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MotionSampler

Introduction 15

How does MotionSampler Work? 15

System Requirements 15

Building a Model for MotionSampler 16
Initial Model Position 18
Standard Biped Joint Orientations 18
Joint Rotation Values 19
Launching MotionSampler 22
File Formats 23
Preference Variables 25
Environment Variables 25

MotionSampler Layout 27

File Menu 29
Scene Menu 36
Pipeline Menu 39
Talents Menu 41
Audio Menu 43
Display Menu 48
Capture Menu 54
Playback Menu 58
Performance Stats (Rate) Menu 60
Help Menu 62
Shuttle Bank 63

Using the Time Display 66

Sampling Buttons 66
View/Edit Area and Toolbox Mode Buttons 68
Single View Mode 69
Four View Mode 70
Pipeline Editor Mode 75

Module Options Menu 78

Plugin Module Library 79

How to Build a Pipeline 80
Pipeline File Format 82
Talent Editor Mode 84

Adding a new Talent Entry 86

Changing Talent Information 87

Deleting a Talent's Database Entry 87

Talent File Format 88

Sampling Motion 91

Motion Sampling Systems 91
Setting Up a Facility for Motion Sampling 91
Data Transmission 93
Constructing a Harness for a Biped 94
Managing the Cables and Preparing for Motion Sampling 104
Calibration of the Motion Sampling 104
Body Scaling 112
Refining The Motion 113

Plugin Developers Library 114

Plugins, Modules, and Classes 115
Programming a Loadable Plugin 116
Adding a Plugin Factory 117
Programming Modules 119
Managing Inlets and Outlet 121
Reading and Writing Parameter Settings 122
Module Widget Interfaces 124
Utility Methods and Error Handling 126
Module Sampling and Recording 126

Transition from Off to Sampling 127

Transition from Sampling to Recording 128

Transition from Recording to Sampling or Off 129

Taking a Snapshot During Sampling 129

Auto Recording 129

Capture Calculating 129

Common Module Methods 130

MotionSampler Tutorials

Tutorial 1: Sampling, Dataflow, and Pipelines
Tutorial 2: Using the Biped2 Filter
Tutorial 3 : Sampling in Real Time
Tutorial 4 : Special Effects and Other Tricks

Introduction

MotionSampler is a stand-alone program used to capture animation data in real time and to apply it to models for use with Alias PowerAnimator.

How does MotionSampler Work?

Traditional computer animation is done by defining motion paths and applying those paths to a model. The paths are often described as a series of keyframes. The art of animation is in how the paths are defined and timed-much like traditional cel animation. A good sense of timing, weight, and exaggeration are key to bringing a scene to life and creating believable characters.

Motion capture challenges the established methods of computer animation. A data source (of any kind) provides dense keyframe information. Human motion capture records weight and timing parameters in the data. Other data sources (such as MIDI) can be used to trigger events or to control virtually any parameter in the animation.

MotionSampler samples data describing the motion of a source. It then processes the sampled data through a dataflow network to refine it into a form suitable for animation. The animation data is then imported to the animated channels of PowerAnimator models and displayed in 3D using the fast rendering capabilities of OpenGL.

All of this happens repeatedly and quickly, so that you can observe the captured motion acting on the model as it happens. Recorded animation is stored in Alias wire files and can be immediately loaded into PowerAnimator for further animation and rendering.



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