Motion capture and Physically based animation of characters

Institution Jomo Kenyatta University of Science and Technology
Course Information Technol...
Year 3rd Year
Semester Unknown
Posted By Jeff Odhiambo
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Description

Capture-based animation involves recording the movements of real-world objects or actors and translating them into digital characters using motion capture (mo-cap) technology. This process captures the actor’s movements through sensors placed on their body, allowing the animation system to recreate these motions in a virtual environment. Physically-based animation (PBA), on the other hand, simulates real-world physics to produce realistic motion of characters and objects. It uses principles like gravity, momentum, and material properties to drive the movement, resulting in animations that behave according to physical laws rather than being manually keyed by artists. When combined, both techniques allow for more lifelike and dynamic character animations in digital media.
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Lesson 9 Computer Animation - MOTION CAPTURE AND PHYSICALLY BASED ANIMATION OF CHARACTERS
There are three methods • Create them manually • Use real human / animal motions • Use physically based simulation Using Real Human (Animal) Motion • Real human (animal) motion is realistic • Much faster and cheaper than manually producing the data We use the motion capture device (Mocap) • There are four major types of Mocaps – Optical – Magnetic – Inertial trackers
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Lesson 10 Computer Animation - MOTION CAPTURE AND PHYSICALLY BASED ANIMATION OF CHARACTERS
Motion tracking or motion capture started as a photogrammetric analysis tool in biomechanics research in the 1970s and 1980s, and expanded into education, training, sports and recently computer animation for television, cinema, and video games as the technology matured. A performer wears markers near each joint to identify the motion by the positions or angles between the markers. Acoustic, inertial, LED, magnetic or reflective markers, or combinations of any of these, are tracked, optimally at least two times the frequency rate of the desired motion, to submillimeter positions. The resolution of the system is important in both the spatial resolution and temporal resolution as motion blur causes almost the same problems as low resolution.
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