This thesis presents a study on how to create a production pipeline using a markerless motion capture system for the creation of animations in computer games. The questions the authors desire to answer are: Is it possible to create a pipeline that uses markerless motion capture for the creation of animations in computer games? And also: Can a markerless motion capture system fit in an animation pipeline for games? This thesis is based on previous work by Kakee Lau (Lau, 2012), a former student of Gotland University College. He describes a pipeline for working with passive optical motion capture for games. To fit the markerless motion capture system, there must be some changes to Lau’s already established pipeline. The method used in this thesis is based on a pipeline described in Lau’s thesis (Lau, 2012). The authors have made some alterations to this pipeline for it to be more suitable for markerless motion capture. The pipeline that the authors propose covers the setup of two Kinect cameras, the calibration, the recording, the cleaning and the preparation for MotionBuilder. Due to some factors that were not taken into consideration during testing, there cannot be any quantitative conclusion in this thesis to which system is the better one. Based on the findings of this study the authors can conclude that a markerless motion capture system is a viable method for game animation creation, yet not giving the same quality of results as a passive optical motion capture system.


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    Title :

    Viability of Using Markerless Motion Capture : In the Creation of Animations for Computer Games ; Lönsamheten av att använda Markerless Motion Capture : I Skapandet av Animationer for Datorspel


    Contributors:

    Publication date :

    2014-01-01


    Type of media :

    Theses


    Type of material :

    Electronic Resource


    Language :

    English



    Classification :

    DDC:    629



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