
Bodies In Motion (Week 5)
Rigged Cameras, Hand Tracking This week lab opened up a new perspective on camera's using rigid bodies as the main entity. Setting up the rigged cameras in Unreal controlled by the motion trackers in the studio gives us a sense of movement using camera and how this could be interacted with the human body. Getting ready before the actual take Terrick jumped in and put on the Perception Neuron Suit which had a faulty left arm, it took us awhile to redistribute the Neurons into

Bodies In Motion (Interaction)
The Motion Capture Our weekend lab was nothing short but amazing. The great thing about the session that we had was we really think it through the sequence of interaction that we wanted to create. We didn't have props, as I was the main actor, I relied completely on the director to give me directions on whether I was doing it right or I needed to exaggerate my movement further. From the session, I realize that good directions is paramount to a successful motion capture. Getti

BodiesInMotion (Week 3)
Data Cleaning(Lab) We were taught in class how to compile data and also clean it. The process to clean a data takes an extensive period of time if we do not consider factors that could determine a well taken and clean data. Some of these factors are making sure that the room is calibrated, next we need to make sure that each of the points that we paste on our model is at the right position. Once these factors are considered, we can begin capturing data, while it is important

Bidadari
I am eager to start with the MotionCapture/Bodies In Motion class. This would be my first hand experience using motion capture as a digital tool to create a piece of interactive/animated piece. I had previously prior experience in the field of animation, I enjoy 2D animation and has always been fascinated by the use of advanced animation technology for visual storytelling or conceptual piece of art. We went through the lab to fully understand the different layers of sequence