WEBVTT 1 00:00:27.399 --> 00:00:30.037 In this lecture I will explain 2 00:00:30.037 --> 00:00:33.910 overall production process of motion capture 3 00:00:33.910 --> 00:00:37.799 What preparations you need to make to film motion capture 4 00:00:37.799 --> 00:00:41.520 and what you should be paying attention to 5 00:00:41.520 --> 00:00:43.183 And also 6 00:00:43.183 --> 00:00:47.560 What you need to do after filming 7 00:00:47.560 --> 00:00:52.560 Learning contents will be, first, preparation for filming 8 00:00:52.560 --> 00:00:56.360 Second will be actual filming of motion capture 9 00:00:56.360 --> 00:01:00.200 and third will be data clean-up and converting 10 00:01:00.200 --> 00:01:04.519 Lesson objective will be to differentiate between 11 00:01:04.519 --> 00:01:07.239 regular filming and motion capture shooting 12 00:01:07.239 --> 00:01:08.539 and to learn the 13 00:01:08.539 --> 00:01:12.040 overall elements of motion capture filming 14 00:01:12.040 --> 00:01:16.440 As an example of mine 15 00:01:16.440 --> 00:01:22.279 We used motion capture for the movie, 'The Admiral: Roaring Currents' 16 00:01:22.279 --> 00:01:26.879 Even though I worked on it, I couldn't tell 17 00:01:26.879 --> 00:01:31.680 which parts of the movie used motion capture 18 00:01:31.680 --> 00:01:33.239 when I saw the end result 19 00:01:33.239 --> 00:01:35.639 I found out later 20 00:01:35.639 --> 00:01:41.480 First, the bird's eye view of this ship 21 00:01:41.480 --> 00:01:46.639 which is the view of the ship from the sky 22 00:01:46.639 --> 00:01:50.739 Obviously it is not easy to find dozens of actual ships 23 00:01:50.739 --> 00:01:52.145 or even make them 24 00:01:52.145 --> 00:01:58.400 So the ships were made with computer graphics 25 00:01:58.400 --> 00:02:01.400 and because the ships were processed 26 00:02:01.400 --> 00:02:05.400 actual people would not be able to be inside them 27 00:02:05.400 --> 00:02:08.450 Then all the characters here 28 00:02:08.450 --> 00:02:11.279 has to be digital characters as well 29 00:02:11.279 --> 00:02:13.639 so we used motion capture here 30 00:02:13.639 --> 00:02:18.720 If I remember correctly we gathered some 31 00:02:18.720 --> 00:02:21.759 rocking-on-the-boat movements 32 00:02:21.759 --> 00:02:25.479 We took about 5 cuts 33 00:02:25.479 --> 00:02:29.759 5 cuts of different movements 34 00:02:29.759 --> 00:02:32.839 and we ran it through crowd simulation 35 00:02:32.839 --> 00:02:36.199 and made hundreds and thousands of people 36 00:02:36.199 --> 00:02:39.360 That is what we used there 37 00:02:39.360 --> 00:02:44.399 And the difference between real shooting and motion capture shooting is 38 00:02:44.399 --> 00:02:47.119 For this movie as an example 39 00:02:47.119 --> 00:02:49.639 we didn't shoot at an actual ship 40 00:02:49.639 --> 00:02:55.399 We made a fake model ship and 41 00:02:55.399 --> 00:02:57.279 the backgrounds were all 42 00:02:57.279 --> 00:03:00.845 green and blue screen 43 00:03:00.845 --> 00:03:03.960 and did a separate task of 44 00:03:03.960 --> 00:03:10.440 masking the main character's face 45 00:03:10.440 --> 00:03:12.440 However, motion capture 46 00:03:12.440 --> 00:03:15.039 must be filmed in a studio 47 00:03:15.039 --> 00:03:18.039 Other than for the main character 48 00:03:18.039 --> 00:03:21.240 the parts for the supporting actor 49 00:03:21.240 --> 00:03:25.720 such as falling into the water or getting stabbed 50 00:03:25.720 --> 00:03:29.839 were all motion captured 51 00:03:29.839 --> 00:03:32.689 Two tracks were filmed 52 00:03:32.689 --> 00:03:35.970 in this way and later 53 