A practical introduction to the basic principles of optical motion capture and how this technology can be used for creating computer animation of human figures, with a primary focus on creative applications in the arts.
This course provides basic coverage of key portions of the motion capture animation pipeline, including setting up the studio and preparing capture subjects, acquiring and cleaning the motion data, applying the data to 3D animated characters, and rendering the 3D animations to movie files. It also touches on embodiment and performance from the aesthetic, historical and theoretical perspectives, investigating how motion capture contributes to the overall practice of computer animation, and how animation connects with other art practices.
This is an experiential course, emphasizing hands-on experience and creative production. Students are responsible for completing a series of assigned motion capture projects, working in small teams. Effective collaboration between team members is an important part of the class.
Motion capture is the process of recording live motion over time in three-dimensional space, then translating that motion into a form that can be used by 3D animation software. The motion that is recorded can be from any moving source: some examples are full human body movement, facial expressions, animal movement and the motion of inanimate objects such as props. Applications of motion capture include live performance, character animation, video games, film production, physical rehabilitation, medical research, industrial measurement and many others. A wide range of technologies are being developed for motion capture applications, including optical (camera arrays), mechanical (linked armatures), electromagnetic fields and ultrasound.