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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