Modeling