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Additive
Curve Fixing
To
this end, I developed a process I call Additive Curve Fitting. Once
motion capture is mapped to a skeleton, it is fed into a "data
holding tank". This data tank can be anything that can hold
keyframe data, what that holder is can vary from software to software.
For instance, in Alias|Wavefront's Maya, the software which served
as the development platform for this technique, adding dynamic attributes
to each joint in the skeleton containing animation data.
From
here, the animator has complete control over where and when keys
are added. A simple press of a button queries the data held in the
data tank, and sets a corresponding key in the "real"
channel. This data includes not only the obvious time and value
of the key, but the tangency as well. Of course, your in game animation
system will have to support these features to take full advantage
of this.
To
use this technique, an animator can slide back and forth in time,
adding keys from the data tank, or by hand posing the skeleton.
This allows for infinite control and editing of any aspect of the
motion, while being in precise control of the data density of the
final game asset. In the case of our in house export and in-game
animation system, Bridge and Olema, we can even retain all the motion
capture data in Maya binary file, without increasing the size of
our export. Because of this, we can easily and quickly add keys
to our "real" animation curves, balancing export size
and motion quality.
If
this methodology sounds familiar, it is effectively what any animator
does. Breaking down motion into key poses, then layering on the
details. The major difference here is that the pose is pulled from
the motion capture, not the animator. Of course, at any time the
animator can alter the pose to refine or edit the motion. And because
we are working with motion capture, we can be assured the timing
of the animation is true to life. This dramatically speeds up the
asset creation. A first pass at an average asset takes a skilled
animator 30 minutes to an hour, usually with an additional 2 hours
of refinement to a final in game asset. Other difficulties associated
with using motion capture for in game assets, such as looping, are
no more challenging than with a traditional animation methodology.
As
you can see, motion capture is nothing to fear. It allows for a
speedy and cost effective solution to realistic human motion. It
improves our skills as we deal with the accurate timing of recorded
motion. But most importantly it frees us as animators to concentrate
on animating the things which can't be captured. True, it presents
some technical challenges, but they are not insurmountable. Motion
capture is not the tool of evil many animators make it out to be.
It is a tool of the digital age, and like any tool, once you learn
how to use it effectively, you won't remember how you lived without
it.
References
Understanding
Motion Capture for Computer Animation and Video Games
Alberto Menache
Morgan Kaufmann Publishers
ISBN: 0124906303
The
Illusion of Life: Disney Animation
Frank Thomas and Ollie Johnston
Hyperion
ISBN: 0786860707
Special Thanks to Tom Harper Alias|Wavefront, Bryan Ewert H20, Julian
Mann Double Negative, Andre Bustanoby Digital Domain, the whole
of House of Moves, and most especially Factor 5.
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