Capítulo IV _ Cinema - Tecnologia

Da Animação Performativa à Produção Cinematográfica

Marcello Ferreira
Escola Superior de Media Artes e Design – Instituto Politécnico do Porto, Portugal
Bárbara Cleto
Escola Superior de Media Artes e Design – Instituto Politécnico do Porto, Portugal
Luís Leite
Escola Superior de Media Artes e Design – Instituto Politécnico do Porto, Portugal
AVANCA | CINEMA 2021
N.º 12 (2021)
Publicado 2021-10-25
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Resumo

A few years ago, motion capture was a technology used exclusively in high-cost film productions. With technological developments, this type of resource has become more accessible to the general public, and so the need arose to look for appropriate methods that serve as an impetus for the development of 3D animations in real time, either through open source software, through equipment that is more accessible to the general public. The importance here lies in reducing costs and discarding any dependency on rendering in 3D animation.
This article aims to expose some areas of study associated with performance animation and film production. As a case study, this article presents the development of a prototype for a multimedia installation within the scope of the short-film Animata. With this prototype, it´s intended to explore the limits of the animated character in real time, through the integration between different devices and software, connected in a multimedia ecosystem.

Palavras-chave Motion capture, Animação Performativa, Instalação Multimédia, Interacção em Tempo Real, Produção Virtual.
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Creative Commons License

Este trabalho encontra-se publicado com a Licença Internacional Creative Commons Atribuição 4.0.

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