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Class Motion Capture

  • Presentation

    Presentation

    Construction of a complete Rig applied to a humanoid character, with special focus on the production of 3D animation film. Practical development and application of techniques in the creation of controllers and blendshapes with facial expressions. Integration of MoCap files in the developed Rigs, using different animations.
  • Code

    Code

    ULHT613-17040
  • Syllabus

    Syllabus

    1. RIG (skeletons and controllers) Building the skeleton Foot reverse lock (foot rig) Knee, spine, arms and hand rig Head rig Face blendshapes (facial expressions) Global organization and controllers   2. BIND SKIN Associating geometry to the skeleton Painting weights   3. MOTION CAPTURE Introduction and concepts about motion capture Applying a MoCap file to the character rig
  • Objectives

    Objectives

    Introduce students to the many possibilities of creating 3D character rigs for animated films, visual effects and computer games. Professionalize students in the use of digital 3D animation applications, motion capture and their application to the digital skeletons developed.
  • Teaching methodologies and assessment

    Teaching methodologies and assessment

    Creation of support tutorials. Presentation of the subject matter through accompanied exercises. Project orientation and follow-up classes. UC centered around a project.
  • References

    References

    KERLOW, Isaac Victor (2009). The art of 3-D Computer Animation and Imaging. Hoboken, John Wiley & Son's (4ª ed.) KITAGAWA, Midori e Brian Windsor (2008). Mocap for Artists Workflow and Techniques for Motion Capture. Burlington, Focal Press LIVERMAN, Matt (2004). The Animator's Motion Capture Guide: Organizing, Managing and Editing. Hingham (Massachusetts), Charles River Media MENACHE, Alberto (2000). Understanding Motion Capture for Computer Animation and Video Games. San Diego, Academic Press PARENT, Rick et all (2010). Computer Animation Complete. Burlington, Morgan Kaufmaunn Publishers  
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