Under the Hood of the Metaverse. How Lado Okhotnikov’s Meta Force Uses Motion Capture
It’s hard to imagine a multi-million dollar project that would be complete without the use of motion capture.
You can see motion capture technology in the games Halo 4, LA Noire, Beyond: Two Souls in which the leading actors not only read the text into the microphone but also ran around the stage and shook their limbs. The actors played their roles fully, literally “turning themselves inside out” to make their character look as realistic as possible.
So we took up the issue of realistic movement staging. I want our Metaworld and the characters in it to accurately copy real life. This means that the average user should not see the slightest hint of an artificial environment – only complete immersion.
Have you ever wondered why in GTA V the main character Michael de Santa moves differently than the supporting characters? This is because the movements were not copied using computer simulation, but through the actual work of the actor.
From the games, we understood how motion capture mechanics work. And we had a lot of work ahead of us. But what about virtual reality, where everything has to happen not according to a script but with improvisation?
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