Description:
In the world of computer animation, there is no topic more controversial than motion capture, the technique of isolating the movement of a real person and applying it to a computer-generated character. In Understanding Motion Capture for Computer Animation and Video Games, Alberto Menache refrains from siding in the debate. Rather, he tries to educate the reader on how motion capture works, describing the strengths and weaknesses of this powerful but mismarketed technology. Years of practical experience reveal themselves throughout the book, with concise writing and numerous examples from the commercial world (the passage on the motion capture tests for the Pillsbury Doughboy are worth the cost of the book). The book describes the history of the technology, how it evolved, and the different types of capture systems that are currently used: optical, electromagnetic, electromechanical, etc. The most valuable section of the book documents the complete breakdown of a capture session. The first thing to do before starting a project is to decide if motion capture is required, or whether to go with traditional animation. Once motion capture becomes the chosen alternative, a number of factors come into play. These factors, detailed chapter by chapter, include setting up the animated character, choosing the capture system, directing the talent in the suit, understanding the anatomy of both the character and the talent and how the two must relate, and understanding and tweaking the captured data. Unfortunately, the book has no accompanying CD-ROM. Video examples from capture sessions, along with the animation that is generated from the sessions, would have been a wonderful and educational addition, along with the captured data itself. Also, there is scant material on capturing facial expressions. Still, for any animator, producer, or director with an eye toward using--or at least wanting to understand--motion capture, this book is a must-have. --Mike Caputo
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