
Understanding Motion Capture for Computer Animation and Video Games
Résumé
Features
- Provides descriptions of all the mathematical
principles associated with motion capture and 3D character
mechanics.
- Offers great ideas for character setup that can be used
for any character animation, even without the use of
captured motion data.
- Includes source code that will help readers write conversion and motion data manipulation programs.
Table of contents
Introduction
- Chapter 1: Motion Capture Primer
- What is Motion Capture?
- History Performance in the Entertainment Field
- Types of Motion Capture
- Other Motion Capture Systems
- Applications of Motion Capture
- Chapter 2: The Motion Capture Controversy
- Motion Capture Perspectives
- Motion Capture and the Media
- Motion Capture Stories
- Chapter 3: The Motion Capture Session
- Deciding to Use Motion Capture
- First Step: Do You Want Realistic Motion'
- Second Step: Can You Successfully Capture the
Data?
- Preparing for the Session
- Capture Schedule
- Chapter 4: The Motion Data
- Motion Data Types and Formats
- Writing A Motion Capture Translator
- Chapter 5: Setting Up Your Character for Captured
Motion Data
- Setting Up a Character with Rotational Data
- Setting Up a Character with Translational Data
- Tips and Tricks
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Morgan Kaufmann |
Parution | 10/11/1998 |
Nb. de pages | 238 |
Format | 18,6 x 23,4 |
Poids | 550g |
EAN13 | 9780124906303 |
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