Understanding Motion Capture for Character Animation is the first book to explore the controversial art and practice of modern character animation using motion capture, and it offers a complete introduction to and analysis of the science and proactice of motion capture.
Motion capture is a very contemporary technique for recording a performance and then translating it into mathematical terms. Animating motion is critical for the development of applications such as animation, virtual environments, and video games. Character animation is the process by which natural movements are modeled and digitized so that digital character movements appear as natural as possible. There are three approaches to character animation: keyframe animation, motion capture, and simulation.
The focus of this book will be to introduce the application, science and results of motion capture for character animation. The author weaves actual industry experience throughout the book via interviews with motion capture pioneers. This book will be of great interest to professionals involved in 3D animation for games, television, and feature films.
* Includes interviews with important people in the entertainment industry describing their uses of motion capture, such as PDI's Carl Rosendahl and Richard Chuang on their experiences with Batman Forever and Batman and Robin
* Offers descriptions of all the mathematical principles associated with motion capture and kinematics, plus great ideas in the difficult field of character setup that can be used for any character animation, even without the use of motion captured data
* * Includes source code to help readers write conversion and motion data manipulation programs