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<?xml version="1.0"?>
    <allpages gapcontinue="Resources:Wallpapers" />
      <page pageid="445" ns="0" title="Realtime 3D object&#039;s texture modification in openframeworks">
          <rev contentformat="text/x-wiki" contentmodel="wikitext" xml:space="preserve">[[File:Realtime 3D object's texture modification in openframeworks.jpg]]

== Source code ==

* [ RTTexturePainting], gitlab repository.

== Demo ==

&lt;html&gt;&lt;iframe width=&quot;560&quot; height=&quot;315&quot; src=&quot;; frameborder=&quot;0&quot; allow=&quot;autoplay; encrypted-media&quot; allowfullscreen&gt;&lt;/iframe&gt;&lt;/html&gt;

      <page pageid="143" ns="0" title="Resources:Possible Bodies">
          <rev contentformat="text/x-wiki" contentmodel="wikitext" xml:space="preserve">Notes about [ Possible Bodies]

== Left / Right hand in 3d ==

* Left- vs. Right-handed coordinate systems -


== Pidepal model ==

The main question here is: when the &quot;stickman&quot;&lt;ref&gt;Definition of stickman by [ the free dictionary]&lt;/ref&gt; reduction appears and why is it mainstream.


The figure is already present in the MIT — Graphical Marionette in 1982.


=== History ===

[[File:Muybridge runner.jpg|200px]]

==== 1988 ====

Skeletal animation&lt;ref&gt;definition on [[wikipedia:Skeletal_animation|Skeletal animation]]&lt;/ref&gt;: division of a character in 2 parts: its visual component (the mesh) and its structure (the skeleton).

Introduced in 1988 by 
* Nadia Magnenat Thalmann, 
* Richard Laperrière and 
* Daniel Thalmann.

=== Ragdoll ===

In computer physics engines, ragdoll physics is a type of procedural animation that is often used as a replacement for traditional static death animations in video games and animated films. &lt;ref&gt;ragdoll definition on [[wikipedia:Ragdoll_physics|wikipedia]]&lt;/ref&gt;

using Bullet SDK

&lt;html&gt;&lt;iframe width=&quot;560&quot; height=&quot;315&quot; src=&quot;; frameborder=&quot;0&quot; allowfullscreen&gt;&lt;/iframe&gt;&lt;/html&gt;

using Natural Motion's Euphoria

&lt;html&gt;&lt;iframe width=&quot;560&quot; height=&quot;315&quot; src=&quot;; frameborder=&quot;0&quot; allowfullscreen&gt;&lt;/iframe&gt;&lt;/html&gt;

== Motion Capture ==

=== History ===

==== 1963 ====

Ivan Sutherland - Sketchpad

[[File:Ivan Sutherland - Sketchpad.jpg|200px]]

==== 1980-1983 ====

Simon Fraser, University — Goniometers

[[File:2009 06 09 11 37 04 10 NC70101 06 MD.jpg|200px]]

Tom Calvert, université Simon Fraser:

==== 1982-1983 ==== 

MIT — Graphical Marionette

&lt;iframe src=&quot;; width=&quot;640&quot; height=&quot;472&quot; frameborder=&quot;0&quot; webkitallowfullscreen mozallowfullscreen allowfullscreen&gt;&lt;/iframe&gt;
&lt;p&gt;&lt;a href=&quot;;&gt;Graphical Marionette&lt;/a&gt; from &lt;a href=&quot;;&gt;bob stein&lt;/a&gt; on &lt;a href=&quot;;&gt;Vimeo&lt;/a&gt;.&lt;/p&gt;

* Ginsberg
* Maxwell

system: Op-Eye

'''tech''': capture optique

==== 1988 ==== 

deGraf/Wahrman — Mike the Talking Head -

[[File:Mike the talking head .png]]

==== 1988 ====

Pacific Data Images — Waldo C. Graphic


'''tech''': exo-squelette &amp; potentiomètres partie haute du corps + &quot;dialbox&quot; pour le visage et le lipsync

custom eight degree of freedom input device (a kind of mechanical arm with upper and lower jaw attachments)

==== 1989 ====

[ Motion Analysis] existe toujours (-trouver site-)

[[File:MotionAnalysis1.jpg]] [[File:MotionAnalysis2.jpg]]

'''tech''': capture optique

==== 1992 ====

Protozoa (société pays?) - Moxy (cartoon network) - [[wikipedia:The Moxy Show|The Moxy Show]]


'''tech''': capture magnétique

==== mid's 1980 ====

Biomechanics lab, Utah State University, USA

The biomechanics laboratory at USU can be rooted back to the mid 1980’s when Steve Dunn began using a dedicated space in the HPER building to teach basic hands-on concepts related to biomechanics.


* Steve Dunn
* Julianne Abendroth-Smith
* Gerry Smith



'''Media industry'''

==== 1970s-2001 ====


[[File:US patent 1242674 figure 3.png|200px]]

==== 1995-2006 ====

The First Motion-Capture Characters

(In relation with Biomechanics lab)
Acclaim ASF format, described [ here]

 # Comment line
 :version 1.10
 :name BioSkeleton
   mass 1.0
   length 1.0
   angle deg
   Example of an Acclaim skeleton
   To be used with &quot;Walk.amc&quot;
   axis XYZ
   order TX TY TZ RZ RY RX
   position 0.0 0.0 0.0
   orientation 0.0 0.0 0.0
   id 1
   name hips
   direction 0.000000 1.000000 0.000000
   length 0.000000
   axis 0.00000 0.00000 0.00000 XYZ
   dof rx ry rz
   limits (-180.0 180.0)
      (-180.0 180.0)
      (-180.0 180.0)
   id 2
   name hips1
   direction 0.000000 1.000000 0.000000
   length  4.310000
   axis 0.000 0.000 0.000 XYZ

=== source ===

* Acclaim ASF/AMC format :

=== Related topics ===

Definition and list of motion capture methods:

'''Animation database''' - An animation database is a database which stores fragments of animations or human movements and which can be accessed, analyzed and queried to develop and assemble new animations.

'''Gesture recognition''' - Gesture recognition is a topic in computer science and language technology with the goal of interpreting human gestures via mathematical algorithms. Gestures can originate from any bodily motion or state but commonly originate from the face or hand.

'''Finger tracking''' - In the field of technology and image processing, finger tracking is a high-resolution technique that is employed to know the consecutive position of the fingers of the user and hence represent objects in 3D.

'''Inverse kinematics''' - (a different way of making CGI effects realistic).

'''Kinect''' (created by Microsoft Corporation).

'''Motion capture acting''' - Motion-capture acting, also called performance-capture acting, sometimes abbreviated as MoCap or Pcap, is a type of acting in which an actor wears markers or sensors on a skintight bodysuit or directly on the skin.

From duckduckgo search resulst:;t=lm&amp;ia=web&amp;yeg=B