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Performing for Motion Capture: A Guide for Practitioners (PDF eBook)


Performing for Motion Capture: A Guide for Practitioners (PDF eBook)

eBook by Dower, John/Langdale, Pascal

Performing for Motion Capture: A Guide for Practitioners (PDF eBook)

£17.99

ISBN:
9781350211278
Publication Date:
05 May 2022
Publisher:
Bloomsbury Publishing
Imprint:
Methuen Drama
Pages:
248 pages
Format:
eBook
For delivery:
Download available
Performing for Motion Capture: A Guide for Practitioners (PDF eBook)

Description

Want to be the next Andy Serkis as Gollum in Lord of the Rings? Or Zoe Saldana in Avatar? How about Seth MacFarlane in Ted? Or do you want to star in video games such as Fortnite, Call of Duty or Halo? If so, this book will tell you everything you need to know about acting for motion capture. This is the first book to provide an invaluable resource for the education of the next generation of performers in this exciting medium. Over the last 10 years, a revolution has occurred in digital production - video games have overtaken the film and TV industries in terms of production and revenues. Many video games derive their digital animation from human performance by means of motion and performance capture. Actors such as Andy Serkis and Troy Baker have won critical acclaim for their digital performance in games and film. The book includes contributions from practitioners working across the globe, including: actor Kezia Burrows; software developer Stphane Dalbera; director Kate Saxon; a group of Japanese games directors; Jeremy Meunier, Head of Motion Capture at Moov studios, Montreal; Marc Morisseau, motion editor for Avatar; and a Chinese Motion Capture suit manufacturer.

Contents

Introduction: What is Motion Capture? A Brief History and Current Snapshot of an Evolving Technology. Data: Mocap as an Animated Medium The Body: Developing a Responsive, Free and Versatile Instrument Creating Characters: In Motion Capture, You Can Play Anybody... But Only if You Can Play Anybody! Imaginary Environments: Exploring the Limits of our Imagination and Professionalising Play Video Game Locomotion: Learning How to Perform Under the Extreme Limitations Required by Video Games, Within the Long Pipeline of Game Development Cinematics: Performing for Conventional Mediums and Acting in the Digital Realm Direction and the Lack of It The Industry: Finding your Place in a New Medium Appendix: What Will the Landscape be in 10 Years' Time? Index

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