There’s more to mocap than rolling around in a lycra suit!
We’ve already looked at the acting skills needed for a successful mocap performance, now let’s dive into the technical side of things to better understand each piece of tech that makes a performance work.
1. The motion capture suit
The motion capture suit is really just a lycra outfit to hold the markers onto the actor’s skin so they can move naturally without feeling inhibited. But the markers attached to these suits are the real star of the show.
These retro-reflective 3D tracking dots are small spheres positioned strategically on the performer to record their real-life movements. Imagine the markers as computerized puppet strings – pulling the skeleton of the character through frames that create animated motion.
2. The cameras
The retro-reflective markers are tracked by specialized motion capture cameras. The more cameras you use, the more complete and accurate the outcome will be.
Cameras such as the Kestrel produce marker coordinate data rather than an image. They detect only infrared or near-infrared light and are able to pass information at a much higher frame rate than a typical television camera could.
The Kestrel 4200 is one of the best pieces of hardware out there when it comes to mocap tech, and is an excellent investment for large and complex mocap systems. But if you’re working on a limited budget then the Kestrel 300 will still deliver a high quality motion capture.
3. The software
An animation studio, game maker or filmmaker will use professional 3D animation software – Autodesk’s Maya is one of the more popular ones – which provides all the modeling, rendering, simulation, texturing, and animation tools that need to be added once motion is captured.
4. The rig
Before tracking movement for animation, animators need to have a basic skeleton mapped out for the character they are creating. This skeleton will help them to determine how many markers they need to use, and what levels of movement they need to track. For example, an acrobatic dancer who is going to be doing backflips will require more markers than a rigid-limbed robot that stomps around.
The cameras and markers capture the motion and the data driving the character’s skeleton rig is sent back to the animation program where it’s transformed with fur, clothing, or skin.
Our Cortex system is capable of solving the skeletons of any structure with any number of segments, including bipeds, quadrupeds, props, facial animation and more.
Because most humanoid characters have similar skeletons and move in similar ways, it’s possible to develop marker sets that can be used on a number of skeletons.
Our Basix Go software has a built-in, constrained and tracked human skeleton at its core, which works for almost all humanoid characters. The six active markers strapped to the performer’s waist, feet, hands and head, are enough to track a human’s motion very accurately and precisely. Then within our software, (or in the receiving package), this rig can be mapped to the creator’s humanoid skeleton.
Having this built-in solver-skeleton that’s ready to be tracked, means our BaSix system setup time is minimal compared to other traditional mocap systems. You simply need to walk into the studio once cameras are set up, strap on your six markers, stand in a “T” pose, press “reset skeleton” in the software, and voila – you’re tracking movement and data is being streamed live into your animation package in real-time, ready to be recorded.
Interested in finding out more about our motion capture suits and technology? Find out more about our systems and book a demo today.