About
My name is Jasper Brekelmans, born in 1975 in the southern part of The Netherlands in a town called Boxtel, an have been in the proffesional 3D industry since 99 or so.
I currently live in Amsterdam and work as a senior mocap & character TD and custom tool/pipeline developer for Motek.
A company that specializes in (realtime) virtual character creation using Motion Capture technology.
We do this for several TVshows as well as contract work for film/game/commercials, and live events.
Our projects include capture-only ones for clients. But also full on projects from start to finish, including design, modeling, animation, rendering & compositing.
My daily jobs include setting up and maintaining the pipelines for optical and magnetic mocap projects, including things like automation for Motionbuilder rendering and lipsync generation.
Creating custom tools as wel as plugins and scripts for MotionBuilder, Maya and Blade.
Doing character setups and deformation setups for various offline and realtime purposes.
Rigging characters and anything else that's supposed to move, usually with live-performance as a driving force.
Using human motion, puppetering and director input at the shooting stage.
Cleaning up and retargeting all kinds of motion data.
My main tools are MotionBuilder, Maya, Vicon's Blade and Nuke but I have been spotted using others
I fluently speak Dutch, English and my coding skills include MEL, Python, HSL, C++, C#, Qt, OpenGL
Feel free to drop me a mail at the following:
j
at
brekel
dot
com
La pieza que te comentaba, ahora mismo no encuentro videos, pero tiene una representación proyectada sobre la mesa y otra que es la que experimentan los usuarios a través de las gafas, en 3d....
Habría que ver si la tecnología está en el guante o en sensores externos.
Si es lo primero, hay acelerometros y sensores inerciales inalámbricos, de lo contrario, algún sistema de trackeo visual que no se ve a simple vista...
Llama la atención la calidad de los gráficos... el 3d es mínimo, es decir, a nivel de textura o cantidad de geometría usada, mover las capas de video ya es otra cosa, pero sigue siendo una interfaz clásica.
Si, lo se, nos hablaron ayer en el taller de Arduino de esta gente. Al parecer es el guante y sensores externos, el dueño es el tipo que crea las interfaces ficticias para las pelis de ciencia ficción y luego con la pasta que saca las crea y las vende. Al parecer no le va nada mal.