SlideShare a Scribd company logo
By Phoenix Smith
Motion Capture
A process by which game
developers can track live action
performances of actors, and apply
that data to game characters.
Motion capture is being used more
and more in a effort to bring more
acting and performance into
characters animations. Typically this
is mainly used in cut scenes, as in
game play you will want a wider and
more random range of animations
available to the character that would
be difficult to capture. Through
motion capture video game
animations
can more resemble film acting, with
detailed performances from actors
portraying each character.
Motion Capture History - Rotoscoping
Rotoscoping can be considered the earliest form of Motion
Capture, as it was an attempt to translate realistic and fluid
movements, into computer characters. This more primitive
method involved filming a movement in the real world, and
then frame by frame drawing over that video, so creating an
animation that can be put into the computer. This method
was most notably used in ‘Prince of Persia’ (1989) were
designer Jordan Mechner rotoscoped footage of his younger
brother for the titular Prince.
A highly successful example of
motion capture is in the game
L.A. Noire (2011), which features
very detailed motion captured
character animation, taken
straight from actors performances
and resembles their likenesses.
https://www.youtube.com/watch?v=NTOlEUAtGog#t=10
Facial Capture
Facial capture is a part Motion
Capture, and capturing the
performance of an actor
digitally, however is actually a
different process, typically
done independently to the
motion capture recordings.
This is because it’s easier to
record the information of the
facial movements on their
own, without the added
complications of body
movement a Motion Capture
session has.
Cost
 The physical studio space to record in
 Actors
 Motion Capture Suits
 Various recording equipment
 Computers to handle the data
As the animation area becomes more
about AI interactions and motion captured
performances, the cost is growing larger
and larger. As the price grows, it’s getting
to the point where the level of animation
audiences expect is out of reach to smaller
studios.
When you start to breakdown the cost
of motion capturing a game it shows
how expansive it can be:
Team Bondi, The company
behind L.A. Noire went under
after the release of that game
due to high costs. Although the
technology used to create the
detailed faces in the game exist,
they just aren’t being used
because of this.
Along the same lines, the
Euphoria Engine just isn’t being
used very much, because no
companies can afford to pay for
their services.
Memory/Resolution
Another issue with all the recent developments is
the vast memory required to run them in the game.
Dynamic Animation using the Euphoria engine
would require an AI system in play for every
character on screen so that each could make it’s
own decisions.
Similarly, facial captured performances will be highly
detailed in terms of polygons and light rendering on
the faces, as well as the recorded animation it’s
self.
Resolution is also important, as running a high res animation on a low res
system would make the animation choppy. With the goal being to make
animation smoother and more realistic, it’s getting harder for console
technology to keep up and accommodate that level of rendering and
resolution. So another issue would be if consoles can actually run these
highly detailed animations being produced.
In L.A. Noire 3 characters talking
together on screen takes up
roughly 30MB of data.
Uncanny Valley
This is more of a creative challenge in the area, as it’s about
how developers use the motion capture and animation tools
they have. As textures, shapes, and dynamic lighting
becomes more advanced, it’s highly important that
characters facial animations keep up with these advances.
A highly rendered face with sloppy or stiff animations will not
just look unconvincing, but highly un-appealing to players. It
starts going into the realm of uncanny valley; the idea that
when something is so close to life but just slightly off, it has
a scary and off putting effect.
One way around this is to use animators to
come in and enhance the motion capture
performances, stylising it enough so that it
doesn’t hit that uncomfortable uncanny
valley space. This approach was taken with
The Last Of Us (2013) were all facial
animation was handled by animators, only
using live performances as basic reference.
Example of the uncanny
Valley effect from Motion
Capture game Heavy Rain
(2010)
Sources
 http://www.develop-online.net/tools-and-tech/motion-capture-
moving-with-the-times/0117523
 http://www.develop-online.net/tools-and-tech/putting-the-character-
in-animation/0117503
 http://en.wikipedia.org/wiki/Motion_capture
 http://www.fastcompany.com/1724050/game-face-la-noire-brings-
actors-full-performance-gaming
 http://blog.wolfire.com/2009/11/why-we-are-not-using-euphoria/
 http://nerdophiles.com/2013/02/07/realism-and-motion-capture-in-
video-games/

