Last summer I was introduced to a project entitled “Enactment.”  The basic premise of the project was to develop a series of movies depicting a modeled actor completing numerous actions, such as cutting a flower, sans props.  I had previously aided in importing the data captured onto the model.  From there the motion of the hands was key framed in order to better articulate the actions that were being performed.  When returning to work this summer, the majority of the files I had worked on had been rendered and made into movie form.  However, after looking through the completed data, my mentor discovered a few unwanted flaws that needed to be fixed.  As a result, I went back to the original Maya files that had been used to render the movies, to fix the glitches.  For the most part, the problems were minor, having a slight twitch of the wrist or odd head angle.  To fix these problems I used the graph editor within Maya.  The graph editor is a window that shows a graphic representation of the animation.  The keyframes are represented by points which are connected by curves that represent the acceleration between the points.  By manipulating these curves and points, it is very easy to edit an animation.  The problem that was found within each trial dictated how I would edit the keyframes within the editor.  If there was a jump within the motion, the most effective way to solve the problem was to actually delete the keyframes for the flawed joint.  In deleting keys, it was important to isolate the problem within the particular joint and also in relation to the correct coordinate of motion.  Each keyframe has an x, y, and z component which translate and rotate the point accordingly.  As a result, to maintain the accuracy of the data as much as possible, the least amount of keyframes that must be deleted the better.  Another problem found within the motions was that some of the joints were twisted at odd angles during some or all of the animation.  In order to fix this, the graph editor was used again, which is more effective in editing than merely rotating a joint manually because it effects the entire animation to have the same changes.  This time however, the existing keys were manipulated in accordance to the correct coordinate plane.  Once the trials were edited, they were re-rendered into bmp files and made and compressed into new movies using Adobe After Effects.