This is a project that is being worked in conjunction with a company called Boston Dynamics. The company specializes in robotics and human simulation which is then used by military and other technology groups.  The specific project needed to capture data for a system that is being developed to train officers on how to make difficult decisions in complex situations.  Prior to my arrival, auditions were held to find an actor who would be able to perform the tasks and reenact scenarios in which an officer may find themselves.  One of the main requirements for a successful actor was that they were able to effectively portray the reaction of a person being tazered.  In addition to the motion capture data, we also video taped the actions.  In total the entire capture lasted seven hours during which the actor went through a series of different actions that the company felt an officer may find themselves facing.  In order to get into the character of a rebellious or difficult suspect, he created impromptu stories that helped articulate the emotions.  The most intense of these were the tazered sequences where the actor proceeded to scream in agony as his body was overtaken by convulsions and thrashing.  The next step after the capture was to go through and clean and process the data.  Due to the importance of having extremely accurate and flawless data, extra steps were taken to ensure the quality of the data.  After the initial cleaning of the data, a V file, which holds the motion from the capture, was imported into a blank Maya file.  A very simple character model was used in order to visualize the motion more easily.  Once the file was imported, a script was used to attach the motion to the skeleton.  From there, the motion was cropped to the correct length and was baked.  Baking an animation means that the motion data is attached to the skeleton.  Once the skeleton is baked, the original data is no longer needed and therefore can be deleted.  Next, the motion needed to be retargeted onto the skeleton that was provided by the company.  Once this was completed, the skeleton was set at an initial starting position and aligned with the ground plane.  The final step was to place the motion files on a set character from the company and export a bvh file.