Motion Capture, Procedural Animation, and Beat-Driven Performance
This experimental animation project explores the integration of motion capture, procedural animation, and music-driven movement systems. Performance data was captured using a Vicon motion-capture system and processed through Autodesk Maya before being further developed in Houdini.
Rather than treating the captured performance as a fixed animation sequence, I used Houdini and VEX scripting to procedurally manipulate, edit, and restructure portions of the dancing animation. Custom VEX-based systems were developed to respond to musical beats, allowing selected animation edits, timing changes, and keyframed events to be driven by rhythmic information within the soundtrack.
The project examines the relationship between human performance and computational animation, particularly how procedural tools can extend motion-capture data beyond straightforward performance reproduction. By combining captured movement with scripted intervention, the work investigates how rhythm, timing, and algorithmic processes can influence animated choreography.
The workflow also demonstrates a hybrid approach to character animation in which motion capture, traditional keyframing, procedural editing, and code-based animation systems operate together within a single production pipeline.
Software and Technology: Autodesk Maya, Nuke, Houdini, Vicon Motion Capture
Programming: VEX
Techniques: Motion Capture, Procedural Animation, Keyframe Animation, Beat-Driven Animation, Animation Editing
Research Areas: Computational Animation, Procedural Choreography, Motion Capture, Digital Performance, Rhythm-Based Animation, and Technical Art
