Immersive Design XR
  • Immersive Design XR
  • Learning Goals Immersive Design XR
  • Basic assignments (lesson 1-2)
    • Basic introductory workshop
    • Basic assignment Concept & Identity
    • Basic assignment User Experience Design
    • Basic assignment Interaction Techniques
  • Expert assignments (lesson 3-8)
    • ANALYSIS operating space (lesson 3)
    • CREATE: space through Light & Sound (lesson 4)
    • TEST: introduction VR-methods (lesson 5)
    • TEST: testscripts & questionnaires (lesson 6)
    • EVALUATE: heuristic evaluation & personal plan IED (lesson 7)
  • Concept & Identity
    • C&I: storytelling
    • C&I: virtual identity
    • C&I: body ownership
    • C&I: emotions & sentiment
  • User Experience Design
    • UX: general design principles & patterns
    • UX: space (II) social space
    • UX: space (I) active sensing
    • UX: human factors (I) cognition
    • UX: human factors (II) sensory perception
    • UX: human factors (III): ergonomics
  • Interaction Techniques
    • IT: navigation
    • IT: wayfinding
    • IT: system control
    • IT: selection & manipulation
    • IT: feedback, feedforward & force feedback
  • Testing in XR
    • Testing (I): immersion, presence & agency
    • Testing (II): methods for testing
    • Testing (III): questionnaires
  • Related Materials
    • Narrative Theory
    • Social Space theory
    • Social Space experts
    • Embodied Reality: being bodily
    • Movement & Animation
    • Avatar Creation Tools
    • Audio & Sound
    • Hardware Technology
    • Prototyping Controllers
    • 3D Data Visualisation
    • Mobile AR/MR
  • Getting Started
    • Getting Started - History Reality Caravan
    • Getting Started - Founding Brothers & Sisters
    • Getting Started - Advice for Designers VR by Jaron Lanier
    • Getting Started - Play! Games in STEAM
    • Getting started - Platforms & Engines
    • Getting Started: controllers & environments
  • Organisational
    • MIT License
Powered by GitBook
On this page
  • Movement Direction for VR
  • Motion Capture & Animation (basics)
  1. Related Materials

Movement & Animation

PreviousEmbodied Reality: being bodilyNextAvatar Creation Tools

Last updated 6 years ago

In this chapter:

  • Movement Direction for VR

  • Motion Capture & Animation (basics)

Movement Direction for VR

Motion Direction

Building Character through Movement

article 1: Movement Direction: Creating Character

Vanessa Ewan leads the movement direction masterclass, guiding an actor playing Nora from A Doll's House using techniques to explore physicality and enhance character transformation.

Laban Movement Analysis

Laban Movement Analysis is a theoretical and experiential system for the observation, description, prescription, performance and interpretation of human moment. This can be used in acting and dance to create an emotional response from the audience. Rudolf Laban identified four factors of movement:

  • Space: Direct or Indirect

  • Weight: Heavy or Light

  • Time: Quick or Sustained

  • Flow: Bound or Free

Combining these parts creates the Eight Efforts:

  • [Slash]

Theoretical Imagery

Motion Capture & Animation (basics)

For in-depth information, contact Freark Broersma: f.j.broersma@hva.nl

Hardware

Software

Research on Facial and Body Performance Capture

Animations

Software and plugins:

  • Unfold3D for faster UV mapping of 3D models

  • Octane render - gpu render

  • MDD Deformer for animation

  • Maya nCloth

Tips:

  • Cheat a more realistic background with depth of field

  • 3 point lighting from movies can be used in the scenes

  • Refractive index info n and K values for realistic reflection of certain materials:

  • Subdivisions off to see better quality in Cinema4D or Houdini

  • Import .obj and .mdd files separately instead of .fbx -file to Clo3D for better quality

  • Clo3D particle distance

  • 5 for super good quality (resolution)

  • 20 lower resolution but faster

  • Clo3D quats for better quality

  • HDR file for lighting with octane

  • HDR files are saved at studio shootings to get similar light for example for 3D

    objects that are added

Motion Capture

Houdini:

Wring
Press
Flick
Dab
Glide
Float
Punch
Theoretical Imagery: Laban Movement Analysis II
Theoretical Imagery: Laban Movement Analysis II
Theoretical Imagery: Laban Movement Analysis III
Theoretical Imagery: Laban Movement Analysis IV
IKinema project Orion: full body mocap from 6 HTC-Vive Trackers
Perception Neuron Motion: Capture tutorial
Perception Neuron Motion: Building tutorial
Mechanim & Mixamo: in Unity 5: The Basic Basics!
Mecanim & Mixamo: tutorial Character Animation
Mixamo Import Character Unity
Unity 5: Basic Artificial Intelligence for a Non-Player Character
Facial Performance Capture using Deep Convolutional Neural Networks video (2017)
Facial Performance Capture using Deep Convolutional Neural Networks paper (2017)
Convolutional Neutral Networks
https://www.sidefx.com/
https://refractiveindex.info/