(Motion Capture)
(History)
 
(15 intermediate revisions by the same user not shown)
Line 7: Line 7:
  
 
[[File:Left-right-hand-3d.jpeg]]
 
[[File:Left-right-hand-3d.jpeg]]
 +
 +
== Pidepal model ==
 +
 +
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.
 +
 +
[[File:Fig-4-2x.jpg|400px]]
 +
 +
The figure is already present in the MIT — Graphical Marionette in 1982.
 +
 +
[[wikipedia:Bipedalism|Bipedalism]]
 +
 +
=== History ===
 +
 +
[[File:Muybridge runner.jpg|200px]]
 +
 +
==== 1988 ====
 +
 +
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).
 +
 +
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. <ref>ragdoll definition on [[wikipedia:Ragdoll_physics|wikipedia]]</ref>
 +
 +
using Bullet SDK
 +
 +
<html><iframe width="560" height="315" src="https://www.youtube.com/embed/N93j9ZoGbok" frameborder="0" allowfullscreen></iframe></html>
 +
 +
using Natural Motion's Euphoria
 +
 +
<html><iframe width="560" height="315" src="https://www.youtube.com/embed/wKLaMN9dnjQ" frameborder="0" allowfullscreen></iframe></html>
  
 
== Motion Capture ==
 
== Motion Capture ==
Line 12: Line 47:
 
=== History ===
 
=== History ===
  
=== 1963 ====
+
==== 1963 ====
  
 
Ivan Sutherland - Sketchpad
 
Ivan Sutherland - Sketchpad
Line 29: Line 64:
  
 
MIT — Graphical Marionette
 
MIT — Graphical Marionette
 +
 +
<html>
 +
<iframe src="https://player.vimeo.com/video/43287234" width="640" height="472" frameborder="0" webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe>
 +
<p><a href="https://vimeo.com/43287234">Graphical Marionette</a> from <a href="https://vimeo.com/user2108367">bob stein</a> on <a href="https://vimeo.com">Vimeo</a>.</p>
 +
</html>
 +
 +
* Ginsberg
 +
* Maxwell
 +
 +
system: Op-Eye
 +
 +
'''tech''': capture optique
  
 
==== 1988 ====  
 
==== 1988 ====  
Line 41: Line 88:
  
 
[[File:WaldoC.jpg|400px]]
 
[[File:WaldoC.jpg|400px]]
 +
 +
'''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)
 +
 +
==== 1989 ====
 +
 +
[https://www.motionanalysis.com/ 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]]
 +
 +
[[File:The-Moxy-Show.jpeg|200px]]
 +
 +
'''tech''': capture magnétique
  
 
==== mid's 1980 ====
 
==== mid's 1980 ====
Line 111: Line 178:
 
   axis 0.000 0.000 0.000 XYZ
 
   axis 0.000 0.000 0.000 XYZ
 
  end
 
  end
 
  
 
=== source ===
 
=== source ===
Line 121: Line 187:
 
* http://www.motion-capture-system.com/resources/Documents/History2.htm
 
* http://www.motion-capture-system.com/resources/Documents/History2.htm
  
=== Related topcis ===
+
=== Related topics ===
  
 
Definition and list of motion capture methods: https://en.wikipedia.org/wiki/Motion_capture
 
Definition and list of motion capture methods: https://en.wikipedia.org/wiki/Motion_capture
Line 138: Line 204:
  
 
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/>

Latest revision as of 18:46, 12 May 2017

Notes about Possible Bodies

Left / Right hand in 3d

Left-right-hand-3d.jpeg

Pidepal model

The main question here is: when the "stickman"[1] reduction appears and why is it mainstream.

Fig-4-2x.jpg

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

Bipedalism

History

Muybridge runner.jpg

1988

Skeletal animation[2]: 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. [3]

using Bullet SDK

using Natural Motion's Euphoria

Motion Capture

History

1963

Ivan Sutherland - Sketchpad

Ivan Sutherland - Sketchpad.jpg

1980-1983

Simon Fraser, University — Goniometers

2009 06 09 11 37 04 10 NC70101 06 MD.jpg

Tom Calvert, université Simon Fraser: https://www.linkedin.com/in/tom-calvert-7124575/

1982-1983

MIT — Graphical Marionette

Graphical Marionette from bob stein on Vimeo.

  • Ginsberg
  • Maxwell

system: Op-Eye

tech: capture optique

1988

deGraf/Wahrman — Mike the Talking Head - http://www.motion-capture-system.com/resources/Documents/History2.htm

Mike the talking head .png

1988

Pacific Data Images — Waldo C. Graphic

WaldoC.jpg

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)

1989

Motion Analysis existe toujours (-trouver site-)

MotionAnalysis1.jpg MotionAnalysis2.jpg

tech: capture optique

1992

Protozoa (société pays?) - Moxy (cartoon network) - The Moxy Show

The-Moxy-Show.jpeg

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.

Researchers

  • Steve Dunn
  • Julianne Abendroth-Smith
  • Gerry Smith

sources:

Media industry

1970s-2001

rotoscoping

US patent 1242674 figure 3.png

1995-2006

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

source

Related topics

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

  1. Definition of stickman by the free dictionary
  2. definition on Skeletal animation
  3. ragdoll definition on wikipedia

online identity ∋ [ social ∋ [mastodon♥, twitter®, facebook®, diaspora, linkedin®] ∥ repos ∋ [github®, gitlab♥, bitbucket®, sourceforge] ∥ media ∋ [itch.io®, vimeo®, peertube♥, twitch.tv®, tumblr®] ∥ communities ∋ [godotengine♥, openprocessing, stackoverflow, threejs]]