MoCap for Artists: Workflow and Techniques for Motion Capture

Paperback
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Author: Midori Kitagawa

ISBN-10: 0240810007

ISBN-13: 9780240810003

Category: Computer Animation

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Unleash the power of digital motion capture in your 3D projects. Learn how to apply state-of-the-art optical motion capture with application-agnostic techniques that require very little math. You learn the vital elements to building a production pipeline that can be used with any combination of hardware and software technologies. MoCap for Artists is an accessible guide for designers that want to implement a professional mocap pipeline with ease and efficiency. Techniques covered include:* Planning and preproduction of a motion capture project* Designing a pipeline and cleaning editing the data* Decomposing and composing motions* Hand, facial, and puppetry capture* Essential math for motion capture artistsThe companion CD-Rom includes sample video files in .avi, .mov, .asf, Maya, and MotionBuilder formats that demonstrate first-hand experience with some of the core processes.

Acknowledgments     xiIntroduction     xiiiAn Overview and History of Motion Capture     1About This Book     1History of Mocap     2Early attempts     2Rotoscoping     4Beginning of digital mocap     6Types of Mocap     8Optical mocap systems     8Magnetic mocap systems     10Mechanical mocap systems     11Preproduction     13Importance of Preproduction     13Pre-capture Planning     13Script     14Storyboard     15Shot list     15Animatic     16Preparation for Capture     17Talent     17Marker sets     18What are the system limitations?     18What kind of motion will be captured?     19Know the anatomy     19Capture volume     21Shot list     23Capture schedule     24Rehearsals     25Props     26Suits and markers     28Pipeline     31Setting up a Skeleton for a 3DCharacter     31Calibrations     33System calibration     33Subject calibration     34Capture Sessions     36Audio and video references     36Organization     37Preventing occlusions     38Cleaning Data     39Editing Data     40Applying Motions to a 3D Character     43Rendering and Post-production     44Cleaning and Editing Data     47Cleaning Marker Data     47Types of data     47Optical marker data (translational data)     47Translational and rotational data     47Skeletal data     48What to clean and what not?     48What not to clean?     48What to clean?     49Labeling/identifying     49Data cleaning methods     51Eliminating gaps     51Eliminating spikes     54Rigid body     56Filters     59When to stop?     61Applying Marker Data to the Skeleton     62Actor     63Skeleton     67Character      69Skeletal Editing     73Retargeting     73Reducing need for retargeting     73Scaling a skeleton     75Fixing foot sliding     76Working on the spine     78Blending Motions     79Selecting a blending point     80Matching positions     86Dealing with less than ideal cases     86Inverse Kinematics     88Floor Contact     88Rigid Body     92Looping Motion     93Getting motion ready     93Setting up the loop     94Walking down the z-axis     94Taking out the translation     95Poses     98Deciding what to use     98Creating a pose     98Key-framing a pose     100Data Application - Intro Level: Props     103A Stick with Two Markers     103When it fails: Occlusion     103When it fails: Rotation     105A Stick with Three Markers     105Three markers with equal distances     105Three markers on a single straight line     106Placement of three markers that works      108Flexible Objects     109Data Application - Intermediate Level: Decomposing and Composing Motions     113Mapping Multiple Motions     113Decomposing and composing upper and lower body motions     113Synchronizing upper and lower body motions     116Balance     118Breaking Motion Apart     119When you don't need all the motion     119Re-use of motion data for non-motion purposes     122Data Application - Advanced Level: Integrating Data with Character Rigs     125Mocap as Forward Kinematics Animation     125Key-frame Animation with Inverse Kinematics     127Key-framing     128IK     129Integrating Mocap Animation and Key-frame Animation     130Why do we want to do that?     131Setting up a skeleton for FK and IK     131Adding key-frame animation to mocap     134Hand Motion Capture     137Anatomy of a Hand     137Rig and Marker Set for the Hand     141Rigid hand     141Mitten     143Mitten with an independent thumb     144Mitten that stretches     146Ultimate      146Capturing Hands     149Facial Motion Capture     151Anatomy of a Face     151Camera Setup and Capture     154Facial Rig     155Facial rig with discrete joints     155Facial rig with muscles     156Facial rig with IK     157Marker Set     159Facial Data Stabilization     161Facial Data Editing     164Puppetry Capture     167Background     167Benefits     168Ideas/Inspiration     169Performance     170Projects     171Methods     173Real Time     176Mocap Data and Math     179How Data Is Created     179Optical systems     179Magnetic systems     180Mechanical systems     180Data Types and Formats     181C3D     181ASF/AMC     181BVH     182FBX     183Coordinates and Coordinate Systems     1832D and 3D coordinate systems     184Cartesian, spherical, and cylindrical coordinate systems      184Right-handed and left-handed systems     185Object space and world space     186Order of Transformation     186Euler Angle     188Gimbal Lock     190Quaternions     194Bibliography     195Shot List for Juggling Cow     197Sample Mocap Production Pipeline and Data Flow Chart     199Glossary     201Index     207