| Within the artistic field, Why the mocap ? Why in real-time ? Why in 3D ?
_ Motion capture is a tool, its use generates a stream of data
which can be exploited as one whishes (as a painter can use his
hands, a hammer or even a paintbrush to realize his canvas) .It
is all about connections : What are these data attributed to ? (Volumes,
images, sounds.)
In summary, this type of tools allows to inject real data (physical
constraints) in a virtual universe (as the painter assimilates his
vision of the reality to retranscribe it in his universe).
_ The fact that generated data is exploitable in the moment when
it is created, allows to show the work in progress. Fact that does
not allow the cinema for example (contrary to the 6 traditional
arts: painting, sculpture, literature, dance, etc. where creation
takes effectively life under the eye of the creator). Furthermore,
this technique is called opened in the sense that anybody will be
able to generate a coherent quadridimensional data (x, y, z, time).
_ "Virtual" graphic representation in 3 dimensions is
a domain of creation which allows to gather various as foresaid
arts : modelling, animation and stage setting, visual depiction…
Besides, it is necessary to clarify that the 3D should, generally,
be called 4D because, as we, volumes evolve in time. The essential
point of this remark is the analogy among "us" and the
"3D".
IAs regards the E-GaLab project, 3 main lines of exploitation
of data appeared:
_ "Classic" exploitation allowing animation of 3D avatars.
The principal point of this project being distribution and sharing
of information in real time on the www, this type of exploitation
entails a certain originality : a manipulator generates a movement
according to a shape, the data collected by various users will be
able to be connected to various avatars (volumes, images, sounds)
having no ressemblance with the initial shape. The space of creation
remains free of any constraint of interpretation.
_ Exploitation of the magnetic field : the distortions of the
universe and the magnetic data being semi-unpredictable (the insertion
of metal objects stresses these deformations), these can be connected
to elements (volumes, images, sounds) which, by means of constraints
and mathematical expressions, will be able to move and evolve in
a autonomous way, or more simply will allow to show a magnetic space
defines.
A manipulator is not necessary any more for the genesis of the stream
of data, only the users who "get back" this stream parameter
this exploitation.
_ Exploitation being said " unknown up today ": The
collaboration between developers and 3D technicians has allowed
to work out one paradigm of a "organico-intuitive" interface
(morpho-sensitive, morpho-intuitive) of the software " cls
" :
The manipulation of tools and objects, as well as navigation, are
made with the movements of the body of the user (equipped with sensors),
so without keyboard or mouse.
So arouse the concept of "natural" interface man - machine,
creating an actual bridge between the reality and the virtuality.
To control by "natural" behavior a synthetic universe
( natural implying nature receipts or innate, voluntary or involuntary
movements, logical or reflexological behavior) develops in the user's
an anthropomorphic mode of manipulation of this universe.
This type of concept opens fields to numerous applications as behavioral
recognition, assistance of production, scientific research, entertainment,
etc.
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How does Motion Capture
work?
In the case of an “optical” motion capture, a series
of high resolution
cameras with special strobe lights are set up around an area to
be
“captured.” Small spheres (markers) covered with a retro-reflective
substance
are placed in strategic locations on the subject (performer). Through
the use of sophisticated software and precise calibration, the software
can locate these markers by triangulating the various camera views.
The marker locations are recorded as 3-dimensional XYZ coordinates.
The
locations are recorded as often as 240 times every second.
The recorded location of these markers in 3D space is often called
“Translational” data. This “translational”
information is used directly to
move a computer character when doing face capture. The markers on
the
face of the performer correspond to “bones” on a digital
character’s
face, which emulate the performer’s actions.
For full body motion capture, another step is necessary. Through
the
use of simple measurements, the distance from the markers to the
performer’s actual joint centers are determined. The software
then creates a
hierarchy of links between these joint centers. By noting the position
of various markers, the software can determine the angle of these
links.
These angles are commonly called “Rotational” data.
By combining
translational and rotational data, full human (or animal) movement
can be
represented by this hierarchical “skeleton.” In a computer
animation
package, this skeleton can be used to drive a 3D character. The
result is a
digital character which moves exactly like the performer during
the
capture.
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