ARA FOCUS GROUP
SPRING 1998
Team members:
Christen Grow
Isa Gordon
Richard D. Stuart
Anish Adalja

MOTION CAPTURE AS A MEANS FOR DATA AQUISITION


Magnetic motion capture uses sensors to measure the magnetic field createdby a source. The main components of magnetic motion capture systems areelectronic control units (into which the source and sensors are cabled)and host computer connected via a network or serial port. The computerhas a proprietary software that communicates with these devices. The sourceis usually placed either at the side or above the the scene elements tobe tracked. All the data captured is in relation to the source. These systemsanalyze data in real time and provide from 15 to 120 samples per second(depending on the model and number of sensors) The sensors are usuallypositioned at the joints(in the case of a human subject) and the feedbackincludes both position and orientation data (also called "6D"data or "6DOF" data.).

Atypical magnetic motion capture session has the same elements as a filmshoot. This includes a rehearsal to make the performers familiar with theconstraints of the cables and the available "active" space forcapture. The shot may be recorded several times along with an audio trackfor synchronization. And since the data is being captured in real time,it gives the director an opportunity to see it right away and make changes.Magnetic motion capture is ideally suited for situations in which the motionrange is limited and direct interaction between the actor, director, andcomputer character is important.interpolation after the motion has beencaptured. Another advantage is that all the data is in relation to a singleobject, the source.

This makes it easier when the captured data has to be transferred ontoa computer-generated object. Magnetic motion capture systems have beenin use in a variety of production environments, including on-air and liveperformances, for quite some time. In fact, one of the major companiesthat manufactures these systems, used these systems for military simulations25 years ago.Today, these systems are used in a variety of environments,mainly because of their ability to provide real time feedback.

Oneof the distinct advantages of optical capture versus magnetic capture isa larger performance area, and therefore more freedom of movement for theactor. This advantage can be further enhanced by having more cameras. Inaddition, optical systems usually have a higher sampling rate: generally120mHz to 250MHz, which is sufficient to capture most human motion, withthe exception of impact-type and pitching (hitting/throwing) type movements.

Optical systems provide only position ("3D" or "3DOF")data. Optically captured data often requires tremendous editing to correctfor some of the inherent flaws in the system, such as marker occlusion,fusion and hidden-marker situations. Another common complaint is the inaccuratetranslation of movement to the virtual character when it's proportionsdo not match that of the performer. Recent improvements in translatingsoftware help automate these processes, and perhaps will eventually allowoptically captured motion to be used directly in character animation withno intervening effort. Casting, choreography and shot setup planning alsohelp solve these problems.

Although most optical systems can produce much more sophisticated animationsthan those produced magnetically, one of the distinct disadvantages isthat most optical capture systems do not produce data in real time. Therewill be some processing time of the data before it can be applied to ananimation, thereby reducing the interactivity of the motion capture session.

However,a company called FutureLight recently unveiled the first real-time opticalmotion capture system, in which a preliminary low-resolution version ofthe animation is produced instantly and later scaled to size. In theirsystem, the performer wears a specially designed suit and a VR headsetthrough which they can watch the animated character as it mimics theirmovements.

Mechanical Motion Capture

There are other systems currently in use which could be loosely groupedunder the description "Mechanical Motion Capture," the use ofmechanical means to derive the motion data. Different companies have widelydiffernet ways of utilizing the sort of input.Digital Image Design hasdeveloped a poseable human figured armature device. "The Monkey"has position encoders at each joint that are attached to control unitswhich tracks a movement on a host computer. This is familiar, yet moreefficient way for stop motion animators to interact with computer animation.

fingerswhen a performer articulates his hand. This mechanical information is thentranslatednto motion of the hand model in the computer. Analogus Corporationhas introduced the Gypsy, a full body system using potentiometers placedat all major body joints. All possible movements of the joints are sensedas variations in potentiometer voltages. Gypsy captures motion in truereal-time, and is not range limited. With a portable data acquisition unit,it's possible to capture long-range activities such as skating or biking.

Puppet Works produces a configurable solution as a series of digitaljoints that can be quickly mapped to software elements. Custom hardwarearmatures can be created (like the Monkey), as can a full motion capturesuit, based on an external skeleton of telescoping rods and connectors.

CONCLUSION

Motion capture has spawned a whole new field, now called "performanceanimation."


Below is a listing of links for further investigation...

For comments or insights please drop us a line @ motioncapture focus group

or feel free to browse the PRISMpage...

Vendors:

Analogus Corporation
Ascension Technology
Motion Analysis Corporation
Northern Digital Inc.
AOA MultiTrax
Puppet Works
Digital Image Design Incorporated
Vicon Motion Systems
Polhemus
Adaptive Optics Associates
QuantumWorks Corporation
Headspace
Virtual Technologies
Silicon Graphics
Simulation
Soft Image
Videomedia
Viewpoint Datalabs
Motion Technology
Nad Centre
Intergraph Computer Systems
Jazz Media Network

Service Providers:

hOuse of mOves
Lamb & Company
Viewpoint DataLabs
Biovision
Biomechanics Incorporated
SimGraphics Corporation
Threespace
MEDIALAB
Oz Interactive
Pacific Data Images
Digital Domain
House of Moves
Protozoa Home Page
Televirtual
Kaydara

References:

MotionCapture White Paper