Home | Lehre | Videos | Texte | Vorträge | Software | Person | Impressum, Datenschutzerklärung | Blog
- Aside: some other examples of skeletal animation and morphing
Motion Capture ("MoCap")
-
Idea: Do not create keyframes and curves manually, but let the computer
record live action, possibly performed by a trained actor
- Most kinds of motion capture technologies can also be used for real-time control: "computer
puppetry"
-
Technology:
-
Markers = retro-reflective balls. Example: Vicon
-
RF transmitters of RF receivers attached to the actor's body. Example:
Polhemus
-
Plused light sources, possibly infrared. Example: P5 data glove (position and
orientation of the hand), demo by Niklas Elmqvist
-
Exoskeleton [Außenskelett]. Examples: P5 data glove (bending of
the fingers), Gypsy5
-
Ultrasound
- Gyroscopes (see GypsyGyro),
accelerometers, electronic compasses
- Computer mouse, graphics tablet, etc.
- Current research: use only one
camera and/or no
markers
- Convert audio recordings to animated mouth shapes (strictly speaking,
this isn't motion capture). Example:
Caligari trueSpace
-
Some examples for professional-quality face-tracking
- Stundent's project: "Latah" face-tracker
-
Standard file formats for animated skeletons: Biovision BVH (examples), Acclaim ASF/AMC
(examples from the free collection at
Carnegie Mellon University); now
superseeded by the much more general format FBX from Autodesk (ex Alias (ex Kaydara))
Non-Linear Animation
- Idea: Use partial animations like video clips in non-linear video
editing [nichtlinearer Videoschnitt] such as Adobe Premiere and Apple
Final Cut. Construct animations from simple or not-so-simple "clips"
that can be shifted and copied to different instances of time, that can
be layered (motion mixing) and blended using transitions (motion
blending). These clips do not contain pixel data but movements.
- Demo
- Non-linear animation facilitates editing motion capture data with
its tons of keyframes.