TNG Visual Effects has solutions to meet your Motion Capture needs. Call us at 877-879-2040 for a free consultation to learn more about how we can help you.
Motion Capture (MoCap) is the recorded and collected data of movement that will be added to a 3D virtual character. It has been used to capture dangerous motions, dancing, and fighting. It is also used to capture a character's motion around a background, or an animal's motion around its environment. In big blockbuster 3D movies, often times a real-life actor will portray an animated character, and to ensure a realistic performance, motion capture is utilized with both facial rigs and body rigs. MoCap can also be used to create impossible motions such as flying or crawling up the side of a building. If you are familiar with a green screen, you know the environment can change or be dynamic despite not being on set or location. Motion capture is similar, but crawls even deeper down the rabbit hole, allowing for flexibility and manipulation of the character - it is a way to separate movements and animation from one character to another.
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An alternative to motion capture would be manually keying frames. This a very tedious task, and you must rely upon an animator to have that 'perfect timing' we all desire when viewing animation. Motion Capture on the other hand allows you to slap on sensors that will track your movement so that a gorgeous gigantic data set of animation is at your whim. There is post processing in order to 'clean' up the frames, and to polish the animation further for example when the foot comes in contact with the ground - it should stick to a certain degree to truly relate realism, keeping you immersed in the visuals and story.
This is a full-body camera-less inertial MoCap solution. It is a flexible MoCap system that can be used indoors or outdoors (on-set) with short turnaround times. It's ideal for film pre-vis, TV, and games.
Utilizing TNG as a 3D scanning service, you may have your actor 3D scanned so that a virtual true-to-life character exists. TNG remeshes the 3D scan data toplogy so that opposed to sporadic triangles, there are quads (4-sided polygons) that allow for deformations and movement. The quad remesh is textured (now we're in color) via high resolution photography using projection mapping, and high detail areas are brought out including pore detail.
At this point, for animation purposes, a skeleton can be slid into said scan data or can be created by scratch joint-by-joint. The mesh is weighted, connecting the skeleton joints to the virtual character's body and/or clothing. Motion capture movement can then be imported into the rig, or new motion capture can be captured. The animation is polished, and you now have a virtual character who is true-to-life in shape, color, and movement.
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