00:03:35.970 --> 00:03:39.960 the CG part of the motion capture data 54 00:03:39.960 --> 00:03:43.440 was synthesized 55 00:03:43.440 --> 00:03:47.196 For some countries 56 00:03:47.196 --> 00:03:50.279 this has been a thing for 10 to 20 years 57 00:03:50.279 --> 00:03:53.129 Even in Korea, this method of filming is 58 00:03:53.129 --> 00:03:55.960 being implemented now 59 00:03:55.960 --> 00:03:59.080 As I mentioned in the previous lesson 60 00:03:59.080 --> 00:04:02.680 We no longer use acoustic or 61 00:04:02.680 --> 00:04:04.919 mechanical systems 62 00:04:04.919 --> 00:04:07.569 So I my explanations will be based on 63 00:04:07.569 --> 00:04:09.399 Optical and Magnetic systems 64 00:04:09.399 --> 00:04:13.080 What makes motion capture shooting different from regular 65 00:04:13.080 --> 00:04:15.320 is that it extracts data 66 00:04:15.320 --> 00:04:18.095 For normal filming, we need 67 00:04:18.095 --> 00:04:24.399 to capture the actual casts faces on camera 68 00:04:24.399 --> 00:04:29.349 Motion capture filming extracts data 69 00:04:29.349 --> 00:04:34.799 for the remaining supporting cast 70 00:04:34.799 --> 00:04:37.649 For movies or drama shooting 71 00:04:37.649 --> 00:04:40.359 If you need to capture a character on screen 72 00:04:40.359 --> 00:04:42.609 Since motion capture is basically 73 00:04:42.609 --> 00:04:45.760 making data for digital characters 74 00:04:45.760 --> 00:04:51.440 There are no restrictions on space or structure 75 00:04:51.440 --> 00:04:57.390 So even if we don't find or make 76 00:04:57.390 --> 00:04:59.200 and actual ship 77 00:04:59.200 --> 00:05:00.750 If we have a simple 78 00:05:00.750 --> 00:05:07.117 steel or wire frame type structure 79 00:05:07.117 --> 00:05:11.920 we can shoot motion capture 80 00:05:11.920 --> 00:05:14.720 with no issues 81 00:05:14.720 --> 00:05:16.320 That is an advantage 82 00:05:16.320 --> 00:05:18.820 So inside the studio 83 00:05:18.820 --> 00:05:21.720 the shooting would not be restricted 84 00:05:21.720 --> 00:05:23.519 by the weather as well 85 00:05:23.519 --> 00:05:27.619 That is why filming using a virtual studio 86 00:05:27.619 --> 00:05:29.440 is most trending now 87 00:05:29.440 --> 00:05:32.040 and one of them is motion capture 88 00:05:32.040 --> 00:05:36.190 There is a 2007 film by Zack Snyder 89 00:05:36.190 --> 00:05:38.600 called 300 90 00:05:38.600 --> 00:05:40.600 All of the movie 91 00:05:40.600 --> 00:05:44.280 was shot indoors except for one scene 92 00:05:44.280 --> 00:05:47.200 Even though it was filmed in a studio 93 00:05:47.200 --> 00:05:52.760 it managed to make it very unnoticeable 94 00:05:52.760 --> 00:05:55.959 And again, the advantages of 95 00:05:55.959 --> 00:06:00.559 studio shooting is no restrictions on weather and time 96 00:06:00.559 --> 00:06:03.959 You can choose to shoot 97 00:06:03.959 --> 00:06:06.920 any time on any day 98 00:06:06.920 --> 00:06:10.519 However, you do need thorough preparations 99 00:06:10.519 --> 00:06:14.000 and contents may be limited due to 100 00:06:14.000 --> 00:06:17.839 the lack of background sources 101 00:06:17.839 --> 00:06:21.720 but still this type of shooting is in the limelight 102 00:06:21.720 --> 00:06:25.839 I think it will continue to develop 103 00:06:25.839 --> 00:06:28.189 The motion capture production process 104 00:06:28.189 --> 00:06:32.040 can be largely divided to 4 sections 105 00:06:32.040 --> 00:06:36.119 In the past, production was done step by step 106 00:06:36.119 --> 00:06:39.306 starting with the pre-production 107 00:06:39.306 --> 00:06:42.920 then shoot and then post-production 