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- Aside: some other examples of skeletal animation and morphing
Motion Capture ("MoCap")
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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:
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Markers = retro-reflective balls. Example: Vicon
- Current research: use only one
camera and/or no
markers
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RF transmitters of RF receivers attached to the actor's body. Example:
Polhemus
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Plused light, possibly infrared. Example: P5 data glove (position and
orientation of the hand)
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Exoskeleton [Außenskelett]. Examples: P5 data glove (bending of
the fingers), Gypsy
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Ultrasound
- Accelerometers, Gyroscopes. Example: head tracker
- Computer mouse, graphics tablet, etc.
- Convert audio recordings to animated mouth shapes. Example:
Caligari trueSpace
-
Some examples for professional-quality face-tracking
- Stundent's project: "Latah" face-tracker
-
Standard file format for animated skeletons: Biovision BVH; now
superseeded by the much more general Kaydara FBX
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.