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== Pidepal model == | == Pidepal model == | ||
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+ | The main question here is: when the "stickman"<ref>Definition of stickman by [http://www.thefreedictionary.com/stickman the free dictionary]</ref> reduction appears and why is it mainstream. | ||
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+ | [[File:Fig-4-2x.jpg|400px]] | ||
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+ | The figure is already present in the MIT — Graphical Marionette in 1982. | ||
[[wikipedia:Bipedalism|Bipedalism]] | [[wikipedia:Bipedalism|Bipedalism]] | ||
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+ | === History === | ||
[[File:Muybridge runner.jpg|200px]] | [[File:Muybridge runner.jpg|200px]] | ||
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+ | ==== 1988 ==== | ||
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+ | Skeletal animation<ref>definition on [[wikipedia:Skeletal_animation|Skeletal animation]]</ref>: division of a character in 2 parts: its visual component (the mesh) and its structure (the skeleton). | ||
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+ | Introduced in 1988 by | ||
+ | * Nadia Magnenat Thalmann, | ||
+ | * Richard Laperrière and | ||
+ | * Daniel Thalmann. | ||
+ | |||
+ | === Ragdoll === | ||
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+ | 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. <ref>ragdoll definition on [[wikipedia:Ragdoll_physics|wikipedia]]</ref> | ||
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+ | using Bullet SDK | ||
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+ | <html><iframe width="560" height="315" src="https://www.youtube.com/embed/N93j9ZoGbok" frameborder="0" allowfullscreen></iframe></html> | ||
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+ | using Natural Motion's Euphoria | ||
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+ | <html><iframe width="560" height="315" src="https://www.youtube.com/embed/wKLaMN9dnjQ" frameborder="0" allowfullscreen></iframe></html> | ||
== Motion Capture == | == Motion Capture == | ||
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From duckduckgo search resulst: https://duckduckgo.com/?q=motion+captrure&t=lm&ia=web&yeg=B | From duckduckgo search resulst: https://duckduckgo.com/?q=motion+captrure&t=lm&ia=web&yeg=B | ||
+ | |||
+ | <references/> |
Notes about Possible Bodies
The main question here is: when the "stickman"[1] reduction appears and why is it mainstream.
The figure is already present in the MIT — Graphical Marionette in 1982.
Skeletal animation[2]: division of a character in 2 parts: its visual component (the mesh) and its structure (the skeleton).
Introduced in 1988 by
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. [3]
using Bullet SDK
using Natural Motion's Euphoria
Ivan Sutherland - Sketchpad
Simon Fraser, University — Goniometers
Tom Calvert, université Simon Fraser: https://www.linkedin.com/in/tom-calvert-7124575/
MIT — Graphical Marionette
Graphical Marionette from bob stein on Vimeo.
system: Op-Eye
tech: capture optique
deGraf/Wahrman — Mike the Talking Head - http://www.motion-capture-system.com/resources/Documents/History2.htm
Pacific Data Images — Waldo C. Graphic
tech: exo-squelette & potentiomètres partie haute du corps + "dialbox" pour le visage et le lipsync
custom eight degree of freedom input device (a kind of mechanical arm with upper and lower jaw attachments)
Motion Analysis existe toujours (-trouver site-)
tech: capture optique
Protozoa (société pays?) - Moxy (cartoon network) - The Moxy Show
tech: capture magnétique
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.
Researchers
sources:
Media industry
rotoscoping
The First Motion-Capture Characters
(In relation with Biomechanics lab) Acclaim ASF format, described here
# # Comment line ## # :version 1.10 :name BioSkeleton :units mass 1.0 length 1.0 angle deg :documentation Example of an Acclaim skeleton To be used with "Walk.amc" :root axis XYZ order TX TY TZ RZ RY RX position 0.0 0.0 0.0 orientation 0.0 0.0 0.0 :bonedata begin 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) end begin id 2 name hips1 direction 0.000000 1.000000 0.000000 length 4.310000 axis 0.000 0.000 0.000 XYZ end
Definition and list of motion capture methods: https://en.wikipedia.org/wiki/Motion_capture
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: https://duckduckgo.com/?q=motion+captrure&t=lm&ia=web&yeg=B
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