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WORK HOW YOU WANT.

USE BLADE RIGHT OUT OF THE BOX OR


CUSTOMIZE IT TO FIT YOUR WORKFLOW
GET PRECISE CONTROLLABLE RESULTS WITH
SKELETON SOLVING AND RETARGETING
PROCESS HIGH DEFINITION HAND, BODY, AND
FACIAL DATA OF MULTIPLE CHARACTERS WITH
UNCANNY SPEED AND ACCURACY
FORGET SWITCHING SOFTWARE. BLADE DELIVERS
INITIAL CAMERA DATA, FULL CG SKELETONS AND
MESHES IN ONE PACKAGE
Studio Capabilities
_Support for all MX Hardware including
_F Series Cameras and all studio activities
_including RT camera aiming, system
_calibration, performer calibration,
_capture and post-processing
_Integration with SMPTE (PAL and NTSC)
_Support of distributed processing,
_scalable systems and remote control
Digital Assets
_HDF scene le format supports markers,
_skeletons, geometry, deformations,
_animation data, textures, cameras,
_lights and many others
_Other Vicon le formats include X2D, CP,
_XCP, VST, VSK, V-File, MKR and PLF
_Other File Formats include ASF/AMC, BVH,
_C3D, CSM, FBX, HTR, TRC, OBJ, WAV,
_AVI, MPEG and XSI
Third Party Plug-ins
_General plug-ins for extraction of scene
_assets, such as skeletons, geometry, textures,
_and binding information into Blade and
_returning animation data back into the
_CG scene
_Plug-ins available for Maya, 3DS Max and
_Motion-Builder support single le and
_batch processing
User Interface
_Customizable Marking Menus
_User-Denable Hot Keys
_Custom Button Shelf
_Docking Dialogs
_Multiple Levels of Undo
_Multi-Figure Representation
_Custom Dialog Creation
HSL Script/SDK
_HSL Command Language for all data and
_animation tools
_Full Featured Script Editor and Debugger
_Assisted Command Entry (i.e. Fill-in Typing)
_and Syntax
_Customized Data I/O for export to
_user-dened le formats (no SDK required)
Batch Processing
_File Format, Re-sampling and Renaming
_Conversions
_Complete Data Manipulation via
_HSL Command Language
_Multi-Source and Target Directories
_Save-able Batch Congurations
Object Selection and Manipulation
_Selection Sets for Generalized Selection
_3D Perspective and Orthographic
_VPL (Visual Programming Language)
_Select by names or object type
_Local and global 3D manipulation
_Multi-mode marker labeling
Data Editing
_Advanced Adaptive Filtering including
_context sensitive ltering, bad data
_detection and automatic range picking
_Rigid Bodies supporting unlimited markers,
_on-the-y creation and advanced data
_dropout algorithms
_Multiple object pattern replication
_Standard Bezier-Spline interpolation as
_well as linear, step and Boolean
_data channels
Scene Information Retrieval
_Object existence, names and condition
_Animation data values for local and
_global position
Character Manipulation and Creation
_Skeletal creation GUI for creating or
_modifying skeletal topologies
_Constraint-based Optimization Solving
_with bone-by-bone control
_Seamless integration between external
_and internal skeletons
_Retargeting between different skeletal
_topologies, including provisions for
_handling props
Animation Tools
_Animate versus Base Pose Editing
_Curve ranges and forms
_Tangency
Non-Linear Editing
_Automatic and Manual Looping/Blending
_Time shifting, trimming and layering
_Multi-clip tools for enhancing workow
Display
_Real-time Playback
_Full Screen Mode
_SMPTE Support
_Multiple Switchable Cameras
Database Support
_Integration of Eclipse
_Microsoft SQL Server and Standard SQL
_communication protocol via HSL
System Conguration
_System congurations vary widely across
_studio size and post-production use
_Blade runs only on Microsoft Windows
_operating systems
www.vicon.com
LOS ANGELES
5419 McConnell Avenue,
Los Angeles, CA 90066, USA
T: +1 310 306 6131
F: +1 310 437 4229
OXFORD
14 Minns Business Park,
West Way, Oxford, OX2 0JB, UK
T: +44 (0) 1865 261800
F: +44 (0) 1865 240527
AFTER I SAW BLADE,
I WAS SO HAPPY
I WANTED TO CRY.
A J BRIONES, MOTION CAPTURE SUPERVISOR
- HIGH MOON STUDIOS
YET ANOTHER,
INGENIOUS IDEA
FROM VICON.
JASPER BRENKELMANS,
CHARACTER/MOCAP TECHNICAL DIRECTOR
- MOTEK MOTION TECHNOLOGY
VICON MOTION SYSTEMS SOFTWARE SPECIFICATIONS

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