108 00:06:42.920 --> 00:06:45.220 Now we can shoot real time 109 00:06:45.220 --> 00:06:48.399 which greatly reduces the risk on post-production work 110 00:06:48.399 --> 00:06:52.920 I will talk about real time shooting later 111 00:06:52.920 --> 00:06:57.020 and for now explain what 112 00:06:57.020 --> 00:06:58.799 steps we have here 113 00:06:59.425 --> 00:07:02.883 Preparations Before Shooting 114 00:07:03.333 --> 00:07:07.250 The most important element during preparation 115 00:07:07.250 --> 00:07:09.040 is a previous meeting 116 00:07:09.690 --> 00:07:13.040 It is important to thoroughly explain the motion capture filming 117 00:07:13.040 --> 00:07:16.559 because not all the crew members know very well 118 00:07:16.559 --> 00:07:19.480 Motion capture filming requires 119 00:07:19.480 --> 00:07:22.380 different shooting methods 120 00:07:22.380 --> 00:07:26.600 and need to separate the body, face and fingers 121 00:07:26.600 --> 00:07:30.320 We need to check equipment need for each of the shoot 122 00:07:30.320 --> 00:07:35.079 and secure all the markers needed depending on the number of actors 123 00:07:35.079 --> 00:07:38.600 You would also need to decide 124 00:07:38.600 --> 00:07:42.959 if you would place markers on the 125 00:07:42.959 --> 00:07:45.200 fingers or wear gloves 126 00:07:45.200 --> 00:07:47.750 From time to time you need to 127 00:07:47.750 --> 00:07:51.480 move to a different set because the size doesn't fit 128 00:07:51.480 --> 00:07:53.930 When this happens if you are doing a magnetic system shoot 129 00:07:53.930 --> 00:07:56.279 sets with steel materials 130 00:07:56.279 --> 00:08:00.239 should be avoided as they affect the sensor 131 00:08:00.239 --> 00:08:03.239 Because the devices are wireless 132 00:08:03.239 --> 00:08:07.799 we could be using the same frequencies 133 00:08:07.799 --> 00:08:10.519 as other wireless devices, like sound devices 134 00:08:10.519 --> 00:08:12.169 In that case, you need to check 135 00:08:12.169 --> 00:08:16.640 and pay attention to interference 136 00:08:16.640 --> 00:08:20.079 Magnetic systems are not limited to space 137 00:08:20.079 --> 00:08:22.440 so it is possible to shoot outdoors 138 00:08:22.440 --> 00:08:26.399 On the other hand, optical systems are restricted 139 00:08:26.399 --> 00:08:30.880 so it is crucial to talk about it during the meeting 140 00:08:30.880 --> 00:08:35.280 For example if we wanted a stairs scene 141 00:08:35.280 --> 00:08:38.230 For optical, we need to build stair-type structure 142 00:08:38.230 --> 00:08:41.673 in order to shoot, but for magnetic 143 00:08:41.673 --> 00:08:45.640 we can simply go to a staircase and shoot there 144 00:08:45.640 --> 00:08:48.359 So this could be a huge 145 00:08:48.359 --> 00:08:52.440 disadvantage of optical systems 146 00:08:52.440 --> 00:08:55.960 because you would have to build the stairs 147 00:08:55.960 --> 00:08:58.110 install them to the scene to shoot 148 00:08:58.110 --> 00:09:01.000 and remove them again for the next sceene 149 00:09:01.000 --> 00:09:04.239 Whereas for magnetic system 150 00:09:04.239 --> 00:09:07.400 you can just shoot at the place you have in mind 151 00:09:07.400 --> 00:09:12.200 Therefore it is important to 152 00:09:12.200 --> 00:09:17.050 talk and plan things out 153 00:09:17.050 --> 00:09:21.640 thoroughly before shooting 154 00:09:21.640 --> 00:09:24.760 Optical system is sensitive to light 155 00:09:24.760 --> 00:09:28.000 so we need a noise check caused by light 156 00:09:28.000 --> 00:09:31.479 and also check if the lights reflect on the floor 157 00:09:31.479 --> 