WEBVTT 1 00:00:27.513 --> 00:00:28.553 Hello 2 00:00:28.553 --> 00:00:32.700 My name is Hee-seok Jeong, and I will be giving a lecture on Motion Capture 3 00:00:32.700 --> 00:00:39.299 I have been working on motion capture for 24 years since 1999 4 00:00:39.299 --> 00:00:44.459 I've worked on projects in various fields such as 5 00:00:44.459 --> 00:00:47.540 movies, games, music videos, and motion analysis 6 00:00:47.540 --> 00:00:52.619 I currently run a motion capture studio for Westworld 7 00:00:52.619 --> 00:00:56.820 Nowadays, movies like 'Avatar' 8 00:00:56.820 --> 00:01:02.020 and 'Planet of the Apes' use motion capture 9 00:01:02.020 --> 00:01:05.660 When I first started motion capture 10 00:01:05.660 --> 00:01:11.059 There was no manual or barely any data on it 11 00:01:11.059 --> 00:01:14.180 I had a hard time 12 00:01:14.180 --> 00:01:17.180 Now you could learn them from 13 00:01:17.180 --> 00:01:22.220 online or even Youtube 14 00:01:22.220 --> 00:01:25.860 Still, I think it is very meaningful 15 00:01:25.860 --> 00:01:28.940 to have this time 16 00:01:28.940 --> 00:01:33.820 to have this opportunity where I can 17 00:01:33.820 --> 00:01:37.339 share my knowledge of motion capture 18 00:01:37.339 --> 00:01:41.940 My lesson on Motion Capture 19 00:01:41.940 --> 00:01:45.379 will be divided in 3 lectures 20 00:01:45.379 --> 00:01:50.139 Rather than talking about motion capture's history, theories, or manuals 21 00:01:50.139 --> 00:01:53.059 I plan to give a lecture based on my experiences 22 00:01:53.059 --> 00:01:57.300 for your overall understanding 23 00:01:57.300 --> 00:02:01.739 Also the concept, types, and areas of use of motion capture 24 00:02:01.739 --> 00:02:05.820 and how the field of motion capture has expanded 25 00:02:05.820 --> 00:02:09.259 due to technological advancements 26 00:02:09.259 --> 00:02:12.419 The first and second lectures 27 00:02:12.419 --> 00:02:17.059 will be heavy on theory and explanation 28 00:02:17.059 --> 00:02:21.179 they third one would be based on videos 29 00:02:21.179 --> 00:02:25.300 Once you've been through all 3 lectures 30 00:02:25.300 --> 00:02:29.779 I think you would be able to gain general understanding of 31 00:02:29.779 --> 00:02:34.740 how motion capture works, the advancements of technology 32 00:02:34.740 --> 00:02:38.419 how filming is done in Korea and abroad these days 33 00:02:38.419 --> 00:02:43.339 and how data is produced 34 00:02:43.339 --> 00:02:47.020 The first part is understanding motion capture 35 00:02:47.020 --> 00:02:50.940 This time, I will explain and help you understand 36 00:02:50.940 --> 00:02:53.979 the types of motion capture, the fields of use 37 00:02:53.979 --> 00:02:58.419 and the technologies required for them 38 00:02:58.419 --> 00:03:04.339 Lesson objective is to understand the concept of motion capture 39 00:03:04.339 --> 00:03:06.779 by learning the basics 40 00:03:06.779 --> 00:03:09.500 they types of motion capture, and its fields of use 41 00:03:09.500 --> 00:03:12.589 We will learn application techniques and basic skills 42 00:03:12.589 --> 00:03:15.790 required for each type of motion capture 43 00:03:15.848 --> 00:03:19.398 Understanding of Motion Capture 44 00:03:20.490 --> 00:03:26.139 Motion capture refers to recording all moving objects 45 00:03:26.139 --> 00:03:30.699 including people, animals, tools, and cameras 46 00:03:30.699 --> 00:03:32.899 in a computer-usable format 47 00:03:32.899 --> 00:03:35.799 It is used when you want to apply the actual movement 48 00:03:35.799 --> 00:03:39.300 of a person or object as is 49 00:03:39.300 --> 00:03:42.899 or when we have to film a difficult movement 50 00:03:42.899 --> 00:03:44.530 or a dangerous scene 51 00:03:44.619 --> 00:03:48.740 Most motion capture involves attaching 52 00:03:48.740 --> 00:03:52.339 markers or sensors to people 53 00:03:52.339 --> 00:03:56.860 That is to apply it to 3D characters 54 00:03:56.860 --> 00:03:59.779 We also attach sensors to 55 00:03:59.779 --> 00:04:02.079 animals or tools that people hold 56 00:04:02.079 --> 00:04:05.339 weapons, like knives or guns 57 00:04:05.339 --> 00:04:09.300 to extract their data 58 00:04:09.300 --> 00:04:12.460 Sometimes we attache them to actual cameras 