Understanding Motion Capture for Computer Animation (The Morgan Kaufmann Series in Computer Graphics)

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9780123814968: Understanding Motion Capture for Computer Animation (The Morgan Kaufmann Series in Computer Graphics)

Understanding Motion Capture for Character Animation is the first book to explore the controversial art and practice of modern character animation using motion capture, and it offers a complete introduction to and analysis of the science and proactice of motion capture. Motion capture is a very contemporary technique for recording a performance and then translating it into mathematical terms. Animating motion is critical for the development of applications such as animation, virtual environments, and video games. Character animation is the process by which natural movements are modeled and digitized so that digital character movements appear as natural as possible. There are three approaches to character animation: keyframe animation, motion capture, and simulation. The focus of this book will be to introduce the application, science and results of motion capture for character animation. The author weaves actual industry experience throughout the book via interviews with motion capture pioneers. This book will be of great interest to professionals involved in 3D animation for games, television, and feature films. * * Includes interviews with important people in the entertainment industry describing their uses of motion capture, such as PDI's Carl Rosendahl and Richard Chuang on their experiences with Batman Forever and Batman and Robin * * Offers descriptions of all the mathematical principles associated with motion capture and kinematics, plus great ideas in the difficult field of character setup that can be used for any character animation, even without the use of motion captured data * * Includes source code to help readers write conversion and motion data manipulation programs

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The power of today's motion capture technology has taken animated characters and special effects to amazing new levels of reality. And with the release of blockbusters like Avatar and Tin-Tin, audiences continually expect more from each new release. To live up to these expectations, film and game makers, particularly technical animators and directors, need to be at the forefront of motion capture technology. In this extensively updated edition of Understanding Motion Capture for Computer Animation and Video Games, an industry insider explains the latest research developments in digital design and film, games, medicine, sports, and security engineering. This completely updated new edition tells the complete story of motion capture, including the current state-of-the-art technology, methodology, and the explosive growth of the motion capture industry. In-depth technical explanations pair text and code, to help you understand not only the fundamental tenets of motion capture, but also the reasons behind its successes and failures. This timely new edition is an essential resource for anyone producing realistic motion graphics. * Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems* Companion site with source code, motion capture data translator, and example files help you write conversion and motion data manipulation programs* Describes all the mathematical principles associated with motion capture and 3D character mechanics* Helps you budget by explaining the costs associated with individualized motion capture projects

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Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live performance into a digital performance. In contrast, performance animation is the actual performance that brings life to the character, even without using technology. If motion capture is the collection of data that represents motion, performance animation is the character that a performer represents. The book offers extensive information about motion capture. It includes state-of-the-art technology, methodology, and developments in the current motion-capture industry. In particular, the different ways to capture motions are discussed, including using cameras or electromagnetic fields in tracking a group of sensors. This book will be useful for students taking a course about digital filming, as well as for anyone who is interested in this topic. * Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems* Companion site with source code, motion capture data translator, and example files help you write conversion and motion data manipulation programs* Describes all the mathematical principles associated with motion capture and 3D character mechanics* Helps you budget by explaining the costs associated with individualized motion capture projects

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Book Description ELSEVIER SCIENCE TECHNOLOGY, United States, 2011. Paperback. Book Condition: New. 2nd Revised edition. 231 x 188 mm. Language: English . Brand New Book. Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live performance into a digital performance. In contrast, performance animation is the actual performance that brings life to the character, even without using technology. If motion capture is the collection of data that represents motion, performance animation is the character that a performer represents. The book offers extensive information about motion capture. It includes state-of-the-art technology, methodology, and developments in the current motion-capture industry. In particular, the different ways to capture motions are discussed, including using cameras or electromagnetic fields in tracking a group of sensors. This book will be useful for students taking a course about digital filming, as well as for anyone who is interested in this topic. * Completely revised to include almost 40 new content with emphasis on RF and Facial Motion Capture Systems* Companion site with source code, motion capture data translator, and example files help you write conversion and motion data manipulation programs* Describes all the mathematical principles associated with motion capture and 3D character mechanics* Helps you budget by explaining the costs associated with individualized motion capture projects. Bookseller Inventory # AA59780123814968

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Book Description Elsevier Science & Technology. Paperback. Book Condition: new. BRAND NEW, Understanding Motion Capture for Computer Animation (2nd Revised edition), Alberto Menache, Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live performance into a digital performance. In contrast, performance animation is the actual performance that brings life to the character, even without using technology. If motion capture is the collection of data that represents motion, performance animation is the character that a performer represents. The book offers extensive information about motion capture. It includes state-of-the-art technology, methodology, and developments in the current motion-capture industry. In particular, the different ways to capture motions are discussed, including using cameras or electromagnetic fields in tracking a group of sensors. This book will be useful for students taking a course about digital filming, as well as for anyone who is interested in this topic. * Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems* Companion site with source code, motion capture data translator, and example files help you write conversion and motion data manipulation programs* Describes all the mathematical principles associated with motion capture and 3D character mechanics* Helps you budget by explaining the costs associated with individualized motion capture projects. Bookseller Inventory # B9780123814968

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Book Description Book Condition: New. Dust Jacket Condition: New. Shipped promptly and delivered within 3 to 5 working days. For PO BOX, APO, FPO and Puerto Rico addresses delivery done in 8 to 10 working days. Serving customers since 2006. Thousand of satisfied customers!. Bookseller Inventory # REG_9780123814968_Elsev1012_37

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Book Description ELSEVIER SCIENCE TECHNOLOGY, United States, 2011. Paperback. Book Condition: New. 2nd Revised edition. 231 x 188 mm. Language: English . Brand New Book. Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live performance into a digital performance. In contrast, performance animation is the actual performance that brings life to the character, even without using technology. If motion capture is the collection of data that represents motion, performance animation is the character that a performer represents. The book offers extensive information about motion capture. It includes state-of-the-art technology, methodology, and developments in the current motion-capture industry. In particular, the different ways to capture motions are discussed, including using cameras or electromagnetic fields in tracking a group of sensors. This book will be useful for students taking a course about digital filming, as well as for anyone who is interested in this topic. * Completely revised to include almost 40 new content with emphasis on RF and Facial Motion Capture Systems* Companion site with source code, motion capture data translator, and example files help you write conversion and motion data manipulation programs* Describes all the mathematical principles associated with motion capture and 3D character mechanics* Helps you budget by explaining the costs associated with individualized motion capture projects. Bookseller Inventory # AA59780123814968

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Book Description Elsevier Science & Technology, 2010. Book Condition: New. The power of today's motion capture technology has taken animated characters and special effects to amazing new levels of reality. This book explains the research developments in digital design and film, games, medicine, sports, and security engineering. It is suitable for those producing realistic motion graphics. Series: The Morgan Kaufmann Series in Computer Graphics. Num Pages: 276 pages, Illustrated. BIC Classification: UGN. Category: (P) Professional & Vocational. Dimension: 233 x 190 x 18. Weight in Grams: 572. . 2010. 2nd Edition. Paperback. . . . . Bookseller Inventory # V9780123814968

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Book Description Morgan Kaufmann Pub, 2010. Paperback. Book Condition: Brand New. 2nd edition. 350 pages. 9.10x7.40x0.90 inches. In Stock. Bookseller Inventory # __0123814960

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Book Description Paperback. Book Condition: New. Not Signed; Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live. book. Bookseller Inventory # ria9780123814968_rkm

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