Categories
Design for Animation

Summary (Visual Presentation & Critical Report)

This semester’s studies and research have provided me with a new perspective on the interplay between motion capture and traditional keyframe animation. I first thought that by studying motion capture, I could save a great deal of time in animation, which is why I decided to study the topic in the first place.

After reading some literature and understanding the practicalities of the situation, I realized that although motion capture can save a great deal of time in the production of animation, there are several production processes that must be carried out to ensure that the character’s movements are accurate and of high quality, which cannot be accomplished by only exporting motion data.

This semester has also provided me with a general understanding of writing an academic report, which was a significant challenge for me because I had rarely completed this type of academic assignment in the past.

Final Presentation
Categories
Design for Animation

Week 10 Reference Research(Supplementary)

Motion Capture

Motion Capture vs.Animation from Observation:

Motion capture is different from making animation by watching people move. For one thing, motion capture can be used for things other than animation, like biomedical analysis, surveillance, sports performance analysis, or as a way for people and computers to talk to each other. Each of these tasks is both different and the same as the problems that come up when making animation. At the first step of each, you have to make the observations that will be used to figure out what’s going on, e.g., record the movements. Many of the ways animation is done come from the fields of biomechanics or medicine.

Motion Capture vs.AnimLtion:

Online motion capture is one of a kind because it is the only way to do what it does. Motion capture, on the other hand, is just one way to make animations move when they are made off-line. By knowing the other options, you can see where motion capture is most useful and what it needs to be able to do to be a way to make animated motion. Taxonomies of motion creation, such as those used by game designers, usually divide the ways to make motion into three groups: manual specification, procedural and simulation, and motion capture.

Motion Capture for Animation:

Motion Editing and Motion Capture:

The best motions that can be made with motion capture should be great, so why should they need to be changed? If everything was working right, the data from motion capture should be a good representation of how a desired performance really happened. Still, a big part of how motion capture is used seems to be talking about how to change movements once we have them.

ComputerVision and Motion Capture:

There are more and more people in the computer vision community who want to figure out how to analyse images of people moving. There are many different uses for this technology, such as surveillance, user interface input, and biomechanical analysis. Traditional motion capture techniques from these other fields have been used in animation, and video analysis is an interesting tool for making animated motion.

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Design for Animation Uncategorised

Week 09 – References Research

History of Computer Character Animation Motion Capture:

1980-1983: Simon Fraser University — Goniometers

Around the same time, biomechanics labs began to employ computers to examine human motion. These research began to influence the computer graphics community with their techniques and apparatus. Tom Calvert, a professor of kinesiology and computer science at Simon Fraser University, connected potentiometers to a body in the early 1980s and utilised the output to control computer-animated figures for choreographic research and clinical evaluation of movement problems. To monitor knee flexion, for instance, they attached a type of exoskeleton to each leg and positioned a potentiometer next to each knee so that it would bend in tandem with the knee. The analogue output was then converted to digital and sent to the computer animation system. Their animation method employed motion capture equipment in conjunction with Labanotation and kinematic requirements to precisely define character motion.

1988: deGraf/Wahrman — Mike the Talking Head

In 1988, deGraf/Wahrman created “Mike the Talking Head” for Silicon Graphics to demonstrate the 4D machines’ real-time capabilities. Mike was operated with a custom-built controller that allowed a single puppeteer to manipulate the lips, eyes, expression, and head position of the character’s face. The Silicon Graphics chip allowed real-time interpolation between the performer-controlled facial emotions and head geometry. Mike was performed live at the SIGGRAPH film and video exhibition of that year. The live performance indicated conclusively that the technology was ready for use in production contexts.