00:09:34.960 If it reflects, we need reconstruct the floors 158 00:09:34.960 --> 00:09:38.239 and consider its visuals on the screen 159 00:09:38.239 --> 00:09:41.080 If we own both Optical and 160 00:09:41.080 --> 00:09:43.280 Magnetic systems 161 00:09:43.280 --> 00:09:46.080 It is better to incorporate both into filming 162 00:09:46.080 --> 00:09:49.977 For example, optical system is weak 163 00:09:49.977 --> 00:09:53.479 in movements that cover the markers, like falling 164 00:09:53.479 --> 00:09:57.918 so if we could secure this data by shooting in magnetic system 165 00:09:57.918 --> 00:10:00.799 the cleanup time would be significantly reduced 166 00:10:00.799 --> 00:10:04.599 So the use of both systems 167 00:10:04.599 --> 00:10:08.159 will result in more efficient motion capture shooting 168 00:10:08.159 --> 00:10:12.538 During the meeting you should also talk about 169 00:10:12.538 --> 00:10:16.880 agenda scheduling and actor recruitment 170 00:10:16.880 --> 00:10:20.159 and also check and prepare props 171 00:10:20.159 --> 00:10:26.059 For optical shooting, props and structures 172 00:10:26.059 --> 00:10:29.119 need to be in a wire-framed form 173 00:10:29.119 --> 00:10:32.319 That is because the cameras 174 00:10:32.319 --> 00:10:35.200 are installed almost everywhere 175 00:10:35.200 --> 00:10:39.080 top and bottom as well 176 00:10:39.080 --> 00:10:44.280 they will be installed at any angle as needed 177 00:10:44.280 --> 00:10:47.679 If the prop or structure is filled inside 178 00:10:47.679 --> 00:10:50.679 The camera on the other side 179 00:10:50.679 --> 00:10:52.679 will not be able to find the markers 180 00:10:52.679 --> 00:10:55.359 Smaller props are fine 181 00:10:55.359 --> 00:10:58.783 but bigger structures like a door 182 00:10:58.783 --> 00:11:02.320 or a car 183 00:11:02.320 --> 00:11:05.159 the camera on the opposite side 184 00:11:05.159 --> 00:11:09.400 will not pick up the markers and therefore no data will be extracted 185 00:11:09.400 --> 00:11:13.080 So this is a very important part 186 00:11:13.080 --> 00:11:18.159 We also need to check reference cameras and monitoring system 187 00:11:18.159 --> 00:11:21.840 The monitoring system is for the director's confirmation purposes 188 00:11:21.840 --> 00:11:25.000 and they may request videos taken from various of angles 189 00:11:25.000 --> 00:11:28.165 It applies to not only the body 190 00:11:28.165 --> 00:11:31.440 but also the facial shooting 191 00:11:31.440 --> 00:11:36.360 Directors also consider the front 192 00:11:36.360 --> 00:11:40.760 and side views to be very important 193 00:11:40.760 --> 00:11:44.359 They may request images taken from multiple angles 194 00:11:44.359 --> 00:11:48.039 for the body, and the face as well 195 00:11:48.039 --> 00:11:51.320 So for those, we would need reference cameras 196 00:11:51.320 --> 00:11:55.479 as well as extra man-power 197 00:11:55.479 --> 00:11:58.301 which needs to be confirmed during the meeting 198 00:11:58.301 --> 00:12:02.461 Motion Capture Shooting 199 00:12:02.461 --> 00:12:06.880 Once the preparations are finished, we will go into shooting 200 00:12:06.880 --> 00:12:11.039 Although the shooting sequences have been decided during the meeting 201 00:12:11.039 --> 00:12:14.239 it is best to double check on the shooting day of 202 00:12:14.239 --> 00:12:16.839 A thorough rehearsal may 203 00:12:16.839 --> 00:12:18.520 solve any issues 204 00:12:18.520 --> 00:12:20.470 but if no rehearsal took place 205 00:12:20.470 --> 00:12:24.927 It will be better to adjust the schedule according to the 206 00:12:24.927 --> 00:12:30.559 condition of the actors, equipment situation and movement difficulty 207 00:12:30.559 --> 00:12:33.959 For example running will cause stamina loss 208 00:12:33.959 --> 00:12:36.320 so it could be placed towards the end 209 00:12:36.320 --> 00:12:39.440 You need to make decisions like 210 00:12:39.440 --> 00:12:43.400 If it is partial face shooting 211 00:12:43.400 --> 00:12:46.317 place it in the morning 212 00:12:46.320 --> 00:12:48.440 and body shooting in the afternoon 213 00:12:48.440 --> 00:12:52.640 After these things are sorted out 214 00:12:52.640 --> 00:12:55.479 we start with Calibration first 215 00:12:55.479 --> 00:12:58.079 This is substituting the actual 216 00:12:58.079 --> 00:13:01.960 equipment's settings into a computer 217 00:13:01.960 --> 00:13:05.840 For the Gyro system, after wearing the suit 218 00:13:05.840 --> 00:13:08.919 specify the position value for each sensor 219 00:13:08.919 --> 00:13:11.679 measure and write down the measurements of each joint 220 00:13:11.679 --> 00:13:16.119 Then a skeleton will be created to match the actor's height and joints 221 00:13:16.119 --> 00:13:19.119 Then, you specify the axis 222 00:13:19.119 --> 00:13:21.219 For Optical systems 223 00:13:21.219 --> 00:13:23.627 Set up the cameras in specific locations 224 00:13:23.627 --> 00:13:25.200 and allot the axis 225 00:13:25.200 --> 00:13:29.640 Next, wear the suit and markers 226 00:13:29.640 --> 00:13:32.679 ROM, short for Range of Motion 227 00:13:32.679 --> 00:13:37.000 It creates the skeleton by entering the joint's range of motion 228 00:13:37.000 --> 00:13:39.599 and doing the T pose 229 00:13:39.599 --> 00:13:41.699 For Optical systems 230 00:13:41.699 --> 00:13:45.320 Appointing each camera's position is very important 231 00:13:45.320 --> 00:13:49.170 Most of the time of 232 00:13:49.170 --> 00:13:51.960 Calibration will be used here 233 00:13:51.960 --> 00:13:54.960 So it is best to do them before shooting 234 00:13:54.960 --> 00:13:58.359 Redo the Calibrations as needed 235 00:13:58.359 --> 00:14:01.919 during the shoot when 236 00:14:01.919 --> 00:14:03.819 data is not coming through 237 00:14:03.819 --> 00:14:06.901 or too much noise is processed 238 00:14:06.901 --> 00:14:10.563 Magnetic system sets the axis 239 00:14:10.563 --> 00:14:13.841 after wearing the suit and sensors 240 00:14:13.841 --> 00:14:17.241 while for Optical, the axis is set 241 00:14:17.241 --> 00:14:18.520 after assigning 242 00:14:18.520 --> 00:14:20.440 camera location 243 00:14:20.440 --> 00:14:24.719 These are important differences 244 00:14:24.719 --> 00:14:27.760 When these preparations are done, you would 245 00:14:27.760 --> 00:14:30.679 go through final rehearsal before motion capture shooting 246 00:14:30.679 --> 00:14:33.829 Motion capture shooting crew would 247 00:14:33.829 --> 00:14:36.000 make close communications with the director 248 00:14:36.000 --> 00:14:38.919 Install props and structures appropriately 249 00:14:38.919 --> 00:14:41.901 and respond well to the scene 250 00:14:41.901 --> 00:14:43.901 At this time, you must check whether 251 00:14:43.901 --> 00:14:47.000 cleanup is possible while checking the data 252 00:14:47.000 --> 00:14:49.479 to reduce post-production time 253 00:14:49.479 --> 00:14:53.159 Figuring out the channel of movements is also needed 254 00:14:53.159 --> 00:14:55.840 Since the space is limited 255 00:14:55.840 --> 00:15:00.520 We might need separate shooting if long space is needed 256 00:15:00.520 --> 00:15:03.280 Data may not come out well 257 00:15:03.280 --> 00:15:05.919 for