More Related Content

PPSX
Animation
PPTX
TMD2063 | Digital Animation - Chapter 2
PPTX
Animation 2013 bis_taj
PPTX
The remarkable visual effects in the hobbit the battle of the five armies
PDF
Umbra Ignite 2015: Thor Gunnarsson & Reynir Hardarson – Nailing AAA quality i...
PDF
Unit 34 - Further research
PDF
Unit 34 - Further research
PPTX
Animation theory pro forma (2)
Animation
TMD2063 | Digital Animation - Chapter 2
Animation 2013 bis_taj
The remarkable visual effects in the hobbit the battle of the five armies
Umbra Ignite 2015: Thor Gunnarsson & Reynir Hardarson – Nailing AAA quality i...
Unit 34 - Further research
Unit 34 - Further research
Animation theory pro forma (2)

What's hot (20)

PPTX
[Pro forma] - mographics - case study
PPTX
History of game development
PDF
3D Animation Process and Workflow
PPTX
Animation powerpoint presentation
PPTX
Types of animation
PPTX
Abhilash VFX presentation
DOCX
Iron man.
PPTX
Visual Effects (VFX)
PPTX
Development of a 3d animated short film using 3d animation technique
PPTX
3 D Movie Making
PPT
Machinima
PPT
3D Animation - A Case Study by Seamedu Media School
PDF
Visual effects
PPT
Chance's "Visual Effects" Lecture
PPTX
Unit 64 motion graphics
PPT
Supermetroid
PPTX
Computer Generated Graphics
PPTX
Virtual Reality
PPTX
Artistic styles used in computer games
PPT
Augmented Reality Technology
[Pro forma] - mographics - case study
History of game development
3D Animation Process and Workflow
Animation powerpoint presentation
Types of animation
Abhilash VFX presentation
Iron man.
Visual Effects (VFX)
Development of a 3d animated short film using 3d animation technique
3 D Movie Making
Machinima
3D Animation - A Case Study by Seamedu Media School
Visual effects
Chance's "Visual Effects" Lecture
Unit 64 motion graphics
Supermetroid
Computer Generated Graphics
Virtual Reality
Artistic styles used in computer games
Augmented Reality Technology
Ad

Viewers also liked (14)

PDF
Squidiverse Marketing Presentation
PDF
Graphic Design Evalutation
PDF
'Squidiverse' 10 point Design Document
PDF
Graphic Design Presentation
PPTX
A Beginner's Guide to Capturing Motion
PPTX
Introduction to motion capture
PPTX
Motion Capture Technology
PPTX
Motion Capturing Technology
PPT
Motion Capture
PPTX
Motion capture technology
DOCX
MOTION CAPTURE TECHNOLOGY
PPTX
Motion capture
DOCX
Motion capture technology
PPTX
Motion capture technology
Squidiverse Marketing Presentation
Graphic Design Evalutation
'Squidiverse' 10 point Design Document
Graphic Design Presentation
A Beginner's Guide to Capturing Motion
Introduction to motion capture
Motion Capture Technology
Motion Capturing Technology
Motion Capture
Motion capture technology
MOTION CAPTURE TECHNOLOGY
Motion capture
Motion capture technology
Motion capture technology
Ad

Similar to Advanced animation & motion capture (20)

PPTX
Textual analysis hp omen
PPTX
Research
PPTX
Research
PPTX
Task one pro forma
PDF
Motion Graphics Vs VFX
PPTX
Textual analysis hp omen
PDF
LATEST TECHNIQUES & TRENDS USED IN VFX
PPT
CGI
DOCX
Applications of 3 d task 1 3d the basics
PPT
Animation in present day's
PDF
DIGITAL MAKEUP IN THE MUMMY: MAKING THE UNREAL REAL
PDF
Game physics and dynamics ollie stroud
PPT
Computer Generated Animation
PPTX
jangincul_ppt.pptx
PPTX
Janginchul_ppt.pptx
PPTX
[Pro forma] - mographics - case study(1)
PPTX
Mmorpgs and motion capture
PDF
Computer animation
DOCX
HA5 – COMPUTER ARTS BLOG ARTICLE – 3D: The Basics
PPT
3 d computer animation
Textual analysis hp omen
Research
Research
Task one pro forma
Motion Graphics Vs VFX
Textual analysis hp omen
LATEST TECHNIQUES & TRENDS USED IN VFX
CGI
Applications of 3 d task 1 3d the basics
Animation in present day's
DIGITAL MAKEUP IN THE MUMMY: MAKING THE UNREAL REAL
Game physics and dynamics ollie stroud
Computer Generated Animation
jangincul_ppt.pptx
Janginchul_ppt.pptx
[Pro forma] - mographics - case study(1)
Mmorpgs and motion capture
Computer animation
HA5 – COMPUTER ARTS BLOG ARTICLE – 3D: The Basics
3 d computer animation

