Understanding Motion Capture for Computer Animation and Video Games
暫譯: 理解電腦動畫與視頻遊戲中的動作捕捉

Alberto Menache

  • 出版商: Morgan Kaufmann
  • 出版日期: 1999-10-11
  • 售價: $2,510
  • 貴賓價: 9.5$2,385
  • 語言: 英文
  • 頁數: 238
  • 裝訂: Paperback
  • ISBN: 0124906303
  • ISBN-13: 9780124906303
  • 已絕版

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商品描述


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Motion capture is one of the most talked about and misunderstood technologies in computer animation because of its rocketing popularity and ambiguous implementation. In Understanding Motion Capture for Computer Animation and Video Games, industry insider Alberto Menache tells the complete story of motion capture, examining its technical details as well as its growth as an industry. Menache's narrative voice and in-depth technical discussions allow the reader to not only learn motion capture, but also to understand the reasons behind its successes, failures, and increasing role in blockbuster films, such as Batman Forever and Batman and Robin. With its careful balance between technical analysis and industry trends, Understanding Motion Capture for Computer Animation and Video Games is the first book to explore the controversial art and practice of modern character animation using motion capture.

Features

  • Provides descriptions of all the mathematical principles associated with motion capture and 3D character mechanics.
  • Offers great ideas for character setup that can be used for any character animation, even without the use of captured motion data.
  • Includes source code that will help readers write conversion and motion data manipulation programs.

Authors:

Alberto Menache founded Three Space Imagery, Inc. (TSi), a computer graphics and video game developer, in Los Angeles, where he and his team developed proprietary software for motion capture usage in animation. After selling his software to Motion Analysis Corporation, Menache moved on to Pacific Data Images, a computer graphics industry leader, where he is the lead character technical director at the commercial and film effects division. His latest production credits include the film Forces of Nature, commercials for SEGA, Circle K and Pillsbury, the award-winning music video for TLC's "Waterfalls", and dozens of video games, including Dark Ridge, Messiah and Soul Blade.

Table of Contents:

Introduction

Chapter 1 - Motion Capture Primer
What is Motion Capture?
History Performance in the Entertainment Field
Types of Motion Capture
Other Motion Capture Systems
Applications of Motion Capture
Chapter 2 - The Motion Capture Controversy
Motion Capture Perspectives
Motion Capture and the Media
Motion Capture Stories
Chapter 3 - The Motion Capture Session
Deciding to Use Motion Capture
First Step: Do You Want Realistic Motion?
Second Step: Can You Successfully Capture the Data?
Preparing for the Session
Capture Schedule
Chapter 4 - The Motion Data
Motion Data Types and Formats
Writing A Motion Capture Translator
Chapter 5 - Setting Up Your Character for Captured Motion Data
Setting Up a Character with Rotational Data
Setting Up a Character with Translational Data
Tips and Tricks

Related Titles:

Computer Graphics & Geometric Modeling



商品描述(中文翻譯)

運動捕捉是電腦動畫中最受關注且最易被誤解的技術之一,因為它的迅速普及和模糊的實施方式。在《理解電腦動畫和視頻遊戲的運動捕捉》中,業界內部人士阿爾貝托·梅納赫(Alberto Menache)講述了運動捕捉的完整故事,探討其技術細節以及作為一個行業的成長。梅納赫的敘述風格和深入的技術討論使讀者不僅能學習運動捕捉,還能理解其成功、失敗及在大片電影中日益增長的角色背後的原因,例如《永遠的蝙蝠俠》(Batman Forever)和《蝙蝠俠與羅賓》(Batman and Robin)。《理解電腦動畫和視頻遊戲的運動捕捉》在技術分析和行業趨勢之間取得了謹慎的平衡,是第一本探討使用運動捕捉的現代角色動畫的爭議藝術和實踐的書籍。

特色


  • 提供與運動捕捉和3D角色機械相關的所有數學原理的描述。

  • 提供適用於任何角色動畫的角色設置的好主意,即使不使用捕捉的運動數據。

  • 包括源代碼,幫助讀者編寫轉換和運動數據操作程序。

作者:

阿爾貝托·梅納赫在洛杉磯創立了三維空間影像公司(Three Space Imagery, Inc.,簡稱TSi),這是一家電腦圖形和視頻遊戲開發公司,他和他的團隊為動畫中的運動捕捉使用開發了專有軟體。在將他的軟體出售給運動分析公司(Motion Analysis Corporation)後,梅納赫轉到太平洋數據影像公司(Pacific Data Images),這是一家電腦圖形行業的領導者,他在商業和電影特效部門擔任首席角色技術總監。他最近的製作作品包括電影《自然的力量》(Forces of Nature)、SEGA、Circle K和Pillsbury的廣告、TLC的《Waterfalls》獲獎音樂視頻,以及包括《黑暗山脊》(Dark Ridge)、《彌賽亞》(Messiah)和《靈魂之刃》(Soul Blade)在內的數十款視頻遊戲。

目錄:


導言


第一章 - 運動捕捉入門

什麼是運動捕捉?
娛樂領域的歷史表現
運動捕捉的類型
其他運動捕捉系統
運動捕捉的應用







第二章 - 運動捕捉的爭議

運動捕捉的觀點
運動捕捉與媒體
運動捕捉故事





第三章 - 運動捕捉會議

決定使用運動捕捉
第一步:你想要真實的運動嗎?
第二步:你能成功捕捉數據嗎?
會議準備
捕捉時間表







第四章 - 運動數據

運動數據的類型和格式
編寫運動捕捉轉換器




第五章 - 為捕捉的運動數據設置角色

使用旋轉數據設置角色
使用平移數據設置角色
提示和技巧





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電腦圖形與幾何建模