In this quick Blender 2.5 video tip I show you how to avoid complex topology on hard-surface objects to be normal mapped by using floating geometry. This can save a lot of time during the modeling process and yet still yields perfect normal maps.
Motion capture is now used extensively in film and game animation, but what can you actually do in Blender with the free mocap data currently available?
This is a brief basic guide to how the mocap data is displayed in Blender and how it can be manipulated to modify character behaviour.
The action is illustrated by putting a body to the mocap data using simple shapes parented to the controlling empties, using the armature as a guide only.
Applying the mocap data to your own characters is another topic.