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	<title>Game Anim &#187; Motion Capture</title>
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	<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>
]]></content:encoded>
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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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