The Animator's Motion Capture Guide: Organizing, Managing, and Editing / Edition 1

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Overview

Character motion is one of the most critical elements in creating a believable look for a video game, animated project, or movie special effect. Good character motion can quickly take the viewer into the imaginary world and help sell the scene, while bad character motion can just as quickly ruin the believability of a game or scene. Without a doubt, motion capture gives you the most realistic synthetic motion possible, and for this reason many companies use motion capture as the source for many of their animations. The Animator's Motion Capture Guide is written for all levels of animators, artists, project managers, and companies who wish to handle their motion capture effectively and efficiently. It is written from a motion coordinator's (lead animator's) point of view and gives a plan for handling motion capture, whether on a single project or multiple projects. It provides you with a complete, start-to-finish plan for dealing with motion capture, hints on selecting a motion capture service bureau, how to cut costs, and how to streamline your process. It also gives you a motion capture glossary and lists of motion capture service bureaus and performers. This book is a "must-have" for animators, managers, and video game companies who want to approach motion capture in a uniform, thorough, professional, and efficient manner.

Key Features

  • Helps game and animation companies decide whether MOCAP is right for their project
  • Provides animators and game developers with a complete, start-to-finish professional guide to MOCAP
  • Teaches new animators key terminology and provides a blueprint for the entire animation process


About the Author:
Matt Liverman (Hollywood, FL) began working in motion capture in 1996 and has worked on a number of successful games, including All-Star Baseball 2002 and 2003, Turok Evolution, Quarterback Club 2000, 2001, and 2003, and NBA Jam 99. He has worked for Acclaim Studios Austin, Iguana West and Sculptured Software, Inc., and is currently an independent motion capture coordinator. He holds a B.A. in Graphic Design and completed the Art and Animation program at the School of Communication Arts.

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What People Are Saying

Bill Galbreath
As a Course Director for Game Development & Design at Full Sail, my challenge is to teach complex processes in a short time frame, while still maintaining the highest possible quality for our Gaming projects. I wish all of our material was as well done as The Animator's Motion Capture Guide: Organizing, Managing, & Editing. This book is an excellent resource for anyone who needs in-depth information presented in a clear format. The many examples and sample documents give the reader step-by-step instructions on how to prepare for, produce, and post-produce animations using the motion capture method. It also has a strong business outlook and takes care to point out efficient ways to accomplish tasks. Someone with little or no prior mo-cap experience will come off looking like a pro using the techniques developed in this book.
Full Sail
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Product Details

  • ISBN-13: 9781584502913
  • Publisher: Cengage Learning
  • Publication date: 1/28/2004
  • Series: Charles River Media Game Development Series
  • Edition description: New Edition
  • Edition number: 1
  • Pages: 307
  • Product dimensions: 7.42 (w) x 9.28 (h) x 0.95 (d)

Meet the Author

Matt Liverman (Hollywood, FL) began working in motion capture in 1996 and has worked on a number of successful games, including All-Star Baseball 2002 and 2003, Turok Evolution, Quarterback Club 2000, 2001, and 2003, and NBA Jam 99. He has worked for Acclaim Studios Austin, Iguana West and Sculptured Software, Inc., and is currently an independent motion capture coordinator (mocap_matt@hotmail.com). He holds a B.A. in Graphic Design and completed the Art and Animation program at the School of Communication Arts.

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Table of Contents

Chapter 1 An Introduction To Motion Capture Chapter2 Motion Capture And Your Project Chapter 3 The Motion List Chapter 4 Flowcharts And Motion Diagrams Chapter 5 The Motion Database Chapter 6 Directory Structure And Filenaming Convention Chapter7 Markers And Marker Configuration Chapter 8 Selecting A Motion Capture Studio Chapter9 Motion Performers, Stunt Coordination, And Directing Chapter 10 Final Preparations Before The Capture Session Chapter 11 The Motion Capture Session Chapter 12 Post Production Chapter 13 The Carrion Project Appendix A Appendix B

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