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2 |
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Motion capture is a special case of the kinematic approach in which the joint angles and/or velocity |
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data are measured from a real motion and then re-used on an animated character. |
The most |
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common way of capturing a motion at present is to attach a series of markers to various points on the subject's body and to use multiple video cameras or other sensory devices to record the motion |
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of the markers. |
The subject's motions are mapped directly onto the animated character, thereby |
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ensuring that the animated motion will be realistic. |
The ability to modify, blend and transition |
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between pre-recorded motions is important to provide the animator with sufficient control over the final motion. However, results based on modifications of captured motions are not guaranteed to remain realistic. |
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1. 2 |
Dynamics |
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An alternate approach toward providing realism is the use of physically-based animation. |
In this |
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scheme, motions are the result of physical simulations, which include detailed modeling |
of |
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internal and external forces and torques, the creature's mass and moments of inertia, and its interaction with the environment. All these parameters affect the final result, as they would in the |
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real world. |
The essence of this approach is to ensure realism by constraining the motion of the |
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system to abide by the laws of physics. Dynamics-based animation has the advantage that the task |
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of ensuring that motion is physically realistic has been automated. |
The animator is, in principle, |
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free to apply his or her abilities to the more artistic aspects of the animation process. |
Note that |
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"realism" in this context refers to behaviour consistent with a simulated model of the real world. Similarity to the real world depends completely on the fidelity of this model.
use. First, incorporating dynamics effects involves the integration of the equations of motion over time, and has historically been computationally expensive for all but the most simplistic problems. |
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While |
it |
seems |
that |
no |
amount |
of |
computing |
power |
is |
truly |
enough, |
efficient |
simulation |
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algorithms and faster hardware are beginning to bring the simulation of complex systems of |
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