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Captive Audience
writinG by :: christopher di virGiLio
Tempe company is ahead of the game in
motion-capture technology
I wanted to develop a game
that allowed a real connection
between character and player.
f
developing graphics software and
he has not looked back since. His
own animated demeanor is well
suited for his profession, as seen
in a Captive Motion promotional
video on the company Web site.
“I wanted to develop a game
that allowed a real connection
between character and player,”
Kraver says. “Something the
game player could relate to.”
The self-taught gaming guru
has left his mark at companies
such as Design Studios and then
Rainbow Studios, both in the
Valley, where he engineered
game development and testing
systems and managed some
innovative projects. Kraver has
become a leading expert in
graphics, 3-D modeling, game
development, motion capture
and game design, and has been
nominated six times for visual
and technology engineering and
best game of the year by
the Academy of Interactive Arts
and Sciences.
In 2005, Kraver developed his
Embody 1.0 prototype, and after
some trial and error on himself
and members of his family,
founded Captive Motion in 2007.
Partnering with his father, Ted,
and business associate Mark
Carson, the three men recently
closed a deal on their first
gaming project.
“We are excited that people
are starting to see us as another
tool in capture technology,”
Kraver says.
To make it all possible, Kraver
employs a proprietary tracking
system that uses special markers
applied directly to the actor’s
skin. More than 800 markers
can be applied in roughly 30
minutes. The markers are flush
to the skin and can withstand
touch, rub or sweat. The process
gives actors a look similar to
Georges Seurat’s 1884 painting,
“A Sunday Afternoon on the
Island of La Grande Jatte,” one
of the artist’s most famous works,
comprised entirely of small dots.
From the makeup department,
the color-dotted actor goes into
a sound-proof booth that houses
eight high-resolution cameras
arranged in a 180-degree
sweep around the actor that
captures the face from multiple
viewpoints.
“The positioning of these
cameras is very flexible and
allows us to add additional
cameras to extend the capture
volume,” Kraver says. “We can
place the cameras in virtually any
position to get the shot that the
director needs.”
The system can capture up
to four hours of raw footage
before hard drives need to be
swapped out. The footage then is
exported into a series of preview
shots and shown to the client.
The processing department
then works its magic by tracking
a 3-D mesh that was established
by the color-dot markers on
the actor into a simple file
format. The actor’s eyes also are
tracked, adding more realism
to the character. The 3-D mesh
then can be transferred to the
animations of the final character.
“Captive Motion provides the
final innovation needed to create
full-fidelity, virtual interaction,”
Kraver says. “We can capture the
nuance of the actor and (the
program) is designed to allow
‘casting’ of digital characters,
thus eliminating the traditional
gap between the human
element and the technological
requirement.”
The process is designed
around filmmaking “shots”
and maintains continuity with
standard production techniques.
MULTIPLE CAMERAS CAPTURE A
SWEEPINGVIEWOFANACTRESS’FACE.