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History of Motion Capture for Computer Character Animation

History of Motion Capture for Computer Character Animation

The use of motion capture for computer character animation is fairly new, having started in the late 1970's, and now just starting to become widespread. Motion capture is the recording of body human activity (or other movement) for immediate or delayed analysis and playback. Motion capture for computer character animation involves the mapping of human motion into to conduct a computer character. To get convincing motion for the human characters, Disney studios traced animation over film footage of live actors playing the landscape. This method, called rotoscoping, was successfully used for the character of man ever since.The rotoscoping was invented by Max Fleischer in 1915.The first rotoscope cartoon character must be "Coco the clown". he wanted to use coco convinced the big studio in the new process for the Disney project.Walt use rotoscoping technique in 1937 to make human actions attributable to snow white.The decision rotoscoping techniques using realistic human motion. In the 1970's it started to do to animate characters by computer, animators adapted traditional techniques, includingrotoscoping.There are some names in the history motion capture;

Pioneers of Motion Capture
Eadweard Muybridge (1830 - 1904) - pioneer photographer of the moving image
√Čtienne-Jules Marey - First person to analyze human and animal signal video
Harold E. "Doc" Edgerton (1903-1990), High Speed stroboscopic photography
Max Fleischer (1915) - Rotoscoping
Lee Harrison III (1960's) - Scanimation
Walt Disney - multiplane camera

The motion capture problem
The goal of motion capture is to record the movements of a performer (usually, but not always, human) in a compact and usable manner.Computer graphics and computer vision usually pull out the bodies on a small number of rigid segments rotate relative to other motion capture another.The problem we consider so should have the following form: given a stream of video observations of a performer, calculate a 3D skeletal representation of the motion of sufficient quality to be useful for animation.
The specific challenges of animation make the problem even tougher.

- Unlike applications such as recognition and surveillance, animation care about small details.

- Twitter and wobbles often come from uncertainty in computations,

- The importance of high frequencies means that filtering is a viable tool for removing noise from video sampling rate.

- The unpredictability and unusual motions that we need to capture limits the strength of the models can we apply.

About the Author

A Motion Capture Assistant of InnerEsteem Motion capture Studios

MAL's Top 100 Favorite Anime Characters (July 23, 2008)

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