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	<title>Game Anim &#187; Motion Capture</title>
	<atom:link href="http://www.gameanim.com/category/motion-capture/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gameanim.com</link>
	<description>Jonathan Cooper : Videogame Animation Director</description>
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		<title>Uncharted 2: Mocap Club Interview</title>
		<link>http://www.gameanim.com/2010/05/30/uncharted-2-mocap-club-interview/</link>
		<comments>http://www.gameanim.com/2010/05/30/uncharted-2-mocap-club-interview/#comments</comments>
		<pubDate>Mon, 31 May 2010 03:32:34 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Cutscenes]]></category>
		<category><![CDATA[GAME ANIM Articles]]></category>
		<category><![CDATA[Motion Capture]]></category>
		<category><![CDATA[house of moves]]></category>
		<category><![CDATA[josh scherr]]></category>
		<category><![CDATA[mocap]]></category>
		<category><![CDATA[mocap club]]></category>
		<category><![CDATA[naughty dog]]></category>
		<category><![CDATA[nolan north]]></category>
		<category><![CDATA[uncharted 2]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1566</guid>
		<description><![CDATA[The Mocap Club has posted an interview with Uncharted 2 Cinematics Lead, Josh Scherr on the mocap process for the game&#8217;s high quality cinematics, complementing the videos on the subject included with the game. Some technical insights towards the end, but most interesting of all is the emphasis placed on the human side of the [...]]]></description>
			<content:encoded><![CDATA[<p>The Mocap Club has posted an<a href="http://www.mocapclub.com/Pages/Uncharted%20Mocap%20Interview%2001.htm" target="_blank"> interview with Uncharted 2 Cinematics Lead, Josh Scherr</a> on the mocap process for the game&#8217;s high quality cinematics, complementing the videos on the subject included with the game.</p>
<p style="text-align: center;"><a href="http://www.mocapclub.com/Pages/Uncharted%20Mocap%20Interview%2001.htm" target="_blank"><img class="aligncenter" title="Uncharted 2 Mocap" src="http://www.gameanim.com/images/posts/Uncharted2Mocap.jpg" alt="" width="640" height="360" /></a></p>
<p>Some technical insights towards the end, but most interesting of all is the emphasis placed on the human side of the shoot, something that comes through in the finished work. Regarding casting:</p>
<blockquote><p>&#8220;Well, we start with the obvious things – e.g. talent, distinctive voice,  whether an actor is appropriate for the role, etcetera.  But since  we&#8217;re looking for people who will be doing both the mocap acting and the  voice, we also watch how the candidates physicalize their performance.   It&#8217;s also important to see how they deal with adjustments and to see if  they take direction well.  For the top candidates, we&#8217;ll actually bring  them back for a second audition and have them perform a scene with  Nolan (North, who plays Drake) to make sure they have good chemistry.&#8221;</p></blockquote>
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		<title>Heavy Rain Mocap Numbers</title>
		<link>http://www.gameanim.com/2009/08/31/heavy-rain-mocap-numbers/</link>
		<comments>http://www.gameanim.com/2009/08/31/heavy-rain-mocap-numbers/#comments</comments>
		<pubDate>Mon, 31 Aug 2009 12:29:34 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Motion Capture]]></category>
		<category><![CDATA[david cage]]></category>
		<category><![CDATA[heavy rain]]></category>
		<category><![CDATA[mocap]]></category>
		<category><![CDATA[quantic dream]]></category>
		<category><![CDATA[sony]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=840</guid>
		<description><![CDATA[I loved the setting and scenario in their previous effort, Fahrenheit/Indigo Prophecy, but felt the narrative methods used were a step backward 20 years, being more something akin to Dragon&#8217;s Lair. Nevertheless, some pretty impressive numbers here: Your partner at Quantic Dream, Guillaume de Fondaumière, has said that this is the biggest motion-capture project attempted [...]]]></description>
			<content:encoded><![CDATA[<p>I loved the setting and scenario in their previous effort, Fahrenheit/Indigo Prophecy, but felt the narrative methods used were a step backward 20 years, being more something akin to <a href="http://en.wikipedia.org/wiki/Dragons_lair" target="_blank">Dragon&#8217;s Lair</a>. Nevertheless, some pretty impressive numbers here:</p>