59 00:04:12.460 --> 00:04:17.100 to use as virtual cameras and extract camera angles 60 00:04:17.100 --> 00:04:20.899 Motion capture was first created for medical reasons 61 00:04:20.899 --> 00:04:24.449 and was advanced greatly in fields of 62 00:04:24.449 --> 00:04:27.059 virtual reality, movies and games 63 00:04:27.059 --> 00:04:30.700 Recently, most of the content using computers 64 00:04:30.700 --> 00:04:33.140 is created as 3D images 65 00:04:33.140 --> 00:04:37.700 The implementation of virtual reality and virtual characters have emerged 66 00:04:37.700 --> 00:04:41.739 These things created an opportunity for us 67 00:04:41.739 --> 00:04:44.339 to easily access them in real life through 68 00:04:44.339 --> 00:04:46.374 the use of motion capture systems 69 00:04:46.374 --> 00:04:49.774 Types of Motion Capture 70 00:04:50.579 --> 00:04:54.779 Next we will look into the types of motion capture 71 00:04:54.779 --> 00:04:59.260 Motion capture works by attaching markers or sensors 72 00:04:59.260 --> 00:05:01.899 to various parts of the actor's body 73 00:05:01.899 --> 00:05:06.059 determining the position values of them 74 00:05:06.059 --> 00:05:10.420 then animating the movements of the 3D character, or digital character 75 00:05:11.100 --> 00:05:14.260 Motion capture is usully distinguished 76 00:05:14.260 --> 00:05:17.339 by the type of sensors 77 00:05:17.339 --> 00:05:19.589 The number of sensors 78 00:05:19.589 --> 00:05:22.059 determine the expression of 79 00:05:22.059 --> 00:05:26.779 natural movements 80 00:05:26.779 --> 00:05:32.779 It is largely divided in to 4 types of systems: 81 00:05:32.779 --> 00:05:36.299 Acoustic, Mechanical, Magnetic and Optical 82 00:05:36.299 --> 00:05:39.980 I will explain them one by one 83 00:05:39.980 --> 00:05:43.299 First is the Acoustic system 84 00:05:43.299 --> 00:05:48.579 It consists of multiple ultrasonic generators and three receivers 85 00:05:48.579 --> 00:05:54.140 Ultrasound waves are generated from a device attached to each joint of the actor 86 00:05:54.140 --> 00:05:56.820 and this system calculates the time and distance 87 00:05:56.820 --> 00:06:01.619 compared to the speed of ultrasonic waves 88 00:06:01.619 --> 00:06:05.140 The position of each device in 3 dimensional space 89 00:06:05.140 --> 00:06:09.299 can be implemented by the triangulation principle 90 00:06:09.299 --> 00:06:13.179 using values ​​calculated from each of the three receiving devices 91 00:06:13.179 --> 00:06:16.579 The downside is that it is difficult to simultaneously measure 92 00:06:16.579 --> 00:06:19.940 the positions of all ultrasonic generators 93 00:06:19.940 --> 00:06:22.059 attached to the actor's body 94 00:06:22.059 --> 00:06:25.109 and the size of the generator device is 95 00:06:25.109 --> 00:06:26.579 big and has cables 96 00:06:26.579 --> 00:06:30.540 which may result in unnatural and awkward movements of the actor 97 00:06:30.540 --> 00:06:34.980 The second is the Mechanical system 98 00:06:34.980 --> 00:06:41.059 This method attaches articulated steel equipment to actors 99 00:06:41.059 --> 00:06:45.700 This steel device has variable resistance 100 00:06:45.700 --> 00:06:48.779 attached to each joint 101 00:06:48.779 --> 00:06:52.079 allowing the mechanical device to measure 102 00:06:52.079 --> 00:06:53.420 how much a person bends their arm or leg 103 00:06:53.420 --> 00:06:56.059 Simply put, the variable resistance is 104 00:06:56.059 --> 00:07:00.220 a sensor, like an electromagnet 105 00:07:00.220 --> 00:07:04.579 Installation and operation is easy and is not limited to space 106 00:07:04.579 --> 00:07:07.660 so we could move far away to capture images 107 00:07:07.660 --> 00:07:09.760 and has advantage of 108 00:07:09.760 --> 00:07:13.540 very high sampling frequency 109 00:07:13.540 --> 00:07:18.100 making it easy to use in real time 110 00:07:18.100 --> 00:07:25.339 These are actually from 20 years ago 111 00:07:25.339 --> 00:07:28.089 Now we have better equipment 112 00:07:28.089 --> 00:07:31.940 and can collect real-time data 113 00:07:31.940 --> 00:07:34.339 with higher qualities 114 00:07:34.339 --> 00:07:40.140 The mechanical system is actually not very much used now 115 00:07:40.140 --> 00:07:42.640 