Understanding Motion Capture for Computer Animation and Video Games

Understanding Motion Capture for Computer Animation and Video Games

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Motion capture is one of the most talked about and misunderstood technologies in computer animation because of its rocketing popularity and ambiguous implementation. In Understanding Motion Capture for Computer Animation and Video Games, industry insider Alberto Menache tells the complete story of motion capture, examining its technical details as well as its growth as an industry. Menache's narrative voice and in-depth technical discussions allow the reader to not only learn motion capture, but also to understand the reasons behind its successes, failures, and increasing role in blockbuster films, such as Batman Forever and Batman and Robin. With its careful balance between technical analysis and industry trends, Understanding Motion Capture for Computer Animation and Video Games is the first book to explore the controversial art and practice of modern character animation using motion capture.
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Product details

  • Paperback | 238 pages
  • 185.2 x 232.7 x 17.3mm | 597.18g
  • Morgan Kaufmann Publishers In
  • San Francisco, United States
  • English
  • Illustrations (some col.), ports.
  • 0124906303
  • 9780124906303

About Albert Menache

Alberto Menache founded Three Space Imagery, Inc. (TSi), a computer graphics and video game developer, in Los Angeles, where he and his team developed proprietary software for motion capture usage in animation. After selling his software to Motion Analysis Corporation, Menache moved on to Pacific Data Images, a computer graphics industry leader, where he is the lead character technical director at the commercial and film effects division. His latest production credits include the film Forces of Nature, commercials for SEGA, Circle K and Pillsbury, the award-winning music video for TLC's "Waterfalls", and dozens of video games, including Dark Ridge, Messiah and Soul Blade.
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Table of contents

Introduction Chapter 1 - Motion Capture Primer What is Motion Capture? History Performance in the Entertainment Field Types of Motion Capture Other Motion Capture Systems Applications of Motion Capture Chapter 2 - The Motion Capture Controversy Motion Capture Perspectives Motion Capture and the Media Motion Capture Stories Chapter 3 - The Motion Capture Session Deciding to Use Motion Capture First Step: Do You Want Realistic Motion? Second Step: Can You Successfully Capture the Data? Preparing for the Session Capture Schedule Chapter 4 - The Motion Data Motion Data Types and Formats Writing A Motion Capture Translator Chapter 5 - Setting Up Your Character for Captured Motion Data Setting Up a Character with Rotational Data Setting Up a Character with Translational Data Tips and Tricks
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