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Part V: Appendixes > Overview

Overview

Motion capture is defined as “the creation of a 3D representation of a live performance” in Alberto Menache’s Understanding Motion Capture for Computer Animation and Video Games by publisher by Morgan Kaufmann (October 1999, ISBN 0124906303). This is in contrast to animation that is created “by hand” through a process known as keyframing.

Motion capture is used in a wide range of applications, from computer animation, to medical imaging, to sports study. Although it’s commonly thought that using motion capture is a “cheat” because it eliminates the tedious process of keyframing, as an animator, you should ignore this myth. Although the technology does eliminate the frame-by-frame setup you would normally perform for keyframe-based character animation, motion capture still requires a significant amount of work, often as much as or more than animating by hand.


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