| 04/06/09 | History of Motion Capture Technology MocapHistory2009.ppt in the Workspace/Courses/AC760_Berezina_Sp09/
|
| 04/08/09 |
Motion Capture Pipeline 1. Action shotlist Description of motion takes depending on the sequence of actions in animation or parameters varying from one take to another. 2. System Calibration Establishing the capture volume and space origin. Software: iQ
3. Capture 2D b/w images > 2d positions data >3d marker positions > marker trajectories Software: iQ Learn more about motion capture data file types 4. Labeling and Cleaning Software: iQ First take is a combination of a T-pose and Range Of Motion (ROM). Markers are labeled manually for each trajectory. Gaps are filled manually, based on marker trajectories.
5. Converting Positional Data to Rotational (markers to skeletal joints) Software: MotionBuilder Step 1 Resulting Data File Type: HIK Attaching markers to an intermediate Actor.
Step 2 Resulting Data File Type: FBX Constructing a skeleton (model is optional) in Maya or using existing model (with skeleton) in MotionBuilder. Skeleton is referred to as Character in MotionBuilder. Fitting the actor data to the skeleton.
Depending on the type of skeleton you use (depending on model design) the fitting may become a more elaborate process of retargeting.
6. Editing Motion and Final Output. Option A. Creating Control Rig in MotionBuilder. Option B. 1. Baking motion to Maya skeleton. Mother and Daughter Duet from When I am Little Again 5a. Remapping Positional Data without Rotational Information Software: Maya, 3DSM, etc It is possible to use marker trajectories directly in 3d modeling and animation software (ie Maya) to construct and/or deform models.C3D file is converted to FBX in MotionBuilder. Army (sheet of fabric dragged across a pile of props) Markers can serve as virtual "hooks" for attaching objects and more complex rigs.
|