Motion_Capture_and_Animation_Notes_Fixed
Motion_Capture_and_Animation_Notes_Fixed
- Converts physical motion into digital data, often for animation or analysis.
- Commonly used for animating human figures and reducing manual animation efforts.
- Disadvantages: Can be affected by interference (e.g., from metal objects) and has cumbersome
wiring.
- Cameras capture the marker movements and reconstruct joint motion in 3D.
- Disadvantages: Prone to marker occlusion (when a marker gets blocked from the camera's view).
4. Comparison Between Electromagnetic and Optical Tracking:
- Electromagnetic Tracking:
- More accurate.
- Animation and Film: Used for creating realistic character movements in movies and video games.
- Medical Field: To study body movements and diagnose issues (e.g., gait analysis).
1. Misnomer of Keyframe:
- The term 'keyframe' in computer animation does not refer to a complete frame or image.
- It represents a set of parameter values (e.g., object positions, color values, light intensity).
2. Articulation Variables:
- These parameters, known as articulation variables, describe transformations between object parts.
3. Interpolation Techniques:
4. Principles of Animation:
- Moving in arcs.
5. Illustration Example:
- Fig. 11.4 shows an example of linear interpolation for motion between keyframes.
6. Articulated Figures:
- In computer animation, human-like characters are represented using articulated figures based on a
skeleton structure.
7. Skeleton Structure:
- Skeleton (internal layer) with joints beneath the skin that control motion.
8. Hierarchy of Joints:
- The skeleton is a hierarchical structure of joints; each joint acts as a parent node to other
connected joints.
9. Forward Kinematics:
- This technique involves manually specifying the motion parameters (e.g., position) for each joint in
keyframes.
- The computer calculates the positions of joints in the intermediate frames between the keyframes
- In the example provided, three joints are involved in lifting a hand, and interpolation is used to