|The Study of Animation - Motion Capture Technology|
|Friday, 21 September 2012 01:03|
Today it is the time that we have come to the end of the fascinating article series about animation technology. In our last article we talked about Mesh-on-Skeleton Animation, and so today it is time for the part no. 3 out of 3 which is regarding Motion Capture Technology. This article finishes the "Trilogy" called The Study of Animation, but be sure that we will come back with some more interesting articles in the nearest future. Moreover, we hope some of you got some ideas now how animation movies such Avatar, Ice of Age or others has been made and how our favourite animating characters were brought into life!
Animation techniques applied to a virtual character have a large number of applications being done so far. However, the animation technology is a pretty young subject and there is still a need for the application that combines different techniques to present full-functional animation system.
The study introduces specific research areas:
Motion Capture Technology
Motion Capture technology relates to several techniques such like Rotoscoping, channel animation or full motion capture. Animator O’Rourke says they are used in situations where animation needs to be extremely accurate in terms of producing the motion of human or animal to meet the real world behaviours of given objects.
The data calculation process using Mocap:
Here is the example of Mocap System pipeline:
We hope all of you have enjoyed the The Study of Animation "Trilogy" and learnt something while reading about the theory of animation technology. Computer Generated Imager (CGI) is a very fascinating application and Hypernova Design has been into animation for years using many 3D software programs such 3DS MAX, Maya or Blender. Do not forget animation technology involves many other amazing subjects such 3D modelling, lighting or texturing, but we will talk about these in the future. Cheers!
You may also be interested in 3D TV article.