More from Phoenix Smith (20)

PDF
Graphic design Schedule
PDF
Animation Studio Research
PDF
Animation Character Study
PDF
Hunted Evaluation
PDF
Photoshoot Plan
PDF
Marketing Meeting
PDF
T-shirt Comparison research
PDF
Graphic Design: App store logo
PDF
Gamesalad Evaluation
PDF
Game Designer Job Role
PDF
Games Artist Job Role
PDF
Squidiverse Production Pipeline
PDF
Game Directors Profile
PDF
Titanfall Box Art Anotation
PDF
Squidiverse walkthrough
DOCX
Industry Profile
PDF
Squidiverse Beta Feedback Data
PDF
Fixing the Rock Throw Bug - Write Up
DOCX
Assets list
PDF
Squidiverse - Digital flow chart
Graphic design Schedule
Animation Studio Research
Animation Character Study
Hunted Evaluation
Photoshoot Plan
Marketing Meeting
T-shirt Comparison research
Graphic Design: App store logo
Gamesalad Evaluation
Game Designer Job Role
Games Artist Job Role
Squidiverse Production Pipeline
Game Directors Profile
Titanfall Box Art Anotation
Squidiverse walkthrough
Industry Profile
Squidiverse Beta Feedback Data
Fixing the Rock Throw Bug - Write Up
Assets list
Squidiverse - Digital flow chart

Recently uploaded (20)

PPTX
G10 HOMEROOM PARENT-TEACHER ASSOCIATION MEETING SATURDAY.pptx
PPTX
65bc3704-6ed1-4724-977d-a70f145d40da.pptx
PPTX
Presentation on tradtional textiles of kutch
PPTX
Callie Slide Show Slide Show Slide Show S
PPTX
DIMAYUGA ANDEA MAE P. BSED ENG 3-2 (CHAPTER 7).pptx
PDF
Ricardo Salinas Pliego Accused of Acting as A Narcotics Kingpin
PPTX
Slide_Egg-81850-About Us PowerPoint Template Free.pptx
PPTX
vsfbvefbegbefvsegbthnmthndgbdfvbrsjmrysnedgbdzndhzmsr
PDF
Close Enough S3 E7 "Bridgette the Brain"
PDF
Dating-Courtship-Marriage-and-Responsible-Parenthood.pdf
PPTX
Green and Orange Illustration Understanding Climate Change Presentation.pptx
PPTX
Physical Education and Health Q4-CO4-TARPAPEL
PDF
Slide_BIS 2020 v2.pdf....................................
PPTX
A slideshow about aesthetic value in arts
PPTX
Certificados y Diplomas para Educación de Colores Candy by Slidesgo.pptx
PPTX
Theatre Studies - Powerpoint Entertainmn
PPTX
CPAR-ELEMENTS AND PRINCIPLE OF ARTS.pptx
PPTX
Green and Blue Illustrative Earth Day Presentation.pptx
PPSX
opcua_121710.ppsxthsrtuhrbxdtnhtdtndtyty
PPTX
CMU-PPT-LACHICA-DEFENSE FOR RESEARCH PRESENTATION
G10 HOMEROOM PARENT-TEACHER ASSOCIATION MEETING SATURDAY.pptx
65bc3704-6ed1-4724-977d-a70f145d40da.pptx
Presentation on tradtional textiles of kutch
Callie Slide Show Slide Show Slide Show S
DIMAYUGA ANDEA MAE P. BSED ENG 3-2 (CHAPTER 7).pptx
Ricardo Salinas Pliego Accused of Acting as A Narcotics Kingpin
Slide_Egg-81850-About Us PowerPoint Template Free.pptx
vsfbvefbegbefvsegbthnmthndgbdfvbrsjmrysnedgbdzndhzmsr
Close Enough S3 E7 "Bridgette the Brain"
Dating-Courtship-Marriage-and-Responsible-Parenthood.pdf
Green and Orange Illustration Understanding Climate Change Presentation.pptx
Physical Education and Health Q4-CO4-TARPAPEL
Slide_BIS 2020 v2.pdf....................................
A slideshow about aesthetic value in arts
Certificados y Diplomas para Educación de Colores Candy by Slidesgo.pptx
Theatre Studies - Powerpoint Entertainmn
CPAR-ELEMENTS AND PRINCIPLE OF ARTS.pptx
Green and Blue Illustrative Earth Day Presentation.pptx
opcua_121710.ppsxthsrtuhrbxdtnhtdtndtyty
CMU-PPT-LACHICA-DEFENSE FOR RESEARCH PRESENTATION

