<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Programming and animation &#187; Actor</title>
	<atom:link href="http://neill3d.com/tag/actor/feed" rel="self" type="application/rss+xml" />
	<link>http://neill3d.com</link>
	<description>Programming and animation ideas, articles, tutors, scripts, plugins in the 3d</description>
	<lastBuildDate>Tue, 10 Aug 2010 15:26:45 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>MotionBuilder&#8217;s Actor, proc and cons.</title>
		<link>http://neill3d.com/motionbuilders-actor-plyusy-i-minusy</link>
		<comments>http://neill3d.com/motionbuilders-actor-plyusy-i-minusy#comments</comments>
		<pubDate>Sun, 25 Jul 2010 20:46:02 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Actor]]></category>
		<category><![CDATA[overview]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=1076</guid>
		<description><![CDATA[
MotionBuilder&#8217;s actor, is a handy tool, but it does not have a sufficient accuracy and precision for professional use. Let me explain its proc and cons.
To retarget the animation I started with these issues and achieved some success. At the moment this technology is as internal software of the Sevastopol mocap studio and is used [...]]]></description>
		<wfw:commentRss>http://neill3d.com/motionbuilders-actor-plyusy-i-minusy/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>SkeletonBuilder WIP</title>
		<link>http://neill3d.com/skeletonbuilder-wip</link>
		<comments>http://neill3d.com/skeletonbuilder-wip#comments</comments>
		<pubDate>Sat, 08 May 2010 12:58:55 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Actor]]></category>
		<category><![CDATA[MoCap]]></category>
		<category><![CDATA[OpenReality]]></category>
		<category><![CDATA[Plugin]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=975</guid>
		<description><![CDATA[
In development there is a tool to fit the skeleton \ mocap actor under a set of points, including a precise calibration using ROM file.
* ROM &#8211; range of motion


Simple pelvis fitting
Let&#8217;s get a set of markers of the pelvis, calculate the area according to the points and move the rigid body in the center [...]]]></description>
		<wfw:commentRss>http://neill3d.com/skeletonbuilder-wip/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Retarget prop MoCap animation (+ Video tutor)</title>
		<link>http://neill3d.com/retarget-prop-mocap-animation-video-tutor</link>
		<comments>http://neill3d.com/retarget-prop-mocap-animation-video-tutor#comments</comments>
		<pubDate>Fri, 05 Mar 2010 14:20:12 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Actor]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Character]]></category>
		<category><![CDATA[MoCap]]></category>
		<category><![CDATA[retarget]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=880</guid>
		<description><![CDATA[
Actor is rarely recorded in splendid isolation, usually in the hand he holds an object, which is called the prop. This object has its own set of markers, often three is enough, and these markers are moving close to the actor. But the difficulty begins when the actor retarget into a character who has a [...]]]></description>
		<wfw:commentRss>http://neill3d.com/retarget-prop-mocap-animation-video-tutor/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Build you own Actor</title>
		<link>http://neill3d.com/postroj-svoego-aktera</link>
		<comments>http://neill3d.com/postroj-svoego-aktera#comments</comments>
		<pubDate>Thu, 21 Jan 2010 19:09:28 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Actor]]></category>
		<category><![CDATA[MoCap]]></category>
		<category><![CDATA[OpenReality]]></category>
		<category><![CDATA[Plugin]]></category>
		<category><![CDATA[Tool]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=830</guid>
		<description><![CDATA[
Small model plugin for MotionBuilder, that will gives you possibility to operate with actor&#8217;s body parts as normal objects in scene.

Description
You could find tool in the main menu -&#62; Open Reality -&#62; Actor Model
It&#8217;s really simple to use. Just select actor body part from the list and then push the &#8220;Create Model&#8221; button.
The result is [...]]]></description>
		<wfw:commentRss>http://neill3d.com/postroj-svoego-aktera/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Girl MoCap test animations</title>
		<link>http://neill3d.com/girl-mocap-test-animations</link>
		<comments>http://neill3d.com/girl-mocap-test-animations#comments</comments>
		<pubDate>Wed, 23 Dec 2009 19:33:14 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Actor]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[MoCap]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=807</guid>
		<description><![CDATA[
I have uploaded two small mocap animation, dance and fashion shows.

Download:
girl_test
]]></description>
		<wfw:commentRss>http://neill3d.com/girl-mocap-test-animations/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>MoCap Animation: kick test</title>
		<link>http://neill3d.com/mokap-animaciya-test-udara-s-razvorotom</link>
		<comments>http://neill3d.com/mokap-animaciya-test-udara-s-razvorotom#comments</comments>
		<pubDate>Sat, 03 Oct 2009 09:27:31 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[Miscellaneous]]></category>
		<category><![CDATA[Actor]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[MoCap]]></category>
		<category><![CDATA[Samples]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=686</guid>
		<description><![CDATA[
In the continuation of a series of mocap animations.
This animation is presented as a test and does not purport to implement a real impact.

Animation (100 fps, FBX file format) &#8211; mocap_kick_test
]]></description>
		<wfw:commentRss>http://neill3d.com/mokap-animaciya-test-udara-s-razvorotom/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>MoCap animation: basketball play</title>
		<link>http://neill3d.com/mocap-animation-basketball-play</link>
		<comments>http://neill3d.com/mocap-animation-basketball-play#comments</comments>
		<pubDate>Thu, 01 Oct 2009 19:25:50 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Actor]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[basketball]]></category>
		<category><![CDATA[MoCap]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=680</guid>
		<description><![CDATA[
Earlier I have uploaded video of the ball processing with the player, but as they say, better once it open yourself than a hundred times to see.

Generally, it would be very interesting to use this tech for any project, so please, I will be glad to cooperate!
Animation (100 fps, Fbx file format) &#8211; mocap_basket_test
]]></description>
		<wfw:commentRss>http://neill3d.com/mocap-animation-basketball-play/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Extracting Actor geometry</title>
		<link>http://neill3d.com/extracting-actor-geometry</link>
		<comments>http://neill3d.com/extracting-actor-geometry#comments</comments>
		<pubDate>Tue, 21 Jul 2009 05:49:31 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Actor]]></category>
		<category><![CDATA[MoCap]]></category>
		<category><![CDATA[SDK]]></category>
		<category><![CDATA[Source]]></category>
		<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=483</guid>
		<description><![CDATA[
Since actor has quite a lot work with MoCap, actor is important part of working process. And if you wish to experiment, you may to collect actor geometry bodies. I will talk about building complete alternative actor later, now I will share how to extract the geometry body of the actor in a separate file and [...]]]></description>
		<wfw:commentRss>http://neill3d.com/extracting-actor-geometry/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>How to&#8230; Extract actor pivots</title>
		<link>http://neill3d.com/kak-izvlech-pivoty-aktera</link>
		<comments>http://neill3d.com/kak-izvlech-pivoty-aktera#comments</comments>
		<pubDate>Wed, 13 May 2009 15:12:28 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Actor]]></category>
		<category><![CDATA[MoCap]]></category>
		<category><![CDATA[Python]]></category>
		<category><![CDATA[Script]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=333</guid>
		<description><![CDATA[
The script should be run with the selected geometry of the actor (who does not know to do that, press Spacebar + Right mouse button on the actor Hips geometry model). The output will be a set of cubes with the name and position of the relevant part of the actor.

 
from pyfbsdk import*
# model list [...]]]></description>
		<wfw:commentRss>http://neill3d.com/kak-izvlech-pivoty-aktera/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
