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Mirai: Motion Editing


Mirai motion editing technology provides users the most advanced, most integrated set of tools for motion mapping, retargeting, looping and manipulation. Created by the Emmy-Award winning development team at TestaRossa, Mirai motion editing makes working with motion capture and keyframe data a breeze. Real-time feedback and extreme accuracy are two keys to the power of these tools. Complete integration into our non-linear interface and simultaneous access to IK/FK functions set these tools apart from all others.

Features include:

Motion Data Conversion

The ability to use and mix motion data from different vendors in different formats with different skeletal structures is crucial for an efficient production. Mirai's motion data conversion tools first map data captured with any optical motion capture system to a generalized humanoid skeleton. The motion of that generalized skeleton can then be exported in any of our supported motion capture file formats.

Motion Re-Targeting

Mapping data captured from a live model to a 3D digital model can change the relationship of the model to its environment, creating unwanted artifacts such as feet sliding on the floor, or changes in the orientation of hands grasping an object.

Mirai motion editing tools let you re-target motions to characters of different sizes and proportions.

When motion is mapped to the generalized skeleton, the behavioral rules in Mirai's motion editing tools automatically generate a new motion that properly fits the 3D model so that the target character maintains its current relationship with its environment. Animators can specify relevant features of source motion to target motion, controlling the computational values of the behavioral rule parameters.

Motion Transition Generation

Large, single-take motions are often limited by the motion capture system's data capture area. Animators may also wish to splice takes together in order to create longer sequences. In order to generate longer, spliced sequences, Mirai motion transition tools first extract kinematic and dynamic information from two source motions (identifying foot plants and detecting feasible transition points). When combining the motions, animators are free to specify how the two motions should be aligned. The animator can also control the interpolation of speed and acceleration when creating the transition. The result is a seamless, integrated motion.

Motion Looping

Motion cycles can easily be identified within a single motion. Build loops based on foot plants or other user-specified points.

With Mirai motion editing, instant loop creation can put the character into "treadmill" mode.

Motion Manipulation

Motion data can be manipulated to enhance or exaggerate aspects of the captured data. After mapping a motion to a generalized skeleton, the animator can adjust nuances of the talent's performance (such as arm and leg extension or rotation, pelvis height, step length and width, and hand distance or relationship) in real time. Any adjustments made can be added into the actual performance data.

For more information on TestaRossa tools and consulting services, visit their web site at http://www.toolsinmotion.com.