http://ncroal.talk.newsweek.com/default.asp?item=517804
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Organic Motion, Tschesnok says, is different because it visualizes and captures thousands of natural points on the subject. "We track thousands of natural points--the corner of the eyes, the edge of the arm, the bend of the knee--effectively capturing the entire person in a lifelike manner, similar to the way your eye watches edges and motion. In this manner, Organic Motion authentically tracks the entire person, enabling us to provide a full 3-D scan of the subject in real-time." Cheaper, cleaner and immediately usable animation data--what's not to like here?
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I dunno much about this, but it doesn't really sound that relevant to me, aside from being kinda' neat. Anyone mind sharing some insight?
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If anyone comes up with a cheaper, more inexpensive MoCap solution, it will benefit the industry greatly. As expensive as MoCap is, its also the fastest way to produce complex animations. A smaller studio with a cheaper MoCap set up could afford to add a lot more animated characters to their games.
http://www.metamotion.com/gypsy/gypsy-motion-capture-system-mocap.htm
Not sure how expensive it is, and the stuff above sure sounds even better. But is is a working solution, that doesn't need special facilities.
Not only that, but you would still need a large space to capture most motions. how are you going to capture a long walk cycle in your cube? how about cinematics? i think it has a long way to go before it will be useful.
I'm not a big fan of the Gypsy suit, but I haven't seen one other than at shows.
And no... I wasn't being serious.
-caseyjones