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Presentation
Presentation
Knowledge and practical handling of a motion capture system, its potentialities and limitations. Application of information gathered in skeletons for three-dimensional digital animation of characters in animation films and the game industry. Knowledge of the humanoid animation module of the tool used in the course (Autodesk Maya)
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Class from course
Class from course
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Degree | Semesters | ECTS
Degree | Semesters | ECTS
Bachelor | Semestral | 4
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Year | Nature | Language
Year | Nature | Language
3 | Mandatory | Português
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Code
Code
ULHT613-17040
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Prerequisites and corequisites
Prerequisites and corequisites
Not applicable
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Professional Internship
Professional Internship
Não
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Syllabus
Syllabus
Content description
- Introduction and concepts about motion capture
- Preparation and development of a project with motion capture
- Pre-production
- Acquisition of movement
- Data treatment and retargeting (mapping).
- Human Inverse Kinematic (HIK)
- Captured data animation (Animation Layers)
- Facial expressions
- Animation project
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Objectives
Objectives
Learn the possibilities of real-time motion data acquisition and respective skeletal mapping of three-dimensional characters for animation cinema, visual effects and computer games. Develop notions of body animation and movement in real space and its transposition to virtual environments. Professionalize students in the use of digital three-dimensional animation applications, so that they can freely and creatively develop a project with the required quality in the audiovisual market. Encouraging creative and artistic exploration of the animation process.
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Teaching methodologies and assessment
Teaching methodologies and assessment
Use of the body as a process of acquiring skills for animation
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References
References
- KERLOW, Isaac Victor (2009). The art of 3-D Computer Animation and Imaging. Hoboken, John Wiley & Son's (4ª ed.)
- KINES, Melianthe (2012) : Planning and Directing Motion Capture for Games. http://www.gamasutra.com/view/feature/131827/planning_and_directing_motion_.php?print=1
- 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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Office Hours
Office Hours
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Mobility
Mobility
No