Motion Capture Data … Now what?

After spending the afternoon in AUT’s amazing motion capture room we have to fix our data in a program called Cortex. It’s not exactly hard, but it’s time-consuming and tedious and takes high attention to detail. At this point, I think our entire group started to realise the importance of capturing good data while recording.

Here is a screenshot of what cortex looks like, I actually forgot to take a screenshot, that’s how focused I was.

Cortex

cortex

After fixing the motion capture data you import into Autodesk and the real fun can begin. To cut a longish story short this where you tell the character which part of the body belongs to which dot, so the motion can be transferred to it. I felt very Dr Frankinstine as  is saw my inert characters suddenly spring to life.

Motionbuilder

You repeat this process for each character, and THEN you can import them into your Autodesk Maya scene.

Maya Scene

After that comes the tricky process of making sure their hands don’t go weird, or pass through something that should be solid. I found this part tricky trying to handle all the different animation layers and the graphs. I had quite a few times where one of their arms would bend into a totally inhuman shape.

Reposition hands

Then when you have it playing out the way you like you position the cameras. We were given specific cameras to work with.

cameras

Then it’s just a matter of creating playblasts and assembling in Premier Pro and editing your audio. I can assure you this took a lot more time than I am implying here.

This is my first edit. In my next post, I will post my final Godzilla Previs. Which I loving refer to as Ohmygodzilla.

One comment

  1. Mamahales says:

    Em you are super talented, and i can’t wait to see more, i think people are forgetting how much work still goes in to animation

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