1989: Kleiser-Walczak — Dozo

Kleiser-Walczak created Dozo, a non-real-time computer animation of a lady singing and dancing in front of a microphone for a music video, in 1989. They opted to employ motion capture techniques to achieve authentic human movements. On the basis of Kleiser’s motion capture experiments at Digital Productions and Omnibus (two now-defunct computer animation production companies), they selected an optically-based solution from Motion Analysis that used multiple cameras to triangulate the images of small reflective tape pieces placed on the body. The output is the three-dimensional trajectory of each reflector in space. As discussed previously, one of the issues with this type of system is the difficulty in monitoring spots that are obscured from the cameras. This was a very time-consuming post-process for Dozo. Fortunately, some modern systems are beginning to perform this in software, greatly accelerating motion capture.

1992: Brad deGraf — Alive!

After the success of deGraf/Mike Wahrman’s the Talking Head, Brad deGraf continued to work on his own, creating a real-time animation system today known as Alive! For one Alive! character, deGraf created a customised hand gadget with five plungers that were operated by the puppeteer’s fingers. The gadget was used to control the face expressions of a computer-generated, pleasant, talking spacecraft, which advertised its “parent” firm at trade exhibitions in a manner similar to Mario.

Today: Many players using commercial systems

Ascension, Polhemus, SuperFluo, and others have launched commercial motion tracking systems for computer animation during the past few years. In addition, animation software companies, such as SoftImage, have included these methods into their products, so offering “off-the-shelf” performance animation systems. Despite the fact that numerous issues have to be resolved in the field of human motion capture, the technique is now firmly established as a viable choice for computer animation production. Undoubtedly, as the technology advances, motion capture will become one of the animator’s fundamental tools.

Categories
Design for Animation

Week 8 – Report Main Subject

Motion capture is the process of recording a person’s movements so they can be analyzed and played back right away or at a later time. The information taken in can be as simple as where the body is in space or as complicated as the way the face and muscles move. Motion capture is the method of transferring a person’s movements into the movements of an animated computer figure. The mapping could be direct, like letting a player move a character’s arm, or it could be indirect, like letting a player move their hands and fingers to change a character’s skin tone or mood.

Categories
Design for Animation

Week 07 – Study Report Research

My first thought is to talk about things that have to do with motion capture and film. Motion capture technology is getting better and is being used more and more in animation and games. We should think about whether we should give up on traditional animation and focus on motion capture instead.

In the past few years, people have become more interested in motion capture systems. On the other hand, current systems only have a few degrees of freedom, so they can only get the motion of rigid bodies that are linked together. We show a system for capturing surfaces that change shape, like moving cloth, that includes both geometry and parameterization. We figure out the shape of the cloth using stereo correspondence, and we use the scale-invariant feature transform (SIFT) to find any pattern printed on it, even when the cloth is moving quickly. We explain a new seed-and-grow method for adapting the SIFT algorithm to geometry that can change shape. Lastly, we parameterize the whole geometry by interpolating feature points.

Motion capture is different from making animation by watching people move. For one thing, motion capture can be used for things other than animation, like biomedical analysis, surveillance, sports performance analysis, or as a way for people and computers to talk to each other. Each of these tasks is both different and the same as the problems that come up when making animation. At the first step of each, you must make the observations that will be used to figure out what’s going on, e.g., record the movements. Many of the ways animation is done come from the fields of biomechanics or medicine.

Categories
Design for Animation

Week 06 – Summary of Concepts

Topic:

The authenticity of a documentary is ‘deeply linked to notions of realism and the idea that documentary images are linked to notions of realism and the idea that documentary images bear evidence of events that actually happened, by virtue of the indexical relationship between image and reality’ Horness Roe. A. (2013) Animated Documentary. Basingstoke: Palgrave Macmillan.

My understanding:

Horns-Rowe says that documentary verisimilitude is “deeply tied to the idea of realism, the image of the documentary is tied to the idea of realism, and the image of the documentary gives proof of actual events by virtue of the indexical connection between image and reality.”

Categories
Design for Animation Uncategorised

Week 05 – Documentary (neighbors)

Norman McLeren directed “Neighbors” in 1952. This video was political in nature, and the major idea of the film is disclosed at the conclusion in a few languages and proclaimed as “Love your neighbour,” most notably in Arabic, my home language. At the start of the film, the audience sees two similar residences, two identical seats, and two guys dressed nearly identically who are reading newspapers. In this manner, the author demonstrated that all humans are fairly similar in that they need a place to live, clothes, and amusement.

