Motion capture for indie game developers?
#1 Members - Reputation: 108
Posted 14 July 2009 - 10:15 AM
#2 Members - Reputation: 1014
Posted 14 July 2009 - 10:21 AM
Your best options are to find an animator for your project, search for and learn how to use existing BVH files, or keep learning how to animate yourself.
#6 Members - Reputation: 198
Posted 14 July 2009 - 11:13 AM
You may not be able to directly export the animation into your game (you might, I don't know), but from my use with Poser, walk, running, jumping and stuff like that is really easy. You just create a path, set up some parameters and let Poser do the work.
John
#7 Members - Reputation: 706
Posted 14 July 2009 - 11:16 AM
The rotoscoping suggestion is also decent, assuming you can find people close enough to what you need.
#9 Members - Reputation: 108
Posted 14 July 2009 - 11:21 AM
Quote:
Original post by borngamer
I know this isn't motion capture, but have you looked into Poser to see if you can do what you need to animate your characters?
You may not be able to directly export the animation into your game (you might, I don't know), but from my use with Poser, walk, running, jumping and stuff like that is really easy. You just create a path, set up some parameters and let Poser do the work.
John
Yeah thats the best idea so far but they don't seem to offer a demo unless you give them your credit card number which I will not do...
#10 Members - Reputation: 108
Posted 14 July 2009 - 11:27 AM
Quote:
Original post by Solias
This might be an option: CMU motion capture library.
WOW!!!! Thats perfect!!! Thank you!
#11 Members - Reputation: 115
Posted 15 July 2009 - 05:13 AM
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position your subject next to a full length mirror at 45 degrees.
position your camera far away from the subject with high zoom to minimise perspective.
Now you will have a video of your subject from front and side on giving you all the 3D data you need.
play the video frame by frame underneath your skeleton rig and match the action frame by frame.
Best place to find full length mirrors is in places such as dance studios with the added benefit you can get the dancers to do the movements for you!
#12 Members - Reputation: 105
Posted 19 February 2013 - 01:45 AM
I love using 2D game sprite sheets as my character animation reference.
It works greats with 2 screens and it has helped me make animations way faster than I could have ever expected.
With this method the time it takes to create a pose isn't that bad.
As for cleaning it up and touching up on it I try to reference how I would move when performing the animation in real life.
I hope this helps even this is a pretty old thread.
#13 Members - Reputation: 105
Posted 21 February 2013 - 06:22 PM
It's not that hard. In my game I just captured movement from camera, then I wrote simple editor to manually position main points of simple skeleton frame by frame (it took me 2-3 hours) and that was all. Later I just put that data into game and draw body-parts sprites using these data.
Here you can see the results:
http://www.youtube.com/watch?v=n8GN3frSXqw
Edited by LukKaluski, 21 February 2013 - 06:24 PM.
My project: Halved-Circles Mine - 2D mining-puzzle-platformer with destructible terrain and physics simulation
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