Mechanical equipment was used 116 00:07:42.640 --> 00:07:48.540 in games liek Tekken because it was very difficult 117 00:07:48.540 --> 00:07:49.980 to hold the keys 118 00:07:49.980 --> 00:07:55.140 for such movements in the past 119 00:07:55.140 --> 00:07:58.820 The downside is that the equipment 120 00:07:58.820 --> 00:08:01.459 going on the actor's body is very uncomfortable 121 00:08:01.459 --> 00:08:03.779 that we cannot produce natural movements 122 00:08:03.779 --> 00:08:07.299 and has lower accuracy 123 00:08:07.299 --> 00:08:10.859 This is the steel equipment used 124 00:08:10.859 --> 00:08:16.260 This actually weighs about 10 to 15kg 125 00:08:16.260 --> 00:08:18.700 Which makes it hard to do some movements 126 00:08:18.700 --> 00:08:22.700 The acoustic and mechanical systems together 127 00:08:22.700 --> 00:08:24.140 have lots of disadvantages 128 00:08:24.140 --> 00:08:27.140 so it is not very much used now 129 00:08:27.140 --> 00:08:30.019 But about 20 years ago 130 00:08:30.019 --> 00:08:35.739 when we had to use motion capture 131 00:08:35.739 --> 00:08:38.419 for extreme movements 132 00:08:38.419 --> 00:08:43.140 Acoustic systems were almost never used because of their difficulties 133 00:08:43.140 --> 00:08:47.780 So we had to use the mechanical system, although equipment weighed 10 kg 134 00:08:47.780 --> 00:08:51.739 we had to make up for its short comings 135 00:08:51.739 --> 00:08:57.500 and extracted data of the movements we needed 136 00:08:57.500 --> 00:09:00.099 Third is the Magnetic system 137 00:09:00.099 --> 00:09:04.380 This is a method where a magnetic field generator is placed 138 00:09:04.380 --> 00:09:09.219 in a fixed location and a person attaches small magnetic sensors 139 00:09:09.219 --> 00:09:14.340 to each joint to measure the position and angle of each joint 140 00:09:14.340 --> 00:09:17.979 In this method, the magnetic sensor is 141 00:09:17.979 --> 00:09:19.879 connected to the collector 142 00:09:19.879 --> 00:09:23.900 and then from the collector to the computer 143 00:09:23.900 --> 00:09:27.780 Magnetic system is easy to operate 144 00:09:27.780 --> 00:09:30.659 There is no need for investment in studios other than equipment 145 00:09:30.659 --> 00:09:34.659 real-time processing is convenient as the amount of calculation is not large 146 00:09:34.659 --> 00:09:39.460 and there are no shielding issues 147 00:09:39.460 --> 00:09:43.010 In Optical systems, the camera 148 00:09:43.010 --> 00:09:44.859 may block the sensors 149 00:09:44.859 --> 00:09:49.380 Gyro does not have those issueus 150 00:09:49.380 --> 00:09:53.179 post processing is also not needed 151 00:09:53.179 --> 00:09:58.500 One downside is that the extracted data may be a bit inaccurate 152 00:09:58.500 --> 00:10:01.100 As you can see for Magnetic systems 153 00:10:01.100 --> 00:10:04.419 the sensors are already mounted on the suits 154 00:10:04.419 --> 00:10:08.059 so it is easier for actors to make movements 155 00:10:08.059 --> 00:10:11.460 Gyro sensors are used mostly 156 00:10:11.460 --> 00:10:15.500 and finger data could also be extracted by wearing gloves 157 00:10:15.500 --> 00:10:19.600 This gloves have 158 00:10:19.600 --> 00:10:23.099 small gyro sensors in every inch of the fingers 159 00:10:23.099 --> 00:10:27.460 So this equipment can gather 160 00:10:27.460 --> 00:10:33.099 detailed data of the finger joints' movements 161 00:10:33.099 --> 00:10:36.099 I've pointed out that the data extraction may be 162 00:10:36.099 --> 00:10:38.299 a bit inaccurate 163 00:10:38.299 --> 00:10:43.739 Magnetic system sensors only extracts rotation data 164 00:10:43.739 --> 00:10:46.059 For animation, there must be translation 165 00:10:46.059 --> 00:10:48.209 or position value in the note part 166 00:10:48.209 --> 00:10:49.940 but the magnetic system 167 00:10:49.940 --> 00:10:54.179 does not provide position data 168 00:10:54.179 --> 00:10:58.059 So, we have to forcefully make that with the rotation data 169 00:10:58.059 --> 00:11:04.059 For example every time we move from 170 00:11:04.059 --> 00:11:08.900 the pelvis to the knee, from the knee to the ankle, etc. 171 00:11:08.900 --> 00:11:12.979 the error is taken as a square rather than a plus 172 00:11:12.979 --> 00:11:16.529 Therefore the data is bound to be inaccurate 173 00:11:16.529 --> 00:11:19.900 at the toes and fingertips 174 00:11:19.900 --> 00:11:22.179 The more bones we have 175 00:11:22.179 --> 00:11:26.299 In the case of feet, it is about stage 4 or 5 176 00:11:26.299 --> 00:11:29.380 the hands are from root to the waist 177 00:11:29.380 --> 00:11:33.020 The waist has about 3 joints 178 00:11:33.020 --> 00:11:37.059 then the shoulders, elbows and wrists 179 00:11:37.059 --> 00:11:41.460 This takes you through steps 6 and 7 180 00:11:41.460 --> 00:11:46.140 In that case, situations like the feet flowing 181 00:11:46.140 --> 00:11:50.140 or hands going out of sync 182 00:11:50.140 --> 00:11:53.099 may occur 183 00:11:53.099 --> 00:11:56.979 This is why additional processes 184 00:11:56.979 --> 00:11:59.299 for secondary key work are required 185 00:11:59.299 --> 00:12:03.140 This may be the difficult part 186 00:12:03.140 --> 00:12:07.739 in animation after processing 187 00:12:07.739 --> 00:12:10.820 The last one is the Optical system 188 00:12:10.820 --> 00:12:16.059 The Optical system attaches highly reflected markers to actor's body 189 00:12:16.299 --> 00:12:19.539 and captures the image with a camera that emits infrared light 190 00:12:19.539 --> 00:12:23.700 You are able to move your body more freely compared to other systems 191 00:12:23.700 --> 00:12:25.800 and it could almost perfectly capture movements 192 00:12:25.800 --> 00:12:28.619 even the fast fighting movements 193 00:12:28.619 --> 00:12:31.419 However, the equipment is very costly 194 00:12:31.419 --> 00:12:35.419 and is sensitive to surrounding lighting 195 00:12:35.419 --> 00:12:39.179 It is still widely used for its 196 00:12:39.179 --> 00:12:41.419 accuracy in animation data 197 00:12:41.419 --> 00:12:43.900 It has lots of space limitations 198 00:12:43.900 --> 00:12:47.020 and does need extra time for post-processing 199 00:12:47.020 --> 00:12:49.460 The post-processing 200 00:12:49.460 --> 00:12:54.020 is not just a few hours step 201 00:12:54.020 --> 00:12:56.780 It includes calibrations of the captures 202 00:12:56.780 --> 00:13:00.739 and if the camera is 203 00:13:00.739 --> 00:13:05.099 not installed correctly 204 00:13:05.099 --> 00:13:06.979 It could take days or even months to fix 205 00:13:06.979 --> 00:13:10.020 So the optical system requires 206 00:13:10.020 --> 00:13:14.059 a huge amount of effort in the installation process 207 00:13:14.059 --> 00:13:17.900 The optical cameras detects infrared rays 208 00:13:17.900 --> 00:13:23.380 but the sunlight also has infrared lights so we need to over them 209 00:13:23.380 --> 00:13:27.900 So in case of studio shooting, even if they are underground 210 00:13:27.900 --> 00:13:31.539 we need to make sure to cover the windows 211 00:13:31.539 --> 00:13:33.900 If not, they could generate lots of noise 212 00:13:33.900 --> 00:13:36.179 that results in inaccurate data 213 00:13:36.179 --> 00:13:40.219 and thus the post-processing clean up time will increase 214 00:13:40.219 --> 00:13:43.260 In other words, the optical camera's principle 215 00:13:43.260 --> 00:13:45.059 is to emit infrared rays 216 00:13:45.059 --> 00:13:50.539 receive the infrared rays again 217 00:13:50.539 --> 00:13:54.260 Sunlight contains small amount of infrared 218 00:13:54.260 --> 00:13:58.380 and when this is exposed 219 00:13:58.380 --> 00:14:02.979 The cameras will pick up both 220 00:14:02.979 --> 00:14:05.739 the sunlight and markers and thus create noise 221 00:14:05.739 --> 00:14:12.739 In the past the noise level was not twice or three times 222 00:14:12.739 --> 00:14:15.780 but it was about 10 times the noise we have now 223 00:14:15.780 --> 00:14:20.580 The clean up time was 224 00:14:20.580 --> 00:14:22.940 significantly lengthy 225 00:14:22.940 --> 00:14:24.820 Now we have more experiences with the equipment 226 00:14:24.820 --> 00:14:29.020 and also lots of advancement in technology 227 00:14:29.020 --> 00:14:31.419 that we have less noise 228 00:14:31.419 --> 00:14:34.380 but still the clean up time is inevitable 229 00:14:35.099 --> 00:14:38.619 Therefore, installation must be very sensitive 230 00:14:38.619 --> 00:14:40.769 to things such as 231 