Documentos de Académico
Documentos de Profesional
Documentos de Cultura
Contents Page
Page 2: Introduction to Motion Capture
Page 3:Pre-Production Considerations of Motion Capture
Motion Capture is also used in many other fields like sports and martial arts with its final analyse is known to give improvements such as preventing injuries and improvement in performance. Artists and students of similar professions have used Motion Capture technology in order to keep the movements of actors and dancers for future educational references such as the 1991 mime that was performed at Ohio State University by Marcel Marceau at the age of 68.
This particular object is some sort of plank or pole that even though will not be there physically in the Motion Capture procedure the actors have acted like it is for the Object Interactivity scene to work correctly and the object will be created in 3Ds Max Later. The Uses of the storyboard compared to other pre-production Motion Capture procedures like Motion Lists/Optimised Motion Lists, Shot Lists, flowcharts and Motion Diagrams also Scripts all have their slight differences that can affect the final Motion Capture Results. For instance Storyboards do not usually show timing of each individual clip or frame from one transition or clip to a other while Motion Lists, Shot Lists and Flow Charts do show timing down to each separate move with description of necessary props. When it came to the main capture session the time displayed on the Motion List and Shot List was not followed to its timed accuracy, although it still served as a guide if needed, as in the brief there was non specific timing to each motion capture shot making it more flexible. Without the aid of Flow Charts and a Motion Diagram, using the motion lists and Shot list seemed adequate enough to get the Motion Capture done with no major noticeable issues in this procedure.
MotionBuilder
One odd event is the marker dated swinging its self out from its assigned Rigid-bodies as the timeline plays on, and some of them start to scatter shown above. Some possible reasons for this can be the cameras are not calibrated enough, or a good data cleaning could sort it out. Also noticing that the top Left head band marker is missing, even though the first 90 frames of the animation have the majority of the Rigid Bodys and Marker Data joined together shown below.
This was never resolved, although there was still a sufficient amount of other useful AC3 data that worked fine.
Getting used to editing the direction of the characters body parts for each Cycle took some getting used to, first to remembering to change the characters input type to (Control Rig) and the Layer type to (layer 1) enabling the use of Keyframe. Thus starting the editing procedure by adjusting the control rig which are the red sapphires acting as a joint shown in the second snapshot below. One main problem that kept accruing is hands would pass though the mesh of a characters leg and editing/ adjusting the position of the hand with Keyframes solved that issue shown below.
Its also a good idea to (plot character) so the Edited/ Enhanced data can be saved and carried across to 3Ds Max, otherwise the data of the character will not update.
Enhanced with keys: Embedded Video above, Just Click picture to play
Also the Fingers were animated using Keyframes to make the character look like shes unclenching her fist.
The animation worked fine in playback but could not find a way to import it into the main Viewport with the animation. Getting the geometry into the viewport was difficult as well, maybe be its better to make the scenery in UDK instead of importing it from 3Ds Max could have helped and is something to consider for future projects.
Final Animations
Even though there was difficulty merging them together in UDK, rendering them out in 3ds max helped to display the 5 Motions shown below. As a final thought the textures of the Modules would not show up in the Material Editor in 3Ds Max so they were found and applied to a Shader using the Pick from Object tool to be exported to UDK Shown Below.
Embedded Video Link to Attack (Punch) Cycle above, just click on picture
Embedded Video Link to Object interactivity Cycle above, just click on picture
Embedded Video Link to Stand Idle Cycle above, just click on picture
Bibliography:
Motion Capture History (MoCap for Artists Book, Workflow & Techniques for
Motion Capture) by Midori Kitagawa, Brian Windsor, British Library Cataloguing-inpublication data, ISBN: 978-0240-81000-3-[OFFLINE] Publisher Services Manager: George Morrison, Acquisitions Editor; Paul Temme (Pages 2-7)
3dsMaxHowTos: (
Using 3ds Max with Motionbuilder - Part 3 - Biped Skeletons) [ONLINE] http://www.youtube.com/watch?v=x2vswaL8mQI&list=PL97BF509A 217DF43B&index=19&feature=plpp_video
Eadweard Muybridge Studies of Foreshortenings. Horses. Running. Mahomet. (1879) [ONLINE] AT: