STT’s motion capture systems allow the user to animate realistically and efficiently the movement of characters in a variety of media productions such as games, commercials and movies. Our cameras simplify the animation process and enable animators to capture the natural flow of human motion. Besides, the portability of the system lets you capture the action wherever it happens.
An example of character tracking using STT Motion Grabber
Film / TV production
Motion-capture technology has been in use in movie productions for quite some time to animate their digital models. The technology for motion capture is undergoing constant refinement and improvement, and the process grows in leaps and bounds. STT’s capture systems are highly effective when animating humanoid or other bipedal characters and achieve a smooth and accurate tracking of real movements.
The increasing demands of this field in terms of power and flexibility makes of STT’s capture systems one of the best choices. Motion Grabber provides simple, fast and accurate movement acquisition technology, being the perfect input for character animation in videogames.
Some of the key features of Motion Grabber are:
- Clean and robust generation of results.
- Control over the whole capture process with the Motion Grabber application.
- Compatibility with a variety of animation applications (MotionBuilder, Max, Maya).
Motion capture can be a powerful tool for education, in the fields of computer graphics, medicine, rehabilitation and many others. As an example, some possible uses of this technology are:
- CG: To help students learn the skills and develop a portfolio to help them get into the gaming or entertainment industry. Creating animated characters to populate historic or fictional animated short movies.
- Sports and games: Providing new opportunities for expressiveness and interaction in performance and dance. Developing content for training. Producing graphics to be used during sports events.
- Architecture: Producing animated characters for realistic architectural walk-throughs.
- Medicine: Helping students gain a better understanding of biomechanics and ergonomics.
- Rehabilitation: Providing tools for students to learn about rehabilitation injuries or difficulty in movement due to sports injuries or congenital difficulties.
- Robotics: As a controller for teaching robots.
It can also be applied to general research and development, such as for product design, biomechanics, prosthetic design and fitting, architectural and product design, and so on.