Motion Capture Data Editing
Motion Capture (Mocap) has been utilised in many crowd
systems since its first introduction into the film industry, and provides
extremely real representations of human motion, which can be captured
and applied to thousands of skeletons without too much trouble. Mocap
is very good at what it does, but it does have its draws backs and this
is why substantial reasearch has gone into improving the manipulation
of Mocap data.
There are two key issues with Mocap data as summarised
by M. Jung et al (2000):
1) The data is most certainly inconvenient for editing.
Motion capture systems typically provide a pose for every sample or
frame of the motion, not just at important instants in time. This means
that a lot of data must be changed to make an edit. Also, motion capture
data often uses skeletons parameterised in a mathematically convenient
manner with strict hierarchies and measurements relative to a reference
pose, whereas hand-made data often creates a skeleton that is more natural
for manipulation.
2) There is nothing but the data to describe the properties
of the motion. There is little indication in the data to show what the
important properties of the motion are, and what should be changed to
effect the motion. Only basic labelling can be realistically applied
to the motion to describe the intent of the motion, in order for someone
to understand what is going on.
The graph below shows animation curves taken from a walking motion
captured in this manner. Each curve on the graph represents a different
joint on the character.
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Mocap represents a motion as a dense set of data: there is a number
(sample) for every instant in time. A by-product of this is that there
a lot of numbers. This provides an opportunity for the Mocap data to
represent more fine details than sparser keyframes. The downside is
that motion capture data has lots of data that must be manipulated in
editing. When dealing with a dense representation of motion data, changing
a single value only alters the pose of the character at that one instant
in time.
Listed below are the different techniques used for editing Mocap data
and each has a section on this website that describes how best it can
be integrated into a crowd simulation pipeline.
Motion Blending
Motion Warping
Physically-based
Approach
Kinematic Approach
Skeletal Deformation
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