DOCSLIB.ORG
Explore
Sign Up
Log In
Upload
Search
Home
» Tags
» Motion capture
Motion capture
Ipi Soft Motion Capture Software Inspires Feature Length Machinima
Application of Performance Motion Capture Technology in Film and Television Performance Animation
Motion Capture Assisted Animation: Texturing and Synthesis
Creating 3DCG Animation with a Network of 3D Depth Sensors Ning
384 Cinemacraft: Immersive Live Machinima As an Empathetic
A Software Pipeline for 3D Animation Generation Using Mocap Data and Commercial Shape Models
Keyframe Or Motion Capture? Reflections on Education of Character Animation
Motion Capture Technology for Entertainment
Chapter 2: Motion Capture Process and Systems to Appear in Jung, Fisher, Gleicher, Thingvold
Introduction and Animation Basics
Motion Capture History, Technologies and Applications
MAKING MACHINIMA: Animation, Games and Multimodal Participation in the Media Arts Andrew Burn ABSTRACT in the Project Discussed
Collecting a Motion-Capture Corpus of American Sign Language for Data-Driven Generation Research
Ipi Soft Set to Showcase Ipi Motion Capture™ 2.0 at Machinima Expo
Layering Animation Principles on Motion Capture Data Surpass the Limitations of Motion Capture
Producing Motion Capture and Animation
Motion Capture and Its Future in Virtual Reality
Motion Capture
Top View
What Is Motion Capture?
Motion Capture File Formats Explained 1
Animation Outline 1 Animation 2 Key-Framing 3 Skeletal Animation 4 Motion Capture Animation Victorian Animation
Machinima Filmmaking
Implementation of a Low Budget, Raster Based, 3 D Motion Capture
Research on Animation and Motion Capture Technology
Animation (ANI) 1
Motion Capture Technologies
Hand Motion Capture and Tracking in 3D Animation
Japanese Animation Guide: the History of Robot Anime by Japan's
Motion Capture Study of Human Movement Recognition Nicholas Kinerd Clemson University,
[email protected]
Thestandard 2020 Edition
3D Motion Capture by Computer Vision and Virtual Rendering David Antonio Gomez Jauregui
Research on Animation and Its Motion Capture Technology
An Anatomic Human Body for Motion Capture
Animation, Motion Capture, Keyframing
A Spectral Pop Star Takes the Stage: Hatsune Miku and the Materialization of the Ephemeral in Contemporaryotaku Culture
Live-Action Moving Sculpture Unveiled at SIGGRAPH
Adult2child: Dynamic Scaling Laws to Create Child-Like Motion
What Is Motion Capture? Capture of Motion of (Human) Actor Whole Body Upper Body Face
Three Methods for Making of Character Facial Animation Based on Game Engine
CS 448D: Character Animation Prof. Vladlen Koltun Stanford University History: Rotoscope
The Use of Motion Capture and 2D Animation in the Making of “If at First...”
Zoetrope Blues
Motion Capture and Editing
Motion Capture and 3D Animation
An Ontology of Motion Capture
Taryn Baker the History of Motion Capture Within the Entertainment Industry
Motion Capture Fundamentals a Critical and Comparative Analysis on Real-World Applications
Motion Capturing Cartoons∗
Real-Time Speech Motion Synthesis from Recorded Motions
Expressing Animated Performances Through Puppeteering
Adding Cartoon-Like Motion to Realistic Animations
Data-Driven Efficient Production of Cartoon Character Animation
Markerless Facial Motion Capture Sara J
Motion Capture
Differences Between Japanese and Western Anatomical Animation Techniques Applied to Videogames
A Tutorial on Motion Capture Driven Character Animation
Final Fantasy: the Spirits Within a Case Study
Motion Capture Technology in Industrial Applications: a Systematic Review
R E D E F I N I
MAKING MACHINIMA: Animation, Games and Multimodal Participation in the Media Arts
Review on Motion Capture Technology by Rahul M
Virtual Production and Realtime Filmmaking Tech- Nologies for the Independent Filmmakers
Visualization of Canine Gait Using Optical Motion Catpure Animation
Adult2child: Motion Style Transfer Using Cyclegans
Introduction
The Motion Capture Pipeline
The Anime Machine This Page Intentionally Left Blank the Anime Machine
Machinima Is Not a Game1