Sunday, 12 May 2013

Personal development summary


The aim of this project was to explore how exaggerating realistic movement in character animation can influence a character's performance and believability using a combination of traditional and emerging animation techniques.

In the process of creating this project I had to research and learn new techniques and how to use some new technologies. This is a personal reflection of my personal development over the year.

To begin the first thing that I learnt about was the rotoscope technique which was rather surprisingly something that I had not known about before this project. This is where in 2D animation an animator would essentially trace the live action movements of an actor frame by frame. I discovered this through my research into Gollum from the Lord of the Rings trilogy due to the fact that they used a 3D variant of this technique in the creation of Gollum's animation which they named roto-animating. This is where instead a 3D character is animated over a live actor to imitate their performance.

This naturally led me onto the use of motion capture to imitate character movement which was the second major aspect I had not previously looked into. The issue with exploring this technique was the lack of a motion capture studio, however after some research I discovered a program that would allow me to use an Xbox Kinect device to allow a character rig to move in sync with a persons movement and also to create motion captured footage. Allthough it wasn't perfect it allowed me to identify methods of using motion capture footage in animation. One way to edit a motion captured skeleton on its own without a rig attached was using a combination of animation layers and adding some basic rigging to the motion capture skeleton, I had created basic rigs before but I had never used animation layers for animating. It was soon after I discovered this that I was told that our university was building a motion capture studio that would be completed half way through the project.

After this I began to combine these techniques with traditional key-framed animation to identify the strengths and weaknesses of using these methods in traditional animation. After attaching a rig to the motion capture footage it became apparent that there is much more control from directly controlling the rig than attempting to edit the motion capture footage to control the rig. Also it was soon after my combination of roto-animation and key-framed animation that it was pointed out to me that by trying to stick so closely to the roto-animated footage that the performance was not achieving its full potential due to me putting focus on attempting to combine the two rather than focusing on the performance.

I then began working on the final animation for the project, the environment I built using boolean modelling tools in Maya which is again something that I hadn't known about previously and also taking advantage of modular techniques that I was aware of however I hadn't used them extensively in the past.

The character Urubutsin was modelled in Mudbox and was my first full character model I created within the program. I also textured the character within Mudbox which once again was something I hadn’t done previously. For this reason I also had never re-topologised a high-poly character into a low-poly model for use in animation and although I knew about baking textures and normals once again it was something that I previously hadn’t done.

One of the final pieces of personal development was the directing and acting in a professional motion capture suite. During my first visit to the motion capture suite I attempted to direct another actor to achieve the motion captured footage, unfortunately it was more difficult than I anticipated because I assumed that I would be able to achieve the movement I wanted by simply attempting to interact to get a natural reaction to the given situation. However it was only after I visited the motion capture studio a second time and acted myself that I realised that its much easier to simply act out the movements than attempting to get a desired reaction from an actor.

final animation

Unfortunately due to a combination of some extensive render times and my slow internet connection the final animation has not been uploaded as of yet. I will be editing this post to include the final animation as soon as its uploaded.

Since the last post i have done a lot of work on the animation and also added lighting and sound, however for the sake of this post i will only be discussing the animation. Overall im slightly disappointed that i wasnt able to finish the second half of the animation to the level that i wanted it to be at however given the quantity of the animation I dont think i would have have been able to do better within the time i had.

Overall i believe that allthough i have been researching performance that it wasn't implemented within the animation as well as it could have been. However the combination of motion capture and keyframed animation seems to have worked well together and in some places its very difficult tell that the animation has been motion captured rather than key-framed such as when Kuat runs after the thrown vial.
However on the motion capture front i believe that re-exporting Iae's movements to remove that issue with the rotating hips would have not only saved a lot of time but also improved his movements in many areas of the animation.