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Motion capture involves recording rotation or position of joint sensors on a performers body. This information can be recorded frame-by-frame and subsequently applied to a character's skeleton (post-processing). In the case of real-time performance animation, the motion capture data drives an intermediary skeleton that in turn drives a 3D character's skeleton. In the case of post-production, multiple takes can be combined, along with animation generated 'by hand' to get just the right effect. In the case of performance animation, macro's may be used for certain character moves or real-time changes in camera angle/position or background and set items, but the live nature of the performance limits the amount of adjustments or operator changes to the motion that can be done during the performance. In either of the above cases, recording motion accurately can be very challenging. Marker
offsets Massive
amounts of data, frame by frame Differences
in dimensions / body type between performers and characters |
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