OK. So I am working on an animation and I'm doing morph targets. I showed the animation to this guy on a forum and he says "come on dude, do mocap, it's dead easy these days". Mind you, this guy is not even an animator from what I can tell. I posted the animation in the "general" section of a music forum, mainly because…
One thing I'd also look at, how you mocap. Despite some interesting technology now, some of which can look good and suck you into thinking that's mocap is easy now. But is it right for you and taking everything into consideration, will it deliver what you actually want. In many ways, it could actually be cheaper and easier…
I'm really glad I found this discussion. I'll soon have to do quite a bit of animation, And I'm curious of the route i should take. Being a novice animator, I'll be starting largely from scratch. Is motion capture with some refining afterwards a viable way to do animation for both body, and face in a game context? Or is…
Hmmm. Interesting. Would motion capture potentially be a quick base for a proper animator to then build off of, add facial animation, and finger/hand/foot animation? At that point, is it worth 230 per sensor, and whatever cost of the software, Or would you sooner just animate it "by hand"?
I've done lots of mocap for games and film and I wouldn't say mocap is easy these days, or as easy as people might think. It is easier but I wouldn't call it easy. Devices like the Kinect look great, but personally I still think they have some way to go, but there's lots of improvements all the time and alot more software…
Really? Perhaps I need to take a more in-depth look at the current budget mo-cap scene. I picked up a 360 Kinect a few months ago, and wouldn't mind using it for some quick-and-dirty mo-cap. I'll look into that USB adapter you mentioned. I keep my ambitions humble for advanced animations, but any help through mo-cap would…
I really wouldn't expect much from it. I would probably count on being disappointed that way if it does give you something you can use, you'll be pleasantly surprised. I'm not sure we should call kinect capture, motion capture. One other drawback to using the kinect is that it doesn't do subtle motion all that well. Most…
As Graham pointed out, this is usually what you do with Animation Layers and a lot of people use Motion Builder for this. Although you could do the same in any other package but MoBu has a great system for layering animations and also blending two separate Mocap sequences with the Story Tool (in my previous job, this saved…
I'll keep my expectations low. But I already own the Kinect anyhow, so it wouldn't hurt to give it a quick spin. Especially if I'm sticking to some of the hobbyist projects and not dropping fat cash on commercial software packages. I struck me that a fine process for this sort of low-budget mo-cap would be in capturing…
It really depends on what animations you need to get done, how well your actor fits the proportions of the model and how well they can act. Proportions: If you have T-Rex arms and your model has the wingspan of a 747, when you put your hands on your face, they will be putting their forearm through their head. You have some…