Posts Tagged Motion Capture
The Mocap Club has posted an interview with Uncharted 2 Cinematics Lead, Josh Scherr on the mocap process for the game’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 [...]
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’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 [...]
Despite a clearly phoned-in voice over, Fox News’ Gamers Weekly has posted a video highlighting Resident Evil 5′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. [...]
Had this sent to me at work today – class. I’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.
It’s certainly some time after the event, (it’s slow going when you’re in the middle of a full production), but I’ve finally collated my remaining notes from this year’s Game Developers’ Conference that relate to animation and characters in games. So to start off, we have the head of R&D on last year’s landmark film [...]

Jonathan Cooper is a Scottish