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The method used in this thesis is based on a pipeline described in Lau s thesis (Lau, 2012). To fit the markerless motion capture system, there must be some changes to Lau s already established pipeline. He describes a pipeline for working with passive optical motion capture for games. The questions the authors desire to answer are: Is it possible to create a pipeline that uses markerless motion capture for the creation of animations in computer games? And also: Can a markerless motion capture system fit in an animation pipeline for games? This thesis is based on previous work by Kakee Lau (Lau, 2012), a former student of Gotland University College. 1 Viability of Using Markerless Motion Capture In the Creation of Animations for Computer Games Lönsamheten av att använda Markerless Motion Capture I Skapandet av Animationer for Datorspel Historisk-filosofiska fakulteten Institutionen för speldesign Viktor Mattsson & Timmy Mårtensson Examensarbete i speldesign, 15 hp Speldesign och Grafik Handledare: Nataska Statham, Stellan Sundh Examinator: Steven Bachelder May, 2014Ģ Abstract This thesis presents a study on how to create a production pipeline using a markerless motion capture system for the creation of animations in computer games.
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