movements made at the edges 258 00:15:05.919 --> 00:15:09.599 So we need to figure out how to use the space 259 00:15:09.599 --> 00:15:13.719 and also reallocate the structures accordingly 260 00:15:13.719 --> 00:15:17.559 Crew should also make sure we have enough markers 261 00:15:17.559 --> 00:15:21.320 and double check that they are all at the right places 262 00:15:21.320 --> 00:15:24.070 Crew should always be mindful of 263 00:15:24.070 --> 00:15:28.224 the equipment and its well being as well 264 00:15:28.874 --> 00:15:31.911 Data Clean-up and Converting 265 00:15:32.711 --> 00:15:35.303 The data gathered from shooting 266 00:15:35.303 --> 00:15:37.320 needs a post-edit called Clean up 267 00:15:37.320 --> 00:15:40.479 Real time shooting is important 268 00:15:40.479 --> 00:15:43.239 but clean up and converting are as well 269 00:15:43.239 --> 00:15:47.200 An amazing shoot with not so great Clean-up 270 00:15:47.200 --> 00:15:48.900 will result in 271 00:15:48.900 --> 00:15:52.919 decreased quality results when applied to characters 272 00:15:52.919 --> 00:15:58.400 Both systems go through the ReProcess 273 00:15:58.400 --> 00:16:00.250 It applies more detailed options 274 00:16:00.250 --> 00:16:03.039 to the data extracted to make them 275 00:16:03.039 --> 00:16:07.320 in a state that is good to work with during clean up 276 00:16:07.320 --> 00:16:12.200 For Magnetic system, only ReProcess is needed 277 00:16:12.200 --> 00:16:14.341 but for Optical systems 278 00:16:14.341 --> 00:16:17.679 Marker Data Clean up is also necessary 279 00:16:17.679 --> 00:16:22.719 Marker Clean up may differ by equipment manufacturers 280 00:16:22.719 --> 00:16:26.469 But it could be done efficiently with 281 00:16:26.469 --> 00:16:29.119 some basic rules set 282 00:16:29.119 --> 00:16:31.760 First is the Labeling process 283 00:16:31.760 --> 00:16:36.359 Placing names or ID for the marker data 284 00:16:36.359 --> 00:16:40.440 to help them not get mixed up 285 00:16:40.440 --> 00:16:44.919 One actor wears about 50 markers 286 00:16:44.919 --> 00:16:46.640 If these are mixed up 287 00:16:46.640 --> 00:16:50.880 Then the skeleton will eventually be twisted as well 288 00:16:50.880 --> 00:16:54.719 so the first label process needs to be well done 289 00:16:54.719 --> 00:16:56.799 Next is Cut Key 290 00:16:56.799 --> 00:17:01.479 Due to the nature of the optical system, calculating on a frame-by-frame 291 00:17:01.479 --> 00:17:04.760 may result in errors depending on the filming environment 292 00:17:04.760 --> 00:17:07.479 For example, movements that cover the markers 293 00:17:07.479 --> 00:17:09.229 That will be considered 294 00:17:09.229 --> 00:17:11.680 data calculation error if the 295 00:17:11.680 --> 00:17:15.760 camera looses track of the markers 296 00:17:15.760 --> 00:17:18.119 So if we have many movments as such 297 00:17:18.119 --> 00:17:21.160 errors will occur continuously 298 00:17:21.160 --> 00:17:23.479 So, after the Cut Key is completed 299 00:17:23.479 --> 00:17:27.079 t is necessary to connect the broken sections 300 00:17:27.079 --> 00:17:29.400 This is called the Fill Gap 301 00:17:29.400 --> 00:17:31.561 It is recommended to 302 00:17:31.561 --> 00:17:34.560 apply a filter to smoothen the data before 303 00:17:34.560 --> 00:17:36.439 running Fill Gap 304 00:17:36.439 --> 00:17:39.599 If not, the graph would not be 305 00:17:39.599 --> 00:17:42.199 correct 306 00:17:42.199 --> 00:17:44.399 It's good to make a habit of smooth work 307 00:17:44.399 --> 00:17:48.800 before doing the fill gap 308 00:17:48.800 --> 00:17:53.040 This