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Disclaimer. CONTRAversial issue, this presentation is NOT like Contra as there is no shooting involved nor there is side scrolling. Computer specs: Pentium ® M 1.6GHZ 992 MB RAM Screen resolution:1024 by 768 pixels,

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  1. Disclaimer • CONTRAversial issue, this presentation is NOT like Contra as there is no shooting involved nor there is side scrolling. • Computer specs: Pentium ® M 1.6GHZ 992 MB RAM • Screen resolution:1024 by 768 pixels, • I have not play tested this demonstration and do not claim to have demographics on this. Game Development, UNCC 2006

  2. Motion Capture in Video Games Presented by David Gutierrez

  3. What was the shooting location? Game Development, UNCC 2006

  4. …A 50x50 Feet MoCap Studio Game Development, UNCC 2006

  5. Motion Capture Talking Points • Definition • Types • In Video Games • Technical aspects • Sample Studios • Advantages/Disadvantages Why not use it all the time? Game Development, UNCC 2006

  6. Motion Capture defined • Motion capture is defined as "The creation of a 3D representation of a live performance." in the book Understanding Motion Capture for Computer Animation and Video Games by Alberto Menache. This is in contrast to animation that is created 'by hand' through a process known as keyframing. [Reference: 1] • Motion Capture AKA MoCap. Game Development, UNCC 2006

  7. MoCap Types • Magnetic • Optical • Mechanical Game Development, UNCC 2006

  8. MoCap in Video Games • Game development is the largest market for motion capture. [Refererence: 1] • Real-time playback • Cinematics Game Development, UNCC 2006

  9. MoCap Technicalities • Optical Systems [Reference: 2] • Magnetic Systems [Reference: 2] • Mechanical Systems [Reference 2] Game Development, UNCC 2006

  10. An 8 camera MoCap Studio [Reference: 3] Game Development, UNCC 2006

  11. The largest MoCap Studio? Game Development, UNCC 2006

  12. Mocap Advantages/Disadvantages • Time savings • Realistic motion Interaction of characters and nuances Game Development, UNCC 2006

  13. Why not use MoCap all the time? • Optical systems disadvantages • Magnetic systems disadvantages Game Development, UNCC 2006

  14. What we talked about • Definition • Types • In Video Games • Technical aspects • Sample Studios • Advantages/Disadvantages Why not use it all the time? Game Development, UNCC 2006

  15. Questions Game Development, UNCC 2006

  16. Works Cited • http://www.metamotion.com/ • www.wikipedia.com • http://www.digital-humans.org/Report2004/Documents/08-MotionCaptureResearch.htm#_Toc86558171 Game Development, UNCC 2006

  17. Contact Information David Gutierrez degutier@uncc.edu Game Development, UNCC 2006

  18. Contra Game Review • Video Game Talk Reviews Contra.htm Game Development, UNCC 2006

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