The processing group then tracks a 3d mesh that has been defined by the markers
through all the frames of the selected scenes and output into a fairly simple
file format. At this time, we also track the pupils which is very important for
getting the life of a character.
With this 3d animated mesh, there are several options for transfering the
animations to the final character. We have the capability to apply the
animation directly to a mesh through our own retargeting solution which
essentially creates streams of animation on a per vertex basis (depending on
the resolution of the mesh, memory-wise this can be relatively cheap, in line
with a high quality audio stream), or we can apply the animation to any bone
rig.
After the tracked animations have been applied, we hand the files back to you
in a format that will fit easily into your production pipeline.
CaptiveMotion wants to be viewed as more than a simple outsourcing or MoCap
shop, we are a problem solving team as well.
So, to answer some of the common questions:
There are no explicit character requirements for our technology, our focus has
been on human characters, but if you’ve got some crazy Cthulhu demon that we
need to animate mouths and eyes on the end of tentacles, we are confident that
we can meet your needs (assuming you can get Cthulhu to sit still long enough
to get the markers on.
We prefer shooting in our studio, but since strive to be flexible to the needs
of the production, and since our hardware portable, if it makes sense, we can
come to the talent.
Data Format: We deliver final animation native to the application of your
choice.