Motion Capture - Part two Even advanced technique
cannot hide unnatural movements.
After the theory behind 'motion capture', where we wrote
about last month, it's now time to look at how it actually works.
Therefore we visited Motek, an Amsterdam based company that specialized
itself over the last years in the use of motion capture.
By entrance we got a friendly welcome by Guido van Nispen and
after a brief introduction we started of with the most logic question.
Why did they change for the making of digital animations from the
established key frame technique to motion capture. There are different
reasons for that, Guido starts. First of all key framing is a time
consuming business. In most cases motion capture turned out to give
much faster results. Therefore of course it is also much cheaper.
But the second and most important point is that motion capture gives
a much more natural result then key framing which is of course the
prime goal: to simulate natural movements. And therefore you need
to go as far as possible within reasons. The last bit may sound
vague but I 'll give an example. At a certain moment while we were
working on a computer game we had to simulate the movements of a
soldier walking through rough terrain carrying 50 kilo on his back.
First we tried to force the actor to walk as if he had 50 kilo on
his back, but that didn't gave the right result. Then we actually
did put 50 kilos on his back and it did work.
Woman as man.
In the Motek studio people are busy doing captures for the television
series "Cafe de Wereld" part of the TV program VARA Laat!
The studio is filled with computers, tv-screens, cameras and lots
of cables. It does look very impressive. On the set are two actresses
doing a scene. Both are wearing a tight black bodysuit. On the suits
are sensors. Eleven to be precise. Enough to get the wanted result.
The suits are tailor made on the exact measurements of the actors.
It is very important that the sensors on the suits do not move.
A few millimeters of deviation can lead to some strange results.
The sensors are connected by cables to the computers of the operators,
like the director. Result of this all is that all the movements
from the actors are being showed realtime on the screens. The digital
representation is in this case also a female. Coincidence? "Well
yes", Guido explains. "On the contrary it doesn't matter if
a man or a woman plays the roll of a specific character. The differences
in movement are for an outsider hardly recognizable. Besides that
someone who watches or playing a game doesn't care about that. When
you play a game, you're absolutely not interested in the person
that is responsible for the movements of your opponent. There are
special cases, were you reach the borders of the physical possibilities
of the actors or actresses. A fragile actress could perform for
a huge commando guy but in the end you will see the result. The
contrast is to big. We tried once to compensate this by using tricks
like putting heavy weights underneath the actresses arms but this
was not enough to look real.
Follow up
The rest of the team is busy to process all the input that comes
in. Guido: "The common idea with motion capture is that all
the work is done by the actors and actresses but that is a misunderstanding.
The final process of the input on the computer and the post processing
might not be underestimated. You can say that during a motion capture
session 20% of the work is done by the actors en 80 % by the people
behind the computers. Besides the Cafe the Wereld set there is a
round platform in the studio. 'We use this for the simulation of
movements", Guido says. Think of the movements of a car riding
on a bumpy road. In this case the coordinates and movements of the
real car are being registered and put into the software that controls
the motion platform. The platform will move exactly as the car did.
Then we put someone on the platform in a simulated car ride on a
bumpy road and it will feel very natural. Guido cannot underline
enough the importance and possibilities of motion capture. In this
case it means that as well as the person on the platform as the
platform itself try to create a natural as possible situation. But
we forgot about the most important aspect and that is the imagination
of the actor or actress. If the actor or actress has no affinity
with the character he of she represents the result will never be
optimal. A very good example for that is the character of Gollum
from the movie The Lord Of the Rings. Actor Andy Serkis had great
affinity with the character of Gollum and than it looks immediately
very natural. Technique is important, but in the end it is still
so that even technique cannot hide unnatural movements. |