00:14:40.769 --> 00:14:43.380 exposure to sunlight 232 00:14:43.380 --> 00:14:48.739 As you can see here the markers are attached on top of the suits 233 00:14:48.739 --> 00:14:51.089 and we can also add the head mount 234 00:14:51.089 --> 00:14:53.539 for facial capture 235 00:14:53.539 --> 00:14:57.099 Recently, technology has emerged to extract 236 00:14:57.099 --> 00:15:01.340 motion capture data using video cameras 237 00:15:01.340 --> 00:15:03.700 Multiple cameras are installed 238 00:15:03.700 --> 00:15:06.619 and these are not an optical, but cameras that 239 00:15:06.619 --> 00:15:09.020 record everyday videos like a GoPro 240 00:15:09.020 --> 00:15:13.500 about 4 to 8 cameras are set up in a circle 241 00:15:13.500 --> 00:15:16.859 From here, we don't extract data from 242 00:15:16.859 --> 00:15:19.059 gyro sensors or markers 243 00:15:19.059 --> 00:15:21.979 but extract the person's movements 244 00:15:21.979 --> 00:15:25.500 from the video to make a skeleton 245 00:15:25.500 --> 00:15:28.659 Of course, this method 246 00:15:28.659 --> 00:15:33.099 may lack accuracy compared to those that use sensors and markers 247 00:15:33.099 --> 00:15:37.700 but this part can be made up by the AI technology 248 00:15:37.700 --> 00:15:40.979 Securing deep data for deep learning is key 249 00:15:40.979 --> 00:15:44.020 In the future, it is expected that these technologies 250 00:15:44.020 --> 00:15:45.870 will continue to develop 251 00:15:45.870 --> 00:15:49.685 so that motion data can be more easily obtained 252 00:15:49.685 --> 00:15:53.135 Fields of Use - Motion Capture 253 00:15:53.700 --> 00:16:01.739 Before motion capture was used in film, animation and games 254 00:16:01.739 --> 00:16:06.140 they were widely used in medicine, sports 255 00:16:06.140 --> 00:16:09.140 education and ergonomics 256 00:16:09.140 --> 00:16:12.659 Walking, for example 257 00:16:12.659 --> 00:16:17.739 We would film steps of a person with joint discomfort 258 00:16:17.739 --> 00:16:20.939 from the front, side, from behind 259 00:16:20.939 --> 00:16:23.219 and from above 260 00:16:23.219 --> 00:16:27.219 and then analyzed while watching the video 261 00:16:27.219 --> 00:16:31.619 However, it was lacking in detail 262 00:16:31.619 --> 00:16:37.940 in terms of time and accuracy 263 00:16:37.940 --> 00:16:42.219 By using marker data while using the optical system 264 00:16:42.219 --> 00:16:45.780 you can measure rotation values ​​and position data for joints 265 00:16:45.780 --> 00:16:50.059 and furthermore, speed and acceleration 266 00:16:50.059 --> 00:16:54.259 Therefore, very detailed and highly accurate data 267 00:16:54.259 --> 00:16:57.260 can be calculated 268 00:16:57.260 --> 00:17:02.760 Rehabilitation doctors 269 00:17:02.760 --> 00:17:05.780 or those who manage these data 270 00:17:05.780 --> 00:17:10.459 can receive data on rotation or position values ​​in Excel 271 00:17:10.459 --> 00:17:15.159 easily measure them 272 00:17:15.159 --> 00:17:19.060 and calculate the data 273 00:17:19.060 --> 00:17:22.739 And we developed from there 274 00:17:22.739 --> 00:17:28.099 to film making and games 275 00:17:28.099 --> 00:17:32.979 For movie production, motion capture is mainly used 276 00:17:32.979 --> 00:17:35.420 in scenes where acting may be difficult 277 00:17:35.420 --> 00:17:38.380 or where a large number of people is needed 278 00:17:38.380 --> 00:17:42.459 in the film 279 00:17:42.459 --> 00:17:46.359 Sports analysis is an important field 280 00:17:46.359 --> 00:17:49.060 of motion capture use 281 00:17:49.060 --> 00:17:52.420 Motion capture data has been carefully categorized 282 00:17:52.420 --> 00:17:57.500 so that different elements of each movement can be studied 283 00:17:57.500 --> 00:18:02.699 Sports and activities such as track, golf swings 284 00:18:02.699 --> 00:18:06.459 swing analysis for tennis 285 00:18:06.459 --> 00:18:10.109 and even swimming in water 286 00:18:10.109 --> 00:18:12.699 all use motion data 287 00:18:12.699 --> 00:18:19.099 to analyze movements and improve the performance of athletes 288 00:18:19.099 --> 00:18:23.249 In medicine, it initially began to be used as a gait analyzer in orthopedics 289 00:18:23.249 --> 00:18:26.140 and rehabilitation