This course provides an introduction to the concepts of motion capture and the motion capture production pipeline to perform and record 3D animations for film and video games as well as stream for live performances. Students will learn all of the tools for tracking props and performers using MAGNET’s cutting edge motion capture studio. Students will also develop concepts around the technology and integrate their data into 3D computer graphics along with keyframe and procedural animation and custom 3D assets to build final projects using the Unreal game engine.
Program Learning Objectives: To design a workflow of MoCap and ‘how to’ guides
for diverse type of projects using motion capture and the basics of world and character building in the game engine Unreal. Reading assignments introduce students to constructed historical perspective of MoCap and investigates principles particular to animation and performance.
The objective of the course is to allow students to understand the importance of preproduction and planning which includes notions of storytelling, 3D modelling and texturing, best practices to capture the sessions, world building methods in video art and game development, and live show running.
Course Objectives
● To create storyboards and define recording shots before capturing data.
● To understand and use the correct motion capture pipeline
● To learn the skills to direct an effective motion capture session (best calibration)
● To learn the best practices for capturing and cleaning data
● To be able to apply the data to models in Maya, Unreal Engine, and Max/Jitter
● To be able to perform real-time retargeting for Live Performances
By Todd Bryant / Kathleen Sullivan