<blockquote><p><strong>Your partner at Quantic Dream, Guillaume de Fondaumière, has said that this is the biggest motion-capture project attempted in a game to date &#8211; what are the implications of this from a development perspective?</strong></p>
<p>We bought our in-house mo-cap system in 2000 and we&#8217;ve had a full-time team working with it since then. We developed proprietary technologies, tools and pipelines to produce high-quality data in a very limited time frame. Heavy Rain was more than 170 days of shooting with more than 70 actors and stuntmen, plus 60 days and 50 actors for facial animations. We recreated most props on the set to allow actors to know what&#8217;s around them and to have the right contacts with their environments.</p></blockquote>
<p>[via <a href="http://www.edge-online.com/features/an-audience-with-david-cage" target="_blank">Edge Magazine</a>]</p>
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		<title>Resident Evil 5&#8242;s Virtual Camera</title>
		<link>http://www.gameanim.com/2009/02/16/resident-evil-5s-virtual-camera/</link>
		<comments>http://www.gameanim.com/2009/02/16/resident-evil-5s-virtual-camera/#comments</comments>
		<pubDate>Tue, 17 Feb 2009 00:31:45 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Cutscenes]]></category>
		<category><![CDATA[Motion Capture]]></category>
		<category><![CDATA[camera]]></category>
		<category><![CDATA[cinematic]]></category>
		<category><![CDATA[Cutscene]]></category>
		<category><![CDATA[mocap]]></category>
		<category><![CDATA[Resident Evil 5]]></category>
		<category><![CDATA[virtual]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=403</guid>
		<description><![CDATA[Despite a clearly phoned-in voice over, Fox News&#8217; Gamers Weekly has posted a video highlighting Resident Evil 5&#8242;s use of a Virtual Camera in the production of its cutscenes. This technique has intrigued me for some time, though equally interesting was the section showing the realtime feedback on the fully skinned and textured ingame characters. [...]]]></description>
			<content:encoded><![CDATA[<p>Despite a clearly phoned-in voice over, <a href="http://www.foxnews.com/gamersweekly/" target="_blank">Fox News&#8217; Gamers Weekly</a> has posted a video highlighting Resident Evil 5&#8242;s use of a Virtual Camera in the production of its cutscenes. This technique has intrigued me for some time, though equally interesting was the section showing the realtime feedback on the fully skinned and textured ingame characters. While it appears to be diffuse-only, this looks to be a small yet significant improvement.</p>
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<p>[via <a href="http://kotaku.com/5154401/resident-evil-5-used-real-world-virtual-camera" target="_blank">Kotaku</a>]</p>
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		<title>Dragon Hunter 2</title>
		<link>http://www.gameanim.com/2009/02/09/dragon-hunter-2/</link>
		<comments>http://www.gameanim.com/2009/02/09/dragon-hunter-2/#comments</comments>
		<pubDate>Tue, 10 Feb 2009 02:27:32 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Motion Capture]]></category>
		<category><![CDATA[dragon hunter 2]]></category>
		<category><![CDATA[mocap]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=401</guid>
		<description><![CDATA[Had this sent to me at work today &#8211; class. I&#8217;m pretty sure this was how game mocap, (or at least game voice-over), used to get done. In all seriousness though, there is something to be said for directing actors to do something other than the actual action to recieve your desired results.]]></description>
			<content:encoded><![CDATA[<p>Had this sent to me at work today &#8211; class.</p>
<p><a href="http://www.gameanim.com/2009/02/09/dragon-hunter-2/"><em>Click here to view the embedded video.</em></a></p>
<p>I&#8217;m pretty sure this was how game mocap, (or at least game voice-over), used to get done. In all seriousness though, there is something to be said for directing actors to do something other than the actual action to recieve your desired results.</p>
]]></content:encoded>
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		<title>Beowulf Mocap Postmortem</title>
		<link>http://www.gameanim.com/2008/06/27/beowulf-movie-mocap-postmortem/</link>
		<comments>http://www.gameanim.com/2008/06/27/beowulf-movie-mocap-postmortem/#comments</comments>
		<pubDate>Sat, 28 Jun 2008 02:36:49 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Facial Animation]]></category>
		<category><![CDATA[Film Animation]]></category>