departments 290 00:18:26.140 --> 00:18:30.790 Currently, it is used for spinal analysis, design of prosthetic hands and limbs 291 00:18:30.790 --> 00:18:34.540 calculation of biomechanical data 292 00:18:34.540 --> 00:18:37.690 and these data are widely used for physical therapy 293 00:18:37.690 --> 00:18:40.099 and rehabilitation treatment of patients 294 00:18:40.099 --> 00:18:42.349 In the industrial field 295 00:18:42.349 --> 00:18:44.999 it is used in the field of ergonomics 296 00:18:44.999 --> 00:18:47.260 necessary for robot development and automobile development 297 00:18:47.260 --> 00:18:50.260 For example when making a car 298 00:18:50.260 --> 00:18:53.260 the height, handle distance, etc. 299 00:18:53.260 --> 00:18:55.510 The level of comfort for the passenger is 300 00:18:55.510 --> 00:18:58.459 measured and developed 301 00:18:58.459 --> 00:19:02.099 using motion capture equipment 302 00:19:02.099 --> 00:19:07.020 Markers are also attached to the car's bonnet and doors 303 00:19:07.020 --> 00:19:10.720 to measure how much the gap fat vibrates 304 00:19:10.720 --> 00:19:12.420 to help with development 305 00:19:12.420 --> 00:19:16.660 I actually tried measuring that 306 00:19:16.660 --> 00:19:22.910 and I found that the vibrations last 307 00:19:22.910 --> 00:19:25.060 5 to 10 seconds 308 00:19:25.060 --> 00:19:30.020 These measurements help with the development of cars 309 00:19:30.020 --> 00:19:33.260 I also had an experience of measuring a robot arm 310 00:19:33.260 --> 00:19:35.210 When assembling a car 311 00:19:35.210 --> 00:19:37.660 there are times when you need to measure a robot arm 312 00:19:37.660 --> 00:19:41.619 that must always maintain the same motion 313 00:19:41.619 --> 00:19:45.519 In the past they made camera measurements 314 00:19:45.519 --> 00:19:48.020 by attaching small bristles 315 00:19:48.020 --> 00:19:52.819 In this case, if we measure in one direction a day for one month 316 00:19:52.819 --> 00:19:58.500 we would only end up with 30 direction data 317 00:19:58.500 --> 00:20:06.380 But with motion capture, you can obtain 360 degrees 318 00:20:06.380 --> 00:20:11.180 of data with a single measurement by attaching a small, 10cm marker 319 00:20:11.180 --> 00:20:15.140 The accuracy is about 0.1mm 320 00:20:15.140 --> 00:20:19.619 It's completely different from video extraction 321 00:20:19.619 --> 00:20:22.419 Like this 322 00:20:22.419 --> 00:20:24.739 Motion capture can replace 323 00:20:24.739 --> 00:20:28.939 a year's worth of measurements 324 00:20:28.939 --> 00:20:31.979 I've prepared two videos 325 00:20:31.979 --> 00:20:35.929 In this video, motion capture technology 326 00:20:35.929 --> 00:20:38.180 was used in developing hiking wear 327 00:20:38.180 --> 00:20:42.330 Sensors are attached in 5cm distances on the body 328 00:20:42.330 --> 00:20:45.739 then data is gathered by doing climbing motions 329 00:20:45.739 --> 00:20:48.239 This is an example of how 330 00:20:48.239 --> 00:20:51.540 the data on how much the arms and legs stretch 331 00:20:51.540 --> 00:20:55.699 is quantified and used in climbing clothing 332 00:20:55.699 --> 00:20:59.180 The data is made of 333 00:20:59.180 --> 00:21:02.900 measurements on the bare body 334 00:21:02.900 --> 00:21:06.380 and measurements after clothing 335 00:21:06.380 --> 00:21:11.180 and the difference of those two 336 00:21:11.180 --> 00:21:15.979 As a result, we can put into numbers 337 00:21:15.979 --> 00:21:18.540 the stretches of the bare body 338 00:21:18.579 --> 00:21:22.180 and then with clothing 339 00:21:22.180 --> 00:21:27.680 and use the error between numbers to 340 00:21:27.680 --> 00:21:29.780 make the developments 341 00:21:29.780 --> 00:21:31.780 Let's watch the video 342 00:21:32.226 --> 00:22:12.330 Developing Climb-wear Using Motion Capture Technology 343 00:22:12.392 --> 00:22:17.979 In the next video, we motion captured some ski movements 344 00:22:17.979 --> 00:22:20.979 after installing the optical system in the ski park 345 00:22:20.979 --> 00:22:27.380 The purpose of this experiment was to measure 346 00:22:27.380 --> 00:22:32.300 the ski turning movement of normal people 347 00:22:32.300 --> 00:22:35.500 and that of disabled people 348 00:22:35.500 --> 