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hahne
03-28-2009, 08:23 PM
FYI I've now posted a fairly extended walkthrough/report about the 3 motion capture systems that were on display at the Game Developer's Conference '09 in San Francisco this past week. It's pretty long, so I won't post it all here at cgsociety, however you can read the full report here on the mini-blog that I maintain:
http://www.cgspeed.com/2009/03/motion-capture-report-from-gdc09-san.html

Below are a few of the intro paragraphs to get you started.

- Bruce
hahne at io.com

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Motion capture report from GDC09, San Francisco


I attended the Game Developer's Conference (http://www.gdconf.com/) (GDC'09) in San Francisco on Friday March 27 so that you didn't have to. So if you missed GDC this year, this is your lucky day. I don't develop games, and have no plans to develop games, however GDC does have some motion-capture vendors on the exhibit ("expo") floor, plus a few other exhibitors who sell software/hardware toys that are potentially useful for hobbyist animation.

Since my interest is strictly in mocap systems and in products that make hobbyist animation faster, this is a highly-focused writeup that doesn't touch on the vast majority of vendor content from the expo floor. Many of the exhibitors were game middleware vendors, testing/QA service companies, national agencies trying to convince game developers to relocate to Canada / Germany / Scandanavia / Singapore, or schools that offer programs in computer animation. However there were also three full-body mocap vendors who attended with full demos, so I paid my $75 student entry fee (I'm a card-carrying very-part-time student) and hit the expo floor.

[...]

Interestingly, the 3 mocap vendors at the expo all use different technologies (optical passive marker, LED active marker, and inertial). All of them had live demos running with an actor or actress wearing the appropriate suit, and the data streaming to one or more live video monitors with a reconstructed virtual actor on-screen.


[...]

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