Motion Capture
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Motion Capture
Motion capture (sometimes referred as mocap or mo-cap, for short) is the process of recording high-resolution motion (physics), movement of objects or people into a computer system. It is used in Military science, military, entertainment, sports, medical applications, and for validation of computer vision and robots. In films, television shows and video games, motion capture refers to recording actions of Motion-capture acting, human actors and using that information to animate Character animation, digital character models in 2D or 3D computer animation. When it includes face and fingers or captures subtle expressions, it is often referred to as performance capture. In many fields, motion capture is sometimes called motion tracking, but in filmmaking and games, motion tracking usually refers more to match moving. In motion capture sessions, movements of one or more actors are sampled many times per second. Whereas early techniques used 3D reconstruction from multiple images, ima ...
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Secondary Motion
Secondary animation, also known as secondary motion, is flat motions generated as a reaction to the movement of primary motion by a character. It is significant in animation because it amplifies the character's motion via effects that appear to be driven by the motion, i.e. it makes the character's motion seem natural. Examples of secondary motion include the rippling of water, swish of a cloak, or jiggle of body parts when a person is moving. These passive effects have many degrees of freedom, and complex interactions with characters, thus making them hard to animate by hand (hand animation), or via computer software. Techniques Creating a second motion requires using a technique called coupling that combines simulations of individual objects allowing them to interact together to produce secondary motion. The coupling can be divided into three categories: two-way coupled, one-way coupled, and hybrid. # Two-way coupled - The purpose of a two-way coupled simulation is to model the ...
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Retro Gamer
''Retro Gamer'' is a British magazine, published worldwide, covering Retrogaming, retro video games. It was the first commercial magazine to be devoted entirely to the subject. Launched in January 2004 as a quarterly publication, ''Retro Gamer'' soon became a monthly. In 2005, a general decline in gaming and computer magazine readership led to the closure of its publishers, Live Publishing, and the rights to the magazine were later purchased by Imagine Publishing. It was taken over by Future plc on 21 October 2016, following Future's acquisition of Imagine Publishing. History The first 18 issues of the magazine came with a coverdisk. It usually contained freeware remakes of retro video games and emulators, but also videos and free commercial PC software such as ''The Games Factory'' and ''The Elder Scrolls: Arena''. Some issues had themed CDs containing the entire back catalogue of a publisher, such as Durell Software, Durell, Llamasoft and Gremlin Graphics. On 27 September 2005, ...
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Corinne Russell
Corinne Russell (born 22 November 1963) is an English former Page 3 girl, glamour model and dancer during the 1980s. Modelling career Russell made her Page 3 debut in ''The Sun'' on 23 August 1982, and first appearing in the '' Daily Star'' on 7 September, notching up 189 appearances in total (118 in ''The Sun'' and 71 in the ''Daily Star''), before making her final appearances in ''The Sun'' on 27 September, and 8 October 1990 in the ''Daily Star'' respectively. TV work She became one of the "Hill's Angels" on the 1983 cycle of ''The Benny Hill Show''. Also in 1983 she was part of Flick Colby's Zoo dancers on Top Of The Pops, featuring heavily in the dance to "Waiting On A Train" by Flash And The Pan on 02.06.83. She later became a regular on the third series of '' The Kenny Everett Television Show'' in 1985. Later, in 1989, she had a nonspeaking role in Dennis Potter's adaptation of '' Blackeyes''. She appears in one episode of '' In Sickness and in Health'' (S04E04) in a ...
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Vixen (video Game)
''Vixen'' is a platform game published by Martech in 1988 for the Amiga, Amstrad CPC, Atari ST, Commodore 64, MS-DOS, and ZX Spectrum. Plot Vixen is the last human on the planet Granath, which is now ruled by a race of dinosaurs. Abandoned as a child and raised by magical foxes, she intends to follow through on a promise she made to her elders to wipe the dinosaurs out and restore the planet to humanity. Gameplay ''Vixen'' was based unofficially on the Tecmo arcade game '' Rygar''. Each level must be completed within a time limit, by progressing from left to right. The player's character is armed only with a whip, used to defeat enemies and to collect bonus items such as gems (for points), extra lives and time. The player's character can also collect fox head tokens. If enough are collected by the end of the level, she will transform into a fox, allowing the player to enter a special underground lair. Here she can collect gems, mega gems (which increase scoring potential above gro ...