00:22:39.260 The difficult part here was 349 00:22:39.260 --> 00:22:43.579 filming in optical system in day time 350 00:22:43.579 --> 00:22:47.780 As said before, noise will be created in sunlight 351 00:22:47.810 --> 00:22:51.180 and the snow accumulated on the ground has reflections 352 00:22:51.180 --> 00:22:54.660 which results in more noise 353 00:22:54.660 --> 00:22:57.699 So filming had to be done at night time 354 00:22:57.699 --> 00:23:02.180 The next difficulty was the coldness 355 00:23:02.180 --> 00:23:04.979 because it was even colder in the night there 356 00:23:04.979 --> 00:23:08.739 It felt like negative 15-20 degrees Celcius 357 00:23:08.739 --> 00:23:10.889 Shooting in that weather 358 00:23:10.889 --> 00:23:15.459 attaching all the markers was very difficult to do 359 00:23:15.459 --> 00:23:19.180 We had to keep the cameras running 360 00:23:19.180 --> 00:23:23.540 during daytime so it would not freeze 361 00:23:23.540 --> 00:23:28.339 We managed to finish them and gather good data 362 00:23:28.339 --> 00:23:33.140 I will explain after watching the video 363 00:23:33.802 --> 00:23:53.604 Measuring Ski Movements Using Motion Capture Technology 364 00:23:53.660 --> 00:23:59.129 As you see, motion capture technology is being used in various fields 365 00:23:59.129 --> 00:24:01.779 Simulations using VR are also being developed 366 00:24:01.779 --> 00:24:04.900 using motion capture 367 00:24:04.900 --> 00:24:08.739 Now I will talk about the technical parts of motion capture 368 00:24:08.739 --> 00:24:14.020 Nowadays acoustic and mechanical systems are not being used 369 00:24:14.020 --> 00:24:17.619 but Magnetic and Optical systems are 370 00:24:17.619 --> 00:24:21.380 So this will be mainly based on those two 371 00:24:21.380 --> 00:24:24.979 The first common factor is space 372 00:24:24.979 --> 00:24:28.180 For magnetic, 30m or up to 50m of space 373 00:24:28.180 --> 00:24:33.780 can be secured, depending on the specifications of the equipment 374 00:24:33.780 --> 00:24:37.939 There are no major space restrictions, but as for height 375 00:24:37.939 --> 00:24:41.380 you should be mindful that data does not come out well 376 00:24:41.380 --> 00:24:44.500 for movements in the air 377 00:24:44.500 --> 00:24:46.660 What this means is that 378 00:24:46.660 --> 00:24:50.180 For the magnetic system, only rotation data is produced 379 00:24:50.180 --> 00:24:54.180 by the gyro sensor and the position value cannot be secured 380 00:24:54.180 --> 00:24:58.660 So movements like pull ups or 381 00:24:58.660 --> 00:25:02.900 flying in air on karts 382 00:25:02.900 --> 00:25:05.100 they have no position values 383 00:25:05.100 --> 00:25:08.260 so the data becomes floating as well 384 00:25:08.260 --> 00:25:13.219 The gyro system can sensor short jumps 385 00:25:13.219 --> 00:25:16.420 that land soon after 386 00:25:16.420 --> 00:25:20.099 but cannot gather data from movements 387 00:25:20.099 --> 00:25:21.540 that stay in air for a long time 388 00:25:21.540 --> 00:25:24.260 This is to take note of 389 00:25:24.260 --> 00:25:29.780 So positions would need to be on the ground 390 00:25:29.780 --> 00:25:33.780 For optical, the quantity of cameras is very important 391 00:25:33.780 --> 00:25:36.020 it requires capturing the markers with cameras 392 00:25:36.020 --> 00:25:38.900 More cameras mean more space 393 00:25:38.900 --> 00:25:42.739 But that may be restricted due to 394 00:25:42.739 --> 00:25:45.219 financial issues 395 00:25:45.219 --> 00:25:49.060 Therefore, securing space with limited number of cameras is 396 00:25:49.060 --> 00:25:51.540 one of the important skill 397 00:25:51.540 --> 00:25:55.060 Next is marker settings 398 00:25:55.060 --> 00:25:59.859 Depending on how you set the marker in the optical system 399 00:25:59.859 --> 00:26:03.859 cleanup time can be greatly reduced during post-production 400 00:26:03.859 --> 00:26:08.500 You may need to change the settings if some markers are covered 401 00:26:08.500 --> 00:26:12.739 We also need installations on fingers and other structures 402 00:26:12.739 --> 00:26:16.339 we need to be flexible and mindful of the placements 403 00:26:16.339 --> 00:26:19.219 Even after the marker settings were done well 