		<category><![CDATA[GAME ANIM Notes]]></category>
		<category><![CDATA[Motion Capture]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[believable]]></category>
		<category><![CDATA[beowulf]]></category>
		<category><![CDATA[character]]></category>
		<category><![CDATA[facial]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[imageworks]]></category>
		<category><![CDATA[mocap]]></category>
		<category><![CDATA[postmortem]]></category>
		<category><![CDATA[sony]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/2008/06/27/beowulf-movie-mocap-postmortem/</guid>
		<description><![CDATA[It&#8217;s certainly some time after the event, (it&#8217;s slow going when you&#8217;re in the middle of a full production), but I&#8217;ve finally collated my remaining notes from this year&#8217;s Game Developers&#8217; Conference that relate to animation and characters in games. So to start off, we have the head of R&#38;D on last year&#8217;s landmark film [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s certainly some time after the event, (it&#8217;s slow going when you&#8217;re in the middle of a full production), but I&#8217;ve finally collated my remaining notes from this year&#8217;s Game Developers&#8217; Conference that relate to animation and characters in games. So to start off, we have the head of R&amp;D on last year&#8217;s landmark film featuring virtual actors, followed by a trio of Japanese developers giving insight into their approaches to animation and character development.</p>
<p><strong><a href="http://www.sonypictures.com/imageworks/index2.html" target="_blank">Sony Pictures Imageworks:</a> <span class="bodytext">A Believable Character Postmortem: Motion Capture on the Virtual Set of BEOWULF</span></strong></p>
<p><em>Parag Halvadar &#8211; Lead R&amp;D Engineer</em></p>
<p style="text-align: center"><img src="http://www.gameanim.com/images/posts/BeowulfAngelina.jpg" alt="" /></p>
<p>Hailing from the same studio that created <em>Monster House</em>, Halvadar&#8217;s talk concentrated on facial motion as that&#8217;s a recent topic for games industry. As is often the case with movie industry approaches they couldn&#8217;t directly be recreated for use in a game development situation, but nonetheless provided an interesting insight into some of the lengths that must be gone to in search of the (some say, false) holy grail of truly photo-real virtual characters.</p>
<p><span id="more-206"></span>The first portion of the talk involved simply tallying the vast amounts of data, equipment and effort used in the production:</p>
<ul>
<li>260 Vicon MX40 cameras were used synchronously to record motion.</li>
<li>Body, facial and hand motion were captured simultaneously.</li>
<li>An <a href="http://en.wikipedia.org/wiki/Electrooculography" target="_blank">Electro Oculograph</a> (EOG) was used to record eye-tracking.</li>
<li>20 actors could be captured simultaneously.</li>
<li>Actions were captured in a 55x55x25ft volume.</li>
<li>81 actors were tracked over the course of the movie.</li>
<li>4 horses.</li>
<li>1 pony. (Only one?!)</li>
<li>46 days of shooting.</li>
<li>250 props made and captured.</li>
</ul>
<p style="text-align: center"><img src="http://www.gameanim.com/images/posts/BeowulfHopkins.jpg" alt="" /></p>
<p>The second portion detailed the methods required to bring the faces to &#8220;life&#8221;. It must be said that, despite often firmly entrenched in the Uncanny Valley as is always the case with attempts to simulate realistic facial motion, Beowulf has done the best job yet at providing real glimpses of coming up the other side. The tallies continue:</p>
<ul>
<li>4 layers of face rigs.</li>
<li>3D facial models did not match actors faces in a 1:1 ratio, (Ray Winstone in particular), causing lots of marker-swapping.</li>
<li>Adhered to <a href="http://en.wikipedia.org/wiki/Facial_Action_Coding_System" target="_blank">FACS</a> (Facial Action Coding System), to recreate all the muscles of a human face, totalling around 60 facial expressions (including head motions), with 16 different phoneme shapes.</li>
<li>Face poses were created from combinations of weights of a smaller set of basic poses.</li>
<li>Motion-capture values were run through a script to find the closest match with the facial expressions and were replaced with blendshapes.</li>
<li>The EOG recorded horizontal and vertical eye movement, saccades and blinks via and eyepack on back with electrodes by the eyes to detect eye-muscle movements.</li>
</ul>
