Texturing and 3d data
The texturing colour choice and decisions came after a lot of colour change and adaptation. Through informal focus group and discussions the blue outer body with green mapping was chosen. This is because the blue was seen as a neutral colour and it was easy to see differences in the different grading of green.
The green colour prototype works by showing when joints go out of rotation (which can be quite a normal thing) but the brighter the green the more stress and variation from the norm. This highlights an area to focus and look into in more detail.
I used a dance turn where I had used the same camera move in maya as I had in my edit to show a smooth transition frame from live action to 3D data visualisation. this was to highlight how the visualisation is the same true movement as the live action movements.
I tried a few different ways of rendering but my final composite was done with a whole body texture layer- this layer contains just the blue outline and has no lights. The colour changing legs are rendered separately along with an AO layer for definition in the legs. These were composited in after effects using duplicates to add glow. Brightness and motion blur were a few of the other things also added.However, I tried to keep it as true to the data as possible.
Everything (apart from the hands) in animated using motion analysis data. This was done in motion builder. The process is very precise and you must line up each of your rigged joints to the particular optical segment. This is all done in a T pose firstly to an ‘actor’ model that is a preset in motion builder. This animation is then transfers and saved in motion builder. You must the open the motion builder scene that contains your character (rigged and named correctly). You then have to transfer that animation to your rigged character. To bring it into maya you must tell motion builder to use the skeleton for animation and bake the movement onto it before sending the file to maya. No data was collected for the hand movement so Tom and myself animated the hands using visual reference (It was mostly Tom) so the hands weren’t hanging heavy at the side and distracting from the rest of the animation.
I choose to use the dance data in my final film because it was more visually appealing and although I’d done all my test using walking data I also wanted to test it would work using something more complicated. This also highlights how different sportspeople in different fields could use these techniques in the rehabilitation process.
Play blast- showing animation, 11 camera shots and where data collection points are on the body
I had to re do the weight painting a few times before this became the final version