404 00:26:19.219 --> 00:26:22.739 The data may be cut off or have errors 405 00:26:22.739 --> 00:26:24.979 during the acting 406 00:26:24.979 --> 00:26:27.780 We need a detailed skill in orderto 407 00:26:27.780 --> 00:26:29.699 restore these lost data 408 00:26:29.699 --> 00:26:32.180 This sometimes takes more than 50% 409 00:26:32.180 --> 00:26:37.060 of Optical system processing 410 00:26:37.060 --> 00:26:39.300 Some movements or postures 411 00:26:39.300 --> 00:26:42.180 like crossing one's arms 412 00:26:42.180 --> 00:26:44.260 or hugging each other 413 00:26:44.260 --> 00:26:46.900 they cover the markers a lot 414 00:26:46.900 --> 00:26:50.180 It is bound to take a lot of work process 415 00:26:50.180 --> 00:26:54.900 To put it simply, simple movements 416 00:26:54.900 --> 00:26:58.420 makes easy of a proccess 417 00:26:58.420 --> 00:27:01.780 but for movements like squatting 418 00:27:01.780 --> 00:27:05.140 which covers a lot of the markers 419 00:27:05.140 --> 00:27:10.739 these will result in a lot of clean up processing 420 00:27:10.739 --> 00:27:14.260 When the marker data is restored 421 00:27:14.260 --> 00:27:19.219 we need to convert it to skeleton data made of bones 422 00:27:19.219 --> 00:27:23.060 We need to set up not only human-form on two legs 423 00:27:23.060 --> 00:27:26.900 but also in 4 legged animal form 424 00:27:26.900 --> 00:27:31.300 and also in the form of inverted joins 425 00:27:31.300 --> 00:27:34.660 When the skeleton data is made 426 00:27:34.660 --> 00:27:38.420 we also need to convert it again 427 00:27:38.420 --> 00:27:42.819 into various formats for animator to use 428 00:27:42.819 --> 00:27:46.099 It must be converted to be used in 429 00:27:46.099 --> 00:27:50.420 Maya, Max, and Unreal 430 00:27:50.420 --> 00:27:55.459 If necessary, you may need to convert directly to the desired character 431 00:27:55.459 --> 00:27:59.219 And lastly, incorporating a virtual studio 432 00:27:59.300 --> 00:28:02.260 This is a real time technique 433 00:28:02.260 --> 00:28:05.810 It requires basic knowledge of network technology 434 00:28:05.810 --> 00:28:09.519 or interworking with motion capture equipment and 435 00:28:09.519 --> 00:28:14.290 Motion Builder or Unreal to show 436 00:28:14.290 --> 00:28:16.180 as the final output 437 00:28:16.180 --> 00:28:21.380 The primary task is considered finished by 438 00:28:21.380 --> 00:28:24.130 extracting the data using the application technology 439 00:28:24.130 --> 00:28:26.020 required for motion capture 440 00:28:26.020 --> 00:28:29.219 based on a general understanding 441 00:28:29.219 --> 00:28:31.939 of the motion capture system 442 00:28:31.939 --> 00:28:37.380 Furthermore, applying it to Motion Builder or Unreal in real time 443 00:28:37.380 --> 00:28:42.300 to show directly on the character while shooting 444 00:28:42.300 --> 00:28:44.819 will be the key skill 445 00:28:44.819 --> 00:28:49.380 This will wrap up the first lecture on Motion capture 446 00:28:50.374 --> 00:28:58.024 Understanding Motion Capture What is motion capture? A computer-readable record of all moving objects Used to create scenes where the application or execution of actual movements is dangerous 447 00:28:58.024 --> 00:29:00.024 Types of motion capture Acoustic system A system that calculates the time and distance it takes compared to the speed for ultrasonic waves generated from a device attached to the actor's joints to be received 448 00:29:00.024 --> 00:29:02.024 Mechanic system Method of capturing by attaching iron devices to the actor's joints 449 00:29:02.024 --> 00:29:04.024 Magnetic system A method of measuring the position and angle of a human joint by attaching a small magnetic sensor to the joint 450 00:29:04.024 --> 00:29:06.024 Optical system A method of attaching a highly reflective marker to a person's body and capturing it with a camera that emits infrared light 451 00:29:06.024 --> 00:29:10.024 Areas of use for motion capture Entertainment: Movies, games, commercials, music videos, animation Movement analysis: rehabilitation, physical therapy, gait analysis, spine analysis, sports 452 00:29:10.024 --> 00:29:14.024 Industrial: Ergonomics, automotive development, robot development Others: VR, simulation