<p style="text-align: center"><img src="http://www.gameanim.com/images/posts/BeowulfWinstoneAngelina.jpg" alt="" /></p>
<p>It should be noted that, while in my opinion the face of Angelina Jolie was the most successful and consistent in quality throughout all shots involved, Halvadar explained that hers was the scan that was deliberately adjusted the most to form an exaggerated impression of how we picture her, backing up my belief that realism is simply just not realistic enough when it comes to artistic endeavours such as this. This was also apparent in the scene of her naked, gold-dripping body emerging from the water &#8211; something which he felt the need to show several times over and was also manipulated drastically due to her pregnancy at the time of shooting.</p>
<p>In closing, it was most interesting of all that Halvadar&#8217;s decision to show each scene step-by-step revealed that every shot only achieved the final visual quality after a final pass was made by an animator working with video reference of the original scene, begging the questions as to why go to the bother of all the technicality when that process could be done from scratch with presumably similar results.</p>
<p>If absolute realism in games still is your thing, then you may wish to investigate the work of <a href="http://www.virtualcinematography.org/" target="_blank">George Borshukov</a> at EA and his Universal Capture (UCap) method. Proven in The Matrix trilogy and Tiger Woods tech demos this really is something to watch, especially since its optimisation for real-time implementation.</p>
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		<title>Uncharted Mocap</title>
		<link>http://www.gameanim.com/2008/04/19/uncharted-mocap/</link>
		<comments>http://www.gameanim.com/2008/04/19/uncharted-mocap/#comments</comments>
		<pubDate>Sun, 20 Apr 2008 01:52:19 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[GAME ANIM Notes]]></category>
		<category><![CDATA[Motion Capture]]></category>
		<category><![CDATA[capture]]></category>
		<category><![CDATA[drake's fortune]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[mocap]]></category>
		<category><![CDATA[motion]]></category>
		<category><![CDATA[naughty dog]]></category>
		<category><![CDATA[sony]]></category>
		<category><![CDATA[uncharted]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/2008/04/19/uncharted-mocap/</guid>
		<description><![CDATA[At two months after the conference I&#8217;m a little late in posting my notes from the various lectures due to work commitments and the recent site overhaul, but now they&#8217;ll be forthcoming. As an extra little teaser, there will soon be something new coming to Game Anim of interest to videogame animators everywhere over the [...]]]></description>
			<content:encoded><![CDATA[<p>At two months after the conference I&#8217;m a little late in posting my notes from the various lectures due to work commitments and the recent site overhaul, but now they&#8217;ll be forthcoming.</p>
<p>As an extra little teaser, there will soon be something new coming to Game Anim of interest to videogame animators everywhere over the next few weeks. So on with the notes&#8230;</p>
<p><strong><a href="http://www.naughtydog.com/" target="_blank">Naughty Dog:</a> Uncharted Animation &#8211; An In-depth Look at the Character Animation Workflow and Pipeline</strong></p>
<p class="MsoSubtitle"><em>Jeremy Lai-Yates &amp; Judd Simantov &#8211; In-Game Animation Lead &amp; Lead Character TD</em></p>
<p style="text-align: center"><img src="http://www.gameanim.com/images/posts/DrakesFortune1.jpg" alt="" /></p>
<p class="MsoNormal">After a fantastic opening to GDC with Ken Levine&#8217;s inciteful speech on Storytelling in Bioshock, this, my second lecture, turned out to be not quite all that I&#8217;d hoped for. I was really expecting to gain insight into their facial animation setup and workflow as my time spent with Drakeâ€™s Fortune have proven the cinematics to be something quite special and well-produced. However, the talk focused squarely on their mocap workflow which was a fairly standard 3-skeleton setup. 1 animation, 1 game, and 1 mocap &#8211; snapping poses and animations between them.</p>
<p class="MsoNormal">What confused those present most was, on deciding against employing Motionbuilder as part of their process due to their exporter being Maya-based, they proceeded to manually recreate many mocap-related features Motionbuilder provides inside Maya, (though with the notable absence of layers), rather than simply recreate their exporter inside Motionbuilder. This was reflected upon at the end with the closing statement &#8211; <em>â€œWe had a tendency to over-think thingsâ€.</em></p>