Categories
Design for Animation

Week 4 – Experimental Film Research

blue • derek jarman

Category:

Blue 1993 is a film directed by Derek Jarman that displays a static view of the color blue with a narrator and musical backdrop. Jarman’s narration is diaristic and lyrical prose detailing his AIDS-related sickness and approaching death at a period when he had become half blind, his vision often disturbed by blue light.

Background and formal function:

Jarman’s last movie was finished only a few months before his death. As a result, Blue is a direct counterpoint to Jarman’s late work Ataxia – Aids is Fun 1993 (Tate T06768) in its depiction of his terminal sickness, although from a completely different perspective. McDonald’s did not plan a unique campaign of blue hamburgers when the film opened at the Venice Biennale in June 1993, while Coca-Cola kept to its red-colored cans and brown-colored liquid.

Process:

Tilda Swinton, Nigel Terry, John Quentin, and Jarman himself speak in a sound collage of visceral and lyrical storytelling in this monochrome video. The film’s experience extends well beyond the surface despite its simple graphics.

Mirror:

Jarman’s Blue symbolizes the transforming and creative forces inherent in the alchemical activity, especially those in the “journey” stage. The journey is “one of the more widely used metaphors to describe the unfolding of the alchemical process and the achievement of the goal, which is the integration of the psychic, energetic and corporeal principles that preside over the life of man and the universe,” according to Astrology, Magic, and Alchemy in Art.

Flower:

The feeling of that deep IKB is never static; it changes rapidly throughout the film because of the story provided by sound. As bells rang, I felt at peace but was interrupted by the sounds of busy nightclubs and medical equipment. The sounds of the hospital fill the area in a manner that is as overwhelming as the blue that shines on you as you accept the truth of his impending death.

Key& Knife:

Blue is an extreme example of cinematic perception and expression. A soundtrack of voices, sound effects, and music weaves a poetic and fragmented first-person narrative of Jarman’s observations, memories, and emotions in relation to his failing eyesight, horrific medical experiences, and approaching death, all in the context of a larger community of lovers, friends, and strangers living with and dying.

Formal elements:

For more than five decades, John Waters has distilled everything of America’s filth, depravity, and crassness into exuberantly distorted, bad-taste movies.

Categories
Design for Animation

Week03 – Movie Research (The War Game)

In this British documentary, the hypothetical Chinese invasion of South Vietnam triggers a new world war between East and West. In the town of Rochester in Kent, the anticipation of a nuclear attack led to a mass evacuation. When a stray missile explodes, the ensuing firestorm blinds all who see it.

The prospect of nuclear war was very real in the Sixties, and although we now choose to try to forget it. The possibility that someone somewhere could detonate a nuclear device remains very real. This means that Peter Watkins’s hard-line view of what would happen in Kent if a nuclear bomb was detonated still carries a lot of weight more than 30 years after he fired the shot.

The fashions may have changed but the sentiment behind the documentary is as real today as it ever was. Watson struggled to get his view of the war committed to celluloid, and then, after the BBC found it had no appetite so close to home in the mid-60s, he struggled again to get them on display to the public. Watkins left the country shortly after the war games were banned.

Categories
Design for Animation

Week02 – Essay Research

In today’s world, capturing motion from film or video streams is constantly unfolding and challenging territory. Motion capture systems (Mocap) are widely used in today’s world, including sports, entertainment, video games, and more. Motion capture based on marker-based and marker-less motion capture and analyzes their advantages and disadvantages. By comparing two kinds of motion design methods, traditional keyframe and motion capture, we investigated whether students’ creativity in motion design would be supported by the digital tool. The results showed that in the animation exaggeration index, the keyframe method had slightly higher performance support for designing unusual motions. Nevertheless, motion capture had shown more support in creating valid actions in quantity which implied creative fluency was achieved.

Keywords: Future, Virtual Reality, Film & Animation, New Technique, Game