completes the work on the marker data 309 00:17:53.040 --> 00:17:56.520 You can extract the marker data here 310 00:17:56.520 --> 00:17:58.070 and then use Solve Bone to 311 00:17:58.070 --> 00:18:00.119 convert it to a skeleton 312 00:18:00.119 --> 00:18:02.839 and extract the Bone data 313 00:18:02.839 --> 00:18:06.319 Solve Bone is the actor's skeleton 314 00:18:06.319 --> 00:18:08.519 during motion capture filming 315 00:18:08.519 --> 00:18:10.570 So it needs a separate 316 00:18:10.570 --> 00:18:13.000 3D converting job 317 00:18:13.000 --> 00:18:15.880 Now I will explain converting 318 00:18:15.880 --> 00:18:19.640 We can process converting in 2 ways 319 00:18:19.640 --> 00:18:23.520 Actorize, which uses markers to convert 320 00:18:23.520 --> 00:18:25.620 and Characterize, which uses 321 00:18:25.620 --> 00:18:27.680 Solve Bone 322 00:18:27.680 --> 00:18:31.160 They both have their pros and cons 323 00:18:31.160 --> 00:18:33.310 Characterize that uses markers 324 00:18:33.310 --> 00:18:35.760 is straightforward and easy to use 325 00:18:35.760 --> 00:18:38.560 so it could save you time 326 00:18:38.560 --> 00:18:41.520 So this is preferred in Freevis where data must be 327 00:18:41.520 --> 00:18:43.959 used immediately 328 00:18:43.959 --> 00:18:47.479 This is because you receive the data quickly 329 00:18:47.479 --> 00:18:51.400 make temp edits, and quickly determine camera angles or 330 00:18:51.400 --> 00:18:54.810 animation modifications 331 00:18:54.810 --> 00:18:57.410 Actorize is based on marker data 332 00:18:57.410 --> 00:18:59.640 to convert 333 00:18:59.640 --> 00:19:02.440 and takes significant amount of time 334 00:19:02.440 --> 00:19:04.319 installing the detailed settings 335 00:19:04.319 --> 00:19:06.519 But it has higher data accuracy 336 00:19:06.519 --> 00:19:09.280 than Characterize 337 00:19:09.280 --> 00:19:13.680 I recommend going through Actorize processing 338 00:19:13.680 --> 00:19:17.079 Motion capture personnel must convert the animation 339 00:19:17.079 --> 00:19:19.879 to a format appropriate for each tool 340 00:19:19.879 --> 00:19:23.760 such as Maya, Max, or Unreal 341 00:19:23.760 --> 00:19:26.959 and also should be able to make suggestions 342 00:19:26.959 --> 00:19:29.520 on how to convert and secure 343 00:19:29.520 --> 00:19:31.880 better quality data 344 00:19:31.880 --> 00:19:35.880 Now as a review, let's summarize the 345 00:19:35.880 --> 00:19:38.359 technologies required for motion capture 346 00:19:38.359 --> 00:19:40.659 Shooting location is 347 00:19:40.659 --> 00:19:42.719 probably the most important in Motion Capture 348 00:19:42.719 --> 00:19:47.418 Spaces need to be designed according to 349 00:19:47.418 --> 00:19:49.920 different movements 350 00:19:49.920 --> 00:19:51.920 The range of the capture depends on 351 00:19:51.920 --> 00:19:55.000 what system is used and 352 00:19:55.000 --> 00:19:57.532 how much space is available 353 00:19:57.532 --> 00:20:00.870 In addition to various marker settings 354 00:20:00.870 --> 00:20:04.970 It is good to set markers considering the cleanup aspect 355 00:20:04.970 --> 00:20:07.470 for restoring lost items 356 00:20:07.470 --> 00:20:09.960 when shooting motion capture 357 00:20:09.960 --> 00:20:13.310 For example if there are lots of movements 358 00:20:13.310 --> 00:20:17.559 lying down, move the markers on the back to the fronts 359 00:20:17.559 --> 00:20:20.859 Or we can reposition the camera lower 360 00:20:20.859 --> 00:20:23.959 So we can see the bottom part as well 361 00:20:23.959 --> 00:20:27.009 These kind of decisions all have 362 