[In the second of Gamasutra's discipline-specific series gathering important tips and techniques direct from developers, Tristan Donovan delves into motion and performance capture. You can read his prior article on audio, here.] Motion capture technology has come a long way in the past decade. Cameras are cheaper, the software is better, and even the challenges of tracking eye movements are being overcome. At the same time, motion capture has also become more commonplace in games ...
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