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3D Modelling & Animation. Character Animation: Motion Capture. Agenda. Motion Capture Systems ( Capturing Motion Data) Types of Motion Capture Systems Applying Motion Capture Data in 3D Modelling Environments. Motion Capture Systems.
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3D Modelling & Animation Character Animation: Motion Capture
Agenda • Motion Capture Systems ( Capturing Motion Data) • Types of Motion Capture Systems • Applying Motion Capture Data in 3D Modelling Environments
Motion Capture Systems • Optical ( passive and active) cameras record positional data of actor wearing suit • Passive optical systems use reflective markers illuminated from strobes on the camera and triangulate each marker from its relative location on a 2D map.
Active Marker Active marker systems allows higher speed and higher resolution, however, this higher accuracy and resolution requires more processing than older passive technologies.
Motion Capture: Advantages • Mocap can dramatically reduce the time taken to animate a character for complex human movements. • Mocap can capture nuances of human motion that traditional animators might not have had the skill, or time to create. • Mocap can accurately capture difficult-to-model physical movement between independent characters or systems
Motion Capture: Disadvantages • Requires special programs and time to manipulate once captured and processed • Only a few systems allow real time viewing of the data to decide if the capture process needs to be repeated. • Applying motion capture to animals like horses can be difficult. • Motion capture equipment very expensive, often outdate overnight through emerging technologies • Although motion capture produces "realistic" movement, hand animation often allows for stronger applications of traditional techniques like squash and stretch, secondary motion, and anticipation, creating characters with greater impact and personality.
Motion Capture Devices Moven see:http://www.xsens.com/
Motion Capture Software • Maya – Autodesk Motion Builder ‘interfaces’ with Maya • .fbx file format (developed by Autodesk) cross-application file format for motion capture embedded inside character models. • 3D Studio Max – BIPED – Biped (two footed) character animation system which supports footstep placement and applied motion data • Biovision (.bvh) format motion capture data • Base format format for Maya is .mov (not MPEG!)
3D Studio Max BIPED • Create BIPED Character ( drag and drop) • Apply motion capture data or footstep–driven animation data • Motion capture data can be sequenced to provide a ‘motion flow’ of pre-recorded animation clips • Export to .fbx format of games SDK supported e.g formats .x for DirectX also XNA (XBox 360)
Motion Builder • Imports Maya and other defacto geometry (.3ds) • Apply Motion Capture data to character geometry • Export to reuse in modelling application for further integration with animation sequences • Biovision (.bvh) supported – but not easy to apply
Motion Builder Actors • Actor asset provides an interface between a character and motion capture data • The Actor is connected to the motion data via the marker set • Actor then associated with the character
Actor Asset Actors are used to connect characters to motion data