12 MoCap Data and Math
In this chapter we will look at mocap data generation, data types and formats commonly used in mocap, and mathematical definitions and concepts that frequently appear in mocap and other areas of 3D computer graphics and animation. Mathematical topics covered in this chapter are coordinates and coordinate systems, order of transformation, Euler angles, gimbal lock, and quaternions.
Artists can take full advantage of motion capture technology without knowing how mocap data is stored in a file format or mathematics involved in the technology. However, the information presented in this chapter will help you understand commonly used jargon that you might have already encountered in software manuals, professional web sites, ...
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