Discover and read the best of Twitter Threads about #MoCap

Most recents (5)

Avatars are central to the success of the #metaverse and #metacommerce. We need different #avatars for different purposes: accurate #3D digital doubles for shopping, realistic looking for #telepresence, stylized for fun, all with faces & hands. @meshcapade makes this easy. (1/8)
For on-line shopping, clothing try-on, and fitness, an avatar should be realistic – your digital twin. You need a true digital double to see how clothing will look in motion. But, creating avatars that are accurate enough for shopping is hard. (2/8)
Since it’s hard to 3D scan everyone, digital doubles must be created from a few images or a video. Existing methods require users to wear tight clothes and have cumbersome capture protocols. @Meshcapade uses a single image of a person in any pose, making creation easy. (3/8)
Read 8 tweets
¿Queréis viajar a la #Segovia de 1520? Ha llegado el momento de presentaros con todo detalle nuestra última reconstrucción virtual en #3D. 🖌️🖥️ ¡Dentro hilo! 👇
A mediados de 2020 se nos planteó la posibilidad de devolver a su #contexto original las estatuas de la Virgen y San Sebastián que desde 1520 coronaban el Acueducto de Segovia. 📜

Foto de @el_adelantado.
El objetivo era completar el trabajo de réplica de la Virgen llevado a cabo por @nestormarques con una página web divulgativa que constituyera una verdadera ventana al pasado de estas piezas.

Podéis saber más del proyecto original desde aquí: nestormarques.com/replica-3d-vir…
Read 31 tweets
THREAD 👇

This video covers a small portion of the moves captured in our first 2 Motion Capture sessions shot at @Audiomotion in Oxford for @PLAYDestruction on #PS5 #gamedev #motioncapture

#1 June 2019 - [3 Days] - (core locomotion, parkour, idles, emotes of 6 characters)

#2 August 2019 - [3 Days] - (stunts, vehicle entries, attacks, passenger shared by multiple characters)

In Feb 2020, there was a final pickup shoot of 3 Days covering 8 characters core systems
These 9 days gave us plenty of data to play with once core systems were established and plenty more to take from for any remaining characters. Motion Capture data was heavily edited for core locomotion and direct gameplay actions using the data as a foundation.
Read 22 tweets
La journée de @AFLApplique, c'est aujourd'hui! Petit #livethread sur la #linguistique appliquée! ⬇️⬇️⬇️
@AFLApplique Et on commence par Julien Longhi @jlonghi1 (AGORA & IDHN - Université de Cergy-Pontoise, Institut Universitaire de France) : “Outiller” l’expertise en analyse du discours
politique: méthodes, concepts, ressources.
@AFLApplique @jlonghi1 L'objectif de ses projets est de démocratiser des outils pour analyser le discours politique en temps réel (notamment via twitter ^^):
ideo2017.ensea.fr
Read 25 tweets
Actors who want to work in games: I get asked 'how?' a lot. Many think they need to be 'trained' in motion capture first. This is not true. We look for the right actor or actress for the role. Just like everything else.
I'm more often than not working with actors who've not been in a mocap studio before and it has never ever caused a problem.
However, it's often the case that actors who do theatre land the roles, by virtue of being familiar with being a little more expressive physically and facially. Animation requires this. It doesn't require exaggeration though.
Read 7 tweets

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