Advanced animation & motion capture

  • 2. Motion Capture A process by which game developers can track live action performances of actors, and apply that data to game characters. Motion capture is being used more and more in a effort to bring more acting and performance into characters animations. Typically this is mainly used in cut scenes, as in game play you will want a wider and more random range of animations available to the character that would be difficult to capture. Through motion capture video game animations can more resemble film acting, with detailed performances from actors portraying each character.
  • 3. Motion Capture History - Rotoscoping Rotoscoping can be considered the earliest form of Motion Capture, as it was an attempt to translate realistic and fluid movements, into computer characters. This more primitive method involved filming a movement in the real world, and then frame by frame drawing over that video, so creating an animation that can be put into the computer. This method was most notably used in ‘Prince of Persia’ (1989) were designer Jordan Mechner rotoscoped footage of his younger brother for the titular Prince.
  • 4. A highly successful example of motion capture is in the game L.A. Noire (2011), which features very detailed motion captured character animation, taken straight from actors performances and resembles their likenesses. https://www.youtube.com/watch?v=NTOlEUAtGog#t=10 Facial Capture Facial capture is a part Motion Capture, and capturing the performance of an actor digitally, however is actually a different process, typically done independently to the motion capture recordings. This is because it’s easier to record the information of the facial movements on their own, without the added complications of body movement a Motion Capture session has.
  • 5. Cost  The physical studio space to record in  Actors  Motion Capture Suits  Various recording equipment  Computers to handle the data As the animation area becomes more about AI interactions and motion captured performances, the cost is growing larger and larger. As the price grows, it’s getting to the point where the level of animation audiences expect is out of reach to smaller studios. When you start to breakdown the cost of motion capturing a game it shows how expansive it can be: Team Bondi, The company behind L.A. Noire went under after the release of that game due to high costs. Although the technology used to create the detailed faces in the game exist, they just aren’t being used because of this. Along the same lines, the Euphoria Engine just isn’t being used very much, because no companies can afford to pay for their services.
  • 6. Memory/Resolution Another issue with all the recent developments is the vast memory required to run them in the game. Dynamic Animation using the Euphoria engine would require an AI system in play for every character on screen so that each could make it’s own decisions. Similarly, facial captured performances will be highly detailed in terms of polygons and light rendering on the faces, as well as the recorded animation it’s self. Resolution is also important, as running a high res animation on a low res system would make the animation choppy. With the goal being to make animation smoother and more realistic, it’s getting harder for console technology to keep up and accommodate that level of rendering and resolution. So another issue would be if consoles can actually run these highly detailed animations being produced. In L.A. Noire 3 characters talking together on screen takes up roughly 30MB of data.
  • 7. Uncanny Valley This is more of a creative challenge in the area, as it’s about how developers use the motion capture and animation tools they have. As textures, shapes, and dynamic lighting becomes more advanced, it’s highly important that characters facial animations keep up with these advances. A highly rendered face with sloppy or stiff animations will not just look unconvincing, but highly un-appealing to players. It starts going into the realm of uncanny valley; the idea that when something is so close to life but just slightly off, it has a scary and off putting effect. One way around this is to use animators to come in and enhance the motion capture performances, stylising it enough so that it doesn’t hit that uncomfortable uncanny valley space. This approach was taken with The Last Of Us (2013) were all facial animation was handled by animators, only using live performances as basic reference. Example of the uncanny Valley effect from Motion Capture game Heavy Rain (2010)
  • 8. Sources  http://www.develop-online.net/tools-and-tech/motion-capture- moving-with-the-times/0117523  http://www.develop-online.net/tools-and-tech/putting-the-character- in-animation/0117503  http://en.wikipedia.org/wiki/Motion_capture  http://www.fastcompany.com/1724050/game-face-la-noire-brings- actors-full-performance-gaming  http://blog.wolfire.com/2009/11/why-we-are-not-using-euphoria/  http://nerdophiles.com/2013/02/07/realism-and-motion-capture-in- video-games/