Motion Capture is essential to develop avatars and create realistic movement in video games, and everything else in a digital world. This Master Class will give you hands on experience and expose you to the hardware and software that will to take your creations to the next level.
WHO SHOULD ATTEND
Technical Directors & Artists
Game Engine Developers
Familiarity with Digital Content Creation Tools and or Game Engine Development
9:30 - 10:00 Registration / Coffee
10:00 -11:00 Intro to Motion Capture
11:00 - 12:00 - Rigid Body Tracking
12:00 - 1:00 - Live Camera Work Demo
1:00 - 1:30 - Lunch (provided)
1:30 - 2:30 Movement Theory
3:30 - 4:30 Skeletal Tracking
4:30 - 5:30 Avatar Creation / Body Scanning Photogrammetry
5:30 - 7:00 Happy Hour
9:30 - 10:30 Applying Motion Data to Avatars / Retargeting
10:30 - 11:30 Data Cleaning / Animation Cleaning
11:30 - 1:00 Open Studio (creation time)
1:00 - 1:30 Lunch (provided)
1:30 - 2:30 Game Engines Overview
2:30 - 3:30 VR/AR template
3:30 - 5:00 Live Performance Showcase
Ability to include motion capture in AR/VR production pipeline
Motion acquisition best practices
Experience live motion capture art exhibit
Personal digital avatar
Access to a catalog of video tutorials created by Todd Bryant to reinforce concepts and skills learned in the class.
One additional motion capture session for individual studio time.
Technology Director, RLab
Todd Bryant is a video artist, engineer, and educator specializing in experiential storytelling through mixed reality and experiential installation. He is the acting technical director of the RLab in NYC and an Assistant Professor at the Integrated Digital Media at Tandon School of Engineering in New York University teaching creative coding and the construction of tangible interfaces for video art. Todd's work explores the intersection of empathy, knowledge, and the sublime.
Brooklyn-based artist Kat Sullivan exists at the intersection of movement and technology. After earning her Bachelors in Computer Science and Dance at Skidmore College, she worked as a software engineer and free lanced with various dance companies in the Boston area. At NYU’s Interactive Telecommunications Program (ITP), she developed a practice around creative coding, live performance, machine learning, motion capture, and other emerging technologies. She has presented works at Lincoln Center, National Sawdust, Pioneer Works, SXSW, 14th Street Y, and the Liberty Science Center, and was selected for residencies by NYU ITP and Pioneer Works. Currently Ms. Sullivan is an adjunct professor at NYU, teaching courses on motion capture, live performance, and programming.
Matt Romein is an artist and performer working at the intersection of live performance, generative computer art, and multi-media installation. Originally trained as an actor, he has worked in NYC’s downtown theater and dance community as a sound and video designer while also making his own technology-centric live performances.
He is a graduate of NYU Tisch School of the Arts ITP, a graduate program focusing on experimental and artistic uses of technology. He has continued working at ITP as research resident and teaches multiple classes as an adjunct professor. His current artistic research explores how the physical body is represented in digital spaces and how those bodies can be manipulated in evocative and unsettling ways.