Full Sail
Facility Spotlight: The Motion Capture Stage
A look into this industry-standard facility for Full Sail’s computer animation students.
One of the more unique technology-oriented facilities on Full Sail University’s campus is the Motion Capture Stage. Students pursuing an education in computer animation get hands-on experience in the space, learning how to capture live motion for their animation projects.
Located in Building 4D, this facility houses a set of cameras known as a passive optical system, made up of 16 large Vicon cameras that can view 16 megapixels. The system is set up along the perimeter of the room, with the cameras aimed at a soundstage so they can record the physical movements of a person or object. This data is later transferred onto 3D characters.
“They're special cameras because they can see infrared light, and they also have a strobe in the front that shoots out infrared light,” explains Tyrone Jordan, Course Director for the Motion Capture class. “The way that we reflect that infrared light back is through a retro-reflective marker.”
These small markers are attached to the motion capture suit – essentially a wetsuit – worn by a participant whose motions are captured by the cameras. Typically, either Tyrone or a student will put on the suit to perform the requested movements on the soundstage, which measures 42 by 42 feet. Some students who have donned the special outfit include those with backgrounds in acting, dance, gymnastics, martial arts, and cheerleading.
“The markers are reflective with 3M reflective tape,” he says. “And so when the light hits it, it bounces it back to its source. And so you're able to track little dots in space and calculate the 3D position from each of these markers through the magic of computer science and math. We place the markers a certain way that describe the human body or whatever object we're tracking. We basically transform this information into rotational data so that we can start describing a skeleton or an object in space. Once we have that, then we can apply that motion to our digital character and then apply animation techniques to enhance it.”
The facility also has a set of eight smaller cameras that can view two megapixels. This portable system is often used for demonstrations and other projects outside of the room. All of the cameras in the room are connected to a software application called Shogun – also developed by Vicon – which allows users to clean up and process the data that's collected so it can be used directly in animation.
According to Tyrone, the technology opens the eyes of students to a process generally out of their comfort zone.
“Usually computer animation involves you just [using software and] going to town on a scene,” he says. “Here we get to be a little more physical. So now physical talent becomes a factor. If you want your animation to look legitimately like they know how to do kung fu, then you probably want to bring somebody who knows how to move and throw the kicks and throw the punches, so you get a really nice base for your project.”
Pete Bandstra, the Program Director for computer animation, says the Motion Capture Stage serves as a nice supplement to the broader curriculum.
“It'll give you good foundations and some strong animation, but you've got to be a talented animator to go clean it up and add the finesse to it,” Pete says. “This is why it’s so important to be able to apply animation skills to the final characters you’re developing.”
“One of the benefits of motion capture is the fact that you don't have to start from scratch,” Tyrone continues. “Once you acquire the data and you process it, you're basically starting with 80 to 90 percent of the motion already completed… because it was recorded that way.”
The animation pipeline can seem a bit overwhelming when students first learn what’s involved in it. However, the Motion Capture Stage gives students lots of practical experience to help them get a good handle on the process.
“They [learn] that flow of information from data acquisition to cleanup to processing to modifying to implementation,” Tyrone explains. “That's basically what's happening throughout the whole pipeline.”
Tyrone says the application of this technology runs the gamut. In entertainment, motion capture can be a major aspect of animation, video games, augmented reality, and virtual reality. The fields of engineering, healthcare, and athletics can also benefit from it. Ultimately, landing a job is certainly the end goal for Full Sail’s computer animation students. Working in the Motion Capture Stage can give them the skills to present their work so it’s as eye-catching as possible.
“When [students] use motion capture, they can bring their characters to life and really show off to potential employers, ‘Hey, I can make things look pretty, but they're also functional.’ If you have an environment that you want to show off, you might as well make it look lived in or worked in or fought in,” Tyrone says.
Whether you’re ready to apply or just want to learn more about Full Sail University, our Admissions Representatives are here to help. Call us or request more information.
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