00:20:27.009 --> 00:20:28.920 data cleanup in mind 363 00:20:28.920 --> 00:20:31.270 Of course, if you use the magnetic system 364 00:20:31.270 --> 00:20:34.024 you won't have to do that 365 00:20:34.024 --> 00:20:36.374 So you should use what is more 366 00:20:36.374 --> 00:20:38.880 appropriate to your shooting 367 00:20:38.880 --> 00:20:42.880 Motion capture usually works on humans 368 00:20:42.880 --> 00:20:46.680 but sometimes sensors are attached to cameras 369 00:20:46.680 --> 00:20:49.279 and extracts the camera's movements 370 00:20:49.279 --> 00:20:54.400 and they could also be attached to animals 371 00:20:54.400 --> 00:20:55.550 and tools 372 00:20:55.550 --> 00:20:58.212 like any weapons or structures 373 00:20:58.212 --> 00:21:00.400 to extract their data 374 00:21:00.400 --> 00:21:03.058 So a diverse of Bone setting techniques 375 00:21:03.058 --> 00:21:05.440 are necessary 376 00:21:05.440 --> 00:21:07.940 We need to offer 377 00:21:07.940 --> 00:21:10.340 Bone that is applicable to humans 378 00:21:10.340 --> 00:21:14.090 animals, cameras 379 00:21:14.090 --> 00:21:15.806 and structures 380 00:21:15.806 --> 00:21:18.906 Also, for animators who use different tools 381 00:21:18.906 --> 00:21:23.556 he data must be transmitted by converting it 382 00:21:23.556 --> 00:21:26.040 into a format suitable for each software 383 00:21:26.040 --> 00:21:28.440 Lastly, we need to respond well to incorporating 384 00:21:28.440 --> 00:21:32.240 virtual studios through real-time shooting 385 00:21:32.240 --> 00:21:34.239 in line with today's trends 386 00:21:34.239 --> 00:21:36.639 There will be more explanations on 387 00:21:36.639 --> 00:21:41.239 Virtual studios on the third lecture 388 00:21:41.239 --> 00:21:44.952 This wraps up the second lecture 389 00:21:46.291 --> 00:21:48.291 Overview 390 00:21:48.291 --> 00:21:50.291 Preparation for filming 4 steps in the motion capture production process 391 00:21:50.291 --> 00:21:52.291 Preparation for filming: schedule, quotation, contract, preliminary meeting, recruiting actors, preparing props. Filming: Wearing a suit, attaching markers (sensors), Stage-Coordinate, communication, field response, structure 392 00:21:52.291 --> 00:21:54.327 Cleanup: ReProcess, Lable, Cut Key, Filter, Fill Gap, Solve Bone Converting: Actorize, Characterize, Motionbuild 393 00:21:54.327 --> 00:21:56.327 Motion Capture Filming 394 00:21:56.327 --> 00:21:58.327 Calibration Substituting the settings of equipment in a real space into a computer 395 00:21:58.327 --> 00:22:02.366 Essential Elements of an Optical System Camera positioning and axis designation Save post-production time by checking whether cleanup is possible 396 00:22:02.366 --> 00:22:03.902 Data Cleanup and Conversion ReProcess Convert data extracted by markers or sensors into 3D data 397 00:22:03.902 --> 00:22:05.200 Mark data cleanup process Lable: Specifies about 50 marker data with a given name. Cut Key: Cutting out protruding frames 398 00:22:05.200 --> 00:22:06.498 Fill Gap: The task of connecting broken sections of the graph. Solve Bone: The task of converting to skeleton data 399 00:22:06.498 --> 00:22:07.888 Application skills required for motion capture Expansion of motion capture shooting space (Motion Capture Setting) Various marker settings (Motion Capture Maker) 400 00:22:07.888 --> 00:22:09.117 Lost data restoration technology (Motion Capture Editing) Various bone settings (Motion Data Bone) 401 00:22:09.117 --> 00:22:10.366 Various format conversion technologies (3D Tool Converting) Virtual studio integration (Real Time Motion Capture)