Monday, 3 May 2010

Business of Animation /film collection presentation

Motion capture is defined as

The creation of a 3D representation of

a live performance.” This is in contrast

to animation that is created ‘by hand’ through a process known as keyframing.

Motion capture (Mocap) used to be considered a fairly controversial tool for creating

animation. In the early days, the effort required to ‘clean up’ motion capture data often took as long as if the animation was created by an animator, from scratch. Thanks to hard work

by the manufacturers of motion capture systems as well as numerous software

developers, motion capture has become a feasible tool for the generation of animation.

Software tools for working with motion-captured data, such as MotionBuilder ,have evolved to the point where animators now have the means to edit and blend

takes from multiple

capture sessions and mix and match them with keyframed animation techniques;

allowing great control of style and quality of final output, for anything ranging from realistic to ‘cartoony’ motion.

MoCap can provide substantial time savings for animation projects. Animators can captured 200 animations during a 15 hour of recording with a motion capture system. Which would have taken one animator up to 4 months to accomplish the same amount of work.

Motion capture can make the animation process much easier, especially when trying to

recreate character animation that is realistic, such as the interaction of multiple

3D characters, or characters engaged in sports activities. Simple ‘ambient animation, such as a character standing around doing nothing, is much easier and more realistic when captured than if these subtleties where animated by hand.

Tuesday, 16 March 2010

Vicon prides itself on the support and customer care provided to our users and supporters. Having been involved in game production for more than 10 years, and being the parent company of the world's leading motion capture service bureau, House of Moves, Vicon can offer deep experience and technical solutions to our games customers.
FLEXIBLE - LARGE & SMALL VOLUMES
Sometimes you need to capture 500 full-body moves, sometimes you want just 50 but with face data – with Vicon you don’t need multiple systems and setups. Vicon MX T-Series cameras are so straightforward to setup, reconfiguring for a face shoot is a question of minutes not hours. The system ships with calibration wands for both large and small volumes, so there is no new kit to buy. In fact, Vicon is so flexible thatyou don’t even have to have a dedicated facility – you can just take it out of the box, stick it up and start capturing. Vicon can even make major league sports teams happy – now you can go to them, rather than them to you. Need to shoot 15 of the world's best tennis players during a tournament week? Vicon MX wins the match in straight sets.

With market-leading hardware and proven production pipeline tools for game engines and CG FMV production, Vicon can offer you the most advanced, most experienced motion capture system available for game production. So whether sports, sim, or fantasy, next generation “next gen” or old school, first person or third person, Vicon can get the moves you need.

Monday, 15 March 2010

Mo-Cap walk

Mo-Cap walk

Suit set up

Suit set up

Manual rigging requires time-consuming placement of joints to make skeletal animation look realistic.

By implementing a tool that will be able to auto-rig any character/mesh the user creates.

Meshes must be restricted to a standard, predictable pose – for example, the classic T-Pose.

The user selects the mesh, opens up our tool GUI, and clicks the button to automatically rig

the mesh with a few custom paramters. The tool will then automatically create, proportion,

and attach a skeleton to the mesh, enabling the user to animate with ease.
At its core, the tool will fit spheres into the volume of the input mesh,

and will use a searching algorithm to find the best pathways between these sphere-nodes.

The resulting tree becomes the positioning data for the skeleton joints, and is then bound to the mesh.

ART / Automatic Rigging Tool

ART / Automatic Rigging Tool