<p class="MsoNormal"><span id="more-192"></span>My notes:</p>
<p class="MsoNormal">Early Considerations</p>
<ul>
<li>Naughty Dog are traditionally known for cartoony games. A move from a stylised look to realism would necessitate a review of their approach. As such, they decided on integrating mocap from the start, employing the service of <a href="http://www.moves.com/" target="_blank">House of Moves.</a></li>
<li>The initial goals were to create a stable rig and pipeline. Previous games left cinematic and game skeletons incompatible, but for Drakeâ€™s Fortune the aim was to have a single skeleton shared across both disciplines.</li>
<li>Early on, they decided against Motionbuilder as their exporter was Maya only and they didn&#8217;t have the skillset to allow them to recreate their exporter inside Motionbuilder. As a result the entire workflow was created inside Maya.</li>
</ul>
<p>Tools</p>
<ul>
<li>They created a custom tool to reference characters. Maya already supports referencing but they improved upon this to allow character selection and easy replacement. They needed consistent namespaces for references, and so the editor was employed to better handle this.</li>
<li>Their importer/exporter ran at around 300 frames per second.</li>
<li>The mocap and animation rig existed in the same file. The default setting for copying mocap onto the animation rig was 1 key every three frames. One assumes this approach was taken in the absence of animation layers.</li>
<li>They created an animation library, (affectionately named iToons), for easy pasting of poses, (body or hand), and pre-existing animations as well as a time-warp curve for easy adjustment of an entire animationâ€™s timing.</li>
<li>A layer manager was devised to allow for subdivisions in Mayaâ€™s pre-existing visual layers.</li>
<li>One interesting addition was a visual arc tool, much like Maxâ€™s (or Motionbuilderâ€™s) trajectory display, that would show the trajectory of a point over the course of the animation, only the keyframed positions were colour-coded and could be manually edited to affect the actual trajectory of the animated element it represented.</li>
<li>Of note, their FK rig was set up in a manner that allowed it to be be manipulated as if it were IK.</li>
</ul>
<p>The Road To Realism</p>
<ul>
<li>Their initial treatment of the character movement style was very agile and versatile, involving flips etc, but this was scaled back in favour of a more &#8220;everyman&#8221; approach to the main protagonist. They naturally found this difficult to mocap due to the limitations of real-world physics on an actor. To overcome this the keyframed over the mocap to afford much more exaggeration.</li>
<li>The entire project ended up being around 40% mocap vs 60% keyframe. Motion was captured at 120fps, a high fidelity, but they noticed a difference between the mocap and keyframes.</li>
<li>In order to smooth the discrepancy, they willfully lowered the mocap quality by reducing keyframes, sometimes to only the key poses from an action. In addition, they employed what they called â€œPoor Manâ€™s mocapâ€ â€“ video reference, (does anyone still work <em>without </em>video reference?), accentuating poses, adding â€œpunchâ€ to timing, snapping extreme poses and removing unnecessary pauses.</li>
</ul>
<p style="text-align: center"><img src="http://www.gameanim.com/images/posts/DrakesFortune2.jpg" alt="" /></p>
<p>The closing section of the speech was the most interesting, focusing not on the process, but on what they did with the animations after theyâ€™d been implemented in the game engine.</p>
<p>First up were what they called â€œPartialsâ€, essentially sets of bones that could be animated independently of the rest of the body. Weâ€™ve been seeing this for years, but when combined with the rest of the multiple animations played on the character the weapon-reloads really looked natural and flowed as Drake moved from one state to the next.</p>
<p>The second take-away idea was their imaginative use of additive animation, where they changed not the additive loop, but the underlying pose. With around 150 different poses for the cover state, they would change the player characterâ€™s posture based on various influences such as health, state-of-duress, as well as randomness.</p>
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