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Martech
Martech was a video game publisher which operated in Pevensey Bay between 1982 and 1989. It was founded as Martech Games. The company published a number of successful video games for the BBC Micro, BBC Model B, ZX Spectrum, ZX81, MSX, Amstrad CPC, Commodore 16, Commodore 64, Atari ST, and Amiga. Martech was an early entrant into license-based games, signing deals with personalities such as Eddie Kidd, Geoff Capes, Brian Jacks, Samantha Fox, Nigel Mansell, toy endorsed games, such as Zoids, book/comic characters, such as Tarzan and Slaine (comics), Slaine, and movies, such as ''Jaws (film), Jaws''. The company won several industry awards for innovative game design and marketing campaigns. In the late 1980s the company embarked on an ambitious program of expansion by opening two games development studios, one in Brighton and one in Waterford, Ireland. In 1989 a number of critical development delays in both new studios led to the closure of the company. History Martech Games was ...
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Player Characters
A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not controlled by a player are called non-player characters (NPCs). The actions of non-player characters are typically handled by the game itself in video games, or according to rules followed by a gamemaster refereeing tabletop role-playing games. The player character functions as a fictional, alternate body for the player controlling the character. Video games typically have one player character for each person playing the game. Some games, such as multiplayer online battle arena, hero shooter, and fighting games, offer a group of player characters for the player to choose from, allowing the player to control one of them at a time. Where more than one player character is available, the characters may have distinctive abilities and differing style ...
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2D Computer Graphics
2D computer graphics is the computer-based generation of digital images—mostly from two-dimensional models (such as 2D geometric models, text, and digital images) and by techniques specific to them. It may refer to the branch of computer science that comprises such techniques or to the models themselves. 2D computer graphics are mainly used in applications that were originally developed upon traditional printing and drawing technologies, such as typography, cartography, technical drawing, advertising, etc. In those applications, the two-dimensional image is not just a representation of a real-world object, but an independent artifact with added semantic value; two-dimensional models are therefore preferred, because they give more direct control of the image than 3D computer graphics (whose approach is more akin to photography than to typography). In many domains, such as desktop publishing, engineering, and business, a description of a document based on 2D computer graph ...
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International Data Group
International Data Group (IDG, Inc.) is an American market intelligence and demand generation company focused on the technology industry. IDG, Inc.'s mission is centered around supporting the technology industry through research, data, marketing technology, and insights that help create and sustain relationships between businesses. IDG, Inc. is wholly owned by Blackstone and is led by Genevieve Juillard, who was appointed CEO of the company in 2023. Juillard serves on IDG, Inc.'s leadership team along with IDC President Crawford Del Prete and IDG, Inc.'s Chief Financial Officer Tiziana Figliolia. IDG, Inc. is headquartered in Needham, Massachusetts and is the parent company of both International Data Corporation (IDC) and Foundry (formerly IDG Communications). History International Data Group was initially founded as International Data Corporation (IDC) in 1964 by Patrick Joseph McGovern, shortly after he had graduated from the Massachusetts Institute of Technology (MIT) ...
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GamePro
''GamePro'' was an American multiplatform video game magazine media company that published online and print content covering the video game industry, video game hardware and video game software. The magazine featured content on various video game consoles, personal computers and mobile devices. GamePro Media properties included ''GamePro'' magazine and their website. The company was also a part subsidiary of the privately held International Data Group (IDG), a media, events and research technology group. The magazine and its parent publication printing the magazine went defunct in 2011, but is outlasted by Gamepro.com. Originally published in 1989, ''GamePro'' magazine provided feature articles, news, previews and reviews on various video games, video game hardware and the entertainment video game industry. The magazine was published monthly (most recently from its headquarters in Oakland, California) with October 2011 being its last issue, after over 22 years of publication. ...
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Martial Artists
Martial arts are codified systems and traditions of combat practiced for a number of reasons such as self-defence; military and law enforcement applications; competition; physical, mental, and spiritual development; entertainment; and the preservation of a nation's intangible cultural heritage. The concept of martial arts was originally associated with East Asian tradition, but subsequently the term has been applied to practices that originated outside that region. Etymology "Martial arts" is a direct English translation of the Sino-Japanese word (, ). Literally, it refers to "武 martial" and "芸 arts". The term ''martial arts'' was popularized by mainstream popular culture during the 1960s to 1970s, notably by Hong Kong martial arts films (most famously those of Bruce Lee) during the so-called " chopsocky" wave of the early 1970s. According to John Clements, the term ''martial arts'' itself is derived from an older Latin term meaning "arts of Mars", the Roman god of war, ...
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Video Games
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with Sound, audio complement delivered through loudspeaker, speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides Touch, tactile sensations). Some video games also allow microphone and webcam inputs for voice chat in online gaming, in-game chatting and video game livestreaming, livestreaming. Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and PC game, comp ...
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