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Has anyone figured out an economic way to handle motion capture to use for
skeletal animation joint rotation vector specifications in different poses?
I presume, digital image processing with multiple digital cameras with optical
markers might still be the least expensive option?
So far, I have used pose pictures in Character animation books, drew some
pictures for myself, and from those picture eyeballed the joint rotation
vectors.
Given I have 23 joint rotation vectors, 10-15 of which get involved in most
gross poses I played with. The going had been extremely slow.
Thanks,
Meltem
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