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Motion
capture. Perhaps no single technology frightens animators more.
Whether it's the technical hurdles or the perception that it will
put them out of a job, many animators have a fear and loathing of
motion capture. The truth is animators have nothing to fear from
mocap, except avoiding it. That will definitely lead to putting
you out of a job. My prediction is that within the coming generation
of video games, nearly every title will involve at least a modicum
of captured motion. Animators will need to learn to, if not embrace
motion capture, to co-exist with it.
We
are entering into a new generation of gaming. Rather than dealing
with a blocky low-polygon guy jerking by at 12 frames a second,
we have highly detailed character running around at a blazing 60
frames a second. Simple cycles baked out at 15 frames a second won't
really do the job anymore. Animators must find a way to fulfill
the desire of gamers to see motion as realistic as the character
models being animated while satisfying the budget requirements of
the project.
What Motion
Capture Can Do
Motion
capture does one thing and does it extremely well -- and that is
take the movements of a performer and put them in the computer.
That's it. You can capture pretty much anything you are able to
stick the markers to. Whether that's Kobe Bryant, a horse or even
you doesn't really matter to the computer. It's just a bunch of
dots moving through space.
So
why is it any good at all? To be slightly redundant, it does reproduce
that motion quite well. Whether it's the distinctive footwork of
a NBA all-star or the subtle shifts in weight and movement of woman
standing around seemingly doing nothing, realistic motion can be
deceptively complex. An animator can convince you something is alive.
A truly skilled animator can even reproduce many of the subtleties
of real movement.
But
at what cost? Why have your best animator (or in many smaller studios
cases, only animator) spend a week animating all the subtleties
of a motion that would take 20 seconds to record on a stage? That
is a tremendous waste of time, talent, and money. It also isn't
much fun to the animator. Most animators would rather spend their
time animating the death of that nine tentacle slime beast than
another $&*#! walk cycle.
What Motion
Capture Can Not Do
This
is not to say that motion capture is ideal for every animation need,
even for realistic animation. If your title calls for cartoony animation,
motion capture is not your best option. And even if you need realistic
motion, there is a good chance your game will need some elements
that cannot be captured. Be it swimming, suffering a serious injury,
or an imaginary creature.
Motion
capture is not a plug and play technique. You will need to workaround
it's shortcomings to effectively put the technology to use.
Capturing
the Motion
Know
what you don't know.
This
is by far the best advice I can give on getting good motion capture
from your vendor. There are a lot of technical issues with motion
capture. Don't try to help with them. Let the people who do this
day in day out take care of it. Ask questions, but defer to them
on technical issues. It's hard, but it'll lead to better captures.
Make sure you get the end result you're after, but the in between
issues are best left to them.
Be
prepared. (Apologies to the Boy Scouts)
Know
exactly what you need, prop wise, set wise, etc. That way they can
have everything on hand and ready.
Realize
you are, in fact, dealing with a real live human performer.
Hopefully
you were on hand for the talent auditions. This will definitely
help on the first day of the shoot, as you will at least have some
knowledge of each other's personalities. Your performer is neither
a performing monkey nor robot. They will get tired, they will get
annoyed and frustrated at doing the same thing over and over and
over, and they may not understand exactly what you want. Keep this
in mind as you work with them. After your first day, realize how
tired you are at 6:00, and then realize you just sat around. They
jumped through hoops all day (maybe literally). Make your shooting
schedule conform to the realities of working with a person. Don't
put your most physically demanding shots first or last. Give your
guy time to warm up, but not get too tired. Keep their health in
mind. If you see them rubbing their shoulder or ankle, give them
a 15-minute break. Keep in mind these guys are (usually) trained
professionals. They know how to hit a mark and do the same action
with remarkable precision over and over again. Use their knowledge
and expertise to your advantage. You may not know how to use a missile
launcher, bastard sword or do a triple back handspring. They might.
Stay
in control.
You
are spending a good bit of money on this. You should expect to get
what you want. While you should always follow the Golden Rule and
#3, make sure you leave happy and with everything you need. Make
sure you check the actual capture data on the system. Most modern
systems provide near instantaneous replay of the motion. Even if
the performance was perfect, a loose marker can mess up the final
data.
Scheduling
is everything.
Schedule an extra half-day of stage time to get everything you need,
anything you forgot (you can USUALLY add extra shots) or give some
breathing room for any delays. After all, if that time goes unused,
that's still cheaper than if you have to come back for re-shoots
later.
That's
the basics of a good mocap shoot. A lot of it is obvious, but it's
usually obvious AFTER the fact.
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