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We created the MoCap Playground; an interactive Flash animation for our web site. We animated the Links DigiWorks logo, in which the animation data was created from the motion capture data at our MoCap studio: Sakura-tei.
*Please enjoy the MoCap playground at http://www.linksdw.com |
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First we refined the graphic of Links DigiWorks, as its 2D white silhouette was difficult to motion capture because of its proportion. We modeled it in 3D using 3ds maxTM so that we can choreograph the character. We then put marks on the character which symbolized motion capture sensors as well as the functional buttons to select animation sequences. They were not in the position where the exact optical capture sensors would be placed. |
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Character modeling using 3ds MAX |
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| We used VMS' Vicon8 RT(real time) system to capture the actor's motion. Using the real time review system, we captured the actor and simultaneously we reviewed its animation rendered as a 3D CG character. Even with the character's head being much bigger than the actor's, the review made it possible to avoid the arms mistakenly crossing the big head when he pushed his hands straight up. This helped us to significantly reduce the post processing work to correct the motion data. |
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| The actor on the stage and the previewed image in real time. |
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 Motion ending using FilmBox ® |
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In the MoCap Playground, the animation character was set in the starting pose matching the logo, and then each animation sequence ends in this starting pose; however, the actor could not finish accurately in the same pose. Using FiLMBOX ®, we edited and looped the animation so that it finished as it started. In the editing process, we also enhanced its motion and made it fly in the air. |
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| We projected the edited captured data onto the CG character using 3ds max. We added fine detail animation of the fingers as the secondary motion, and we created the camera position while considering the frame composition. |
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| We used Swift3D to render the final animation into the SWF animation data. Even though Swift3D can render with shaded images, we decided not to use the shaded image because of the image data size, and instead we selected to have the character outlined with a background color. This helped to define what portion of the character is in front, hand against the body, and vice versa, when they crossed. |
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| In the final FlashTM authoring, we simply played the pre-rendered SWF images of the character animation itself. But we rendered the markers on the body differently from the character animation in order to activate the markers function as the mouse selectable switch buttons. First we created the spline curves from the center position of the markers in the each animation sequence; then we calculated the x y screen position of each marker in every frame of animation, and we created a text file of the markers' screen position data. In the final animation, the functional switch buttons are positioned in order to match the markers animation images. |
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SWF rendering using Swift3D |
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The plotted markers on the spline curves. |
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click to download Acrobat Reader for this PDF files. |
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Staff :
Producer : Takashi Fukumoto
Director & CG Animator : Taku Kimura
MoCap Actor & Editor : Takayasu Yanagihara
Flash Authoring : Bascule inc. |
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