A Hand-Over is a term used in the animation industry to refer to the process of adding finger and hand motion capture data to the pre-existing full-body motion capture data, using a hand motion capture device. [1]
A Hand-Over is accomplished by playing back the full-body data while recording the finger and hand data. This is similar to a voice actor doing a voice-over for animated characters. [1]
There are very few full-body motion capture systems that can capture full hand and finger motion data at the same time as the full body. An optical system gets accurate data using reflective markers and high resolution cameras. However, if the cameras cannot see the markers then they are unable to measure them. Mounting the many reflective markers on each individual joint of the hand so that they stay within the camera's views is difficult.
The traditional method of adding hand and finger motion is to key frame the fingers. This is a process similar to the old claymation process; move the finger, record the frame, move the finger again, record the frame. Key framing is easier using animation software where a beginning and an ending position can be set up, then the software fills in the motion in between. Even though software makes this easy it still takes a very talented artist to get realistic hands using the key frame method.
Another method of adding hand and finger motion is to have the animator or actor wear a data glove or wired glove. These devices very accurately measure and record the position and bend of each finger, thumb, and even the hand. Measurand's ShapeHand is made of flexible ribbons and includes 40 Fiber Optic bend/twist sensors.
Using a hand motion capture device an animator can play back the full-body data from any system and record the hand motion. This is typically done in a software package that can simultaneously play motion capture data while recording new motion capture data. This requires some practice to get the timing right just as it takes practice to get the timing right when a voice actor does an animation voice-over.
Hand-overs can save time and money while increasing the realism in hand and finger animation. This is not done without controversy. Traditional key framers do not agree this type of motion capture is better than their craft.
Computer animation is the process used for digitally generating moving images. The more general term computer-generated imagery (CGI) encompasses both still images and moving images, while computer animation only refers to moving images. Modern computer animation usually uses 3D computer graphics.
Inbetweening, also known as tweening, is a process in animation that involves creating intermediate frames, called inbetweens, between two keyframes. The intended result is to create the illusion of movement by smoothly transitioning one image into another.
An animator is an artist who creates multiple images, known as frames, which give an illusion of movement called animation when displayed in rapid sequence. Animators can work in a variety of fields including film, television, and video games. Animation is closely related to filmmaking and like filmmaking is extremely labor-intensive, which means that most significant works require the collaboration of several animators. The methods of creating the images or frames for an animation piece depend on the animators' artistic styles and their field.
Visual effects is the process by which imagery is created or manipulated outside the context of a live-action shot in filmmaking and video production. The integration of live-action footage and other live-action footage or CGI elements to create realistic imagery is called VFX.
Motion capture is the process of recording the movement of objects or people. It is used in military, entertainment, sports, medical applications, and for validation of computer vision and robots. In filmmaking and video game development, it refers to recording actions of human actors and using that information to animate digital character models in 2D or 3D computer animation. When it includes face and fingers or captures subtle expressions, it is often referred to as performance capture. In many fields, motion capture is sometimes called motion tracking, but in filmmaking and games, motion tracking usually refers more to match moving.
Traditional animation is an animation technique in which each frame is drawn by hand. The technique was the dominant form of animation in cinema until the end of the 20th century, when there was a shift to computer animation in the industry, specifically 3D computer animation.
Gesture recognition is an area of research and development in computer science and language technology concerned with the recognition and interpretation of human gestures. A subdiscipline of computer vision, it employs mathematical algorithms to interpret gestures.
In visual effects, match moving is a technique that allows the insertion of 2D elements, other live action elements or CG computer graphics into live-action footage with correct position, scale, orientation, and motion relative to the photographed objects in the shot. It also allows for the removal of live action elements from the live action shot. The term is used loosely to describe several different methods of extracting camera motion information from a motion picture. Sometimes referred to as motion tracking or camera solving, match moving is related to rotoscoping and photogrammetry. Match moving is sometimes confused with motion capture, which records the motion of objects, often human actors, rather than the camera. Typically, motion capture requires special cameras and sensors and a controlled environment. Match moving is also distinct from motion control photography, which uses mechanical hardware to execute multiple identical camera moves. Match moving, by contrast, is typically a software-based technology, applied after the fact to normal footage recorded in uncontrolled environments with an ordinary camera.
A character generator, often abbreviated as CG, is a device or software that produces static or animated text for keying into a video stream. Modern character generators are computer-based, and they can generate graphics as well as text.
A wired glove is an input device for human–computer interaction worn like a glove.
Computer facial animation is primarily an area of computer graphics that encapsulates methods and techniques for generating and animating images or models of a character face. The character can be a human, a humanoid, an animal, a legendary creature or character, etc. Due to its subject and output type, it is also related to many other scientific and artistic fields from psychology to traditional animation. The importance of human faces in verbal and non-verbal communication and advances in computer graphics hardware and software have caused considerable scientific, technological, and artistic interests in computer facial animation.
Facial motion capture is the process of electronically converting the movements of a person's face into a digital database using cameras or laser scanners. This database may then be used to produce computer graphics (CG), computer animation for movies, games, or real-time avatars. Because the motion of CG characters is derived from the movements of real people, it results in a more realistic and nuanced computer character animation than if the animation were created manually.
Digital puppetry is the manipulation and performance of digitally animated 2D or 3D figures and objects in a virtual environment that are rendered in real-time by computers. It is most commonly used in filmmaking and television production but has also been used in interactive theme park attractions and live theatre.
Previsualization is the visualizing of scenes or sequences in a movie before filming. It is a concept used in other creative arts, including animation, performing arts, video game design, and still photography. Previsualization typically describes techniques like storyboarding, which uses hand-drawn or digitally-assisted sketches to plan or conceptualize movie scenes.
3D computer graphics, sometimes called CGI, 3-D-CGI or three-dimensional computer graphics, are graphics that use a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later or displayed in real time.
In the field of gesture recognition and image processing, finger tracking is a high-resolution technique developed in 1969 that is employed to know the consecutive position of the fingers of the user and hence represent objects in 3D. In addition to that, the finger tracking technique is used as a tool of the computer, acting as an external device in our computer, similar to a keyboard and a mouse.
iClone is a real-time 3D animation and rendering software program. Real-time playback is enabled by using a 3D videogame engine for instant on-screen rendering.
The history of computer animation began as early as the 1940s and 1950s, when people began to experiment with computer graphics – most notably by John Whitney. It was only by the early 1960s when digital computers had become widely established, that new avenues for innovative computer graphics blossomed. Initially, uses were mainly for scientific, engineering and other research purposes, but artistic experimentation began to make its appearance by the mid-1960s – most notably by Dr. Thomas Calvert. By the mid-1970s, many such efforts were beginning to enter into public media. Much computer graphics at this time involved 2-D imagery, though increasingly as computer power improved, efforts to achieve 3-D realism became the emphasis. By the late 1980s, photo-realistic 3-D was beginning to appear in film movies, and by mid-1990s had developed to the point where 3-D animation could be used for entire feature film production.
Computer-generated imagery (CGI) is a specific-technology or application of computer graphics for creating or improving images in art, printed media, simulators, videos and video games. These images are either static or dynamic. CGI both refers to 2D computer graphics and 3D computer graphics with the purpose of designing characters, virtual worlds, or scenes and special effects. The application of CGI for creating/improving animations is called computer animation, or CGI animation.
Reallusion is a 2D and 3D character creation and animation software developer with tools from cartoon characters to digital humans and animation pipelines for films, real-time engines, video games, virtual production, archvis.