Motion Capture Or Animation For Games? 38
Thanks to TotalGames.net for their article discussing whether videogames should use traditional animation or motion capture to capture the movements of in-game characters. The piece points out: "One of the major problems with motion capture is the way that moves can sometimes appear disjointed and separated, as a character goes from one set of moves to another", but an advocate for motion capture comments that the process is "..a lot faster, as long as you can retain the subtleties from the point of motion capture to the raw data to the point where it reaches the engine." Can you tell the difference?
Motion capture (Score:5, Insightful)
Re:Motion capture (Score:5, Interesting)
Motion capture will always look more realistic, but so far there is a severe lack of animation skills in the industry. Mark of Kri and Jak and Daxter (both for PS2) are the only games I can think of off the top of my head that have well done character animation by hand.
In the end it comes down the type of game you're creating. You would never give a colorfully animated character a motion captured animation set, and giving realistic people exaggerated animations would give the game an entirely different tone.
Re:Motion capture (Score:1)
Re:Motion capture (Score:2)
The designers should have been commended on this technical feat alone.
Either way, you're correct and the animation in ICO was done by hand for the most part. I wish I hadn't forgotten that one b
Re:Motion capture (Score:2)
I also believe Counter Strike [counter-strike.net] has all hand done animations as well.
Re:Motion capture (Score:2)
Re:Motion capture (Score:2, Interesting)
"Another World" did the motion capture thing right. Also "Flashback" (both done by the same company) had good motion capture too.
There's a place for both in games I think. Motion capture is great, and a must for 3D games, but hand animated sprites still kick all kinds of ass in the right games.
Re:Motion capture (Score:1)
Re:Motion capture (Score:1)
Re:Motion capture (Score:2, Informative)
Re:Motion capture (Score:2)
Huh? A 600-pound man will fall at just the same rate [jimloy.com] as a 1-ounce marble. Perhaps the acceleration was just turned up too much. :)
Re:Motion capture (Score:4, Insightful)
Well you've been a bit vague here. Possible reasons could be:
- Animators just getting started
- Technical limitations such as limited RAM. (Very possible.)
- Too little time.
- Motions could have been intentionally simple because when you move the mouse, the character moves according to some equation. Ever notice that when you rotate a character in Quake, his feet just rotate like he's on a pedestal?
- Intentional design. This may sound funny but maybe they didn't want the character bobbing around if you're trying to snipe it.
- Bad implementation. Animation is very complex. Getting from the artist to the programer can be nasty, especially when unexpected nuances appear.
- It wasn't an animator at all, somebody just trying to make the model move.
I could keep going but without a game in particular, I cannot give you an answer why you feel that way. I do think you're unfairly generalizing, though.
Animation v motion capture (Score:4, Interesting)
I dont want to play Mario and watch some actor whos been digitally captured, I wanna see some goddamn animation.
Likewise, I don't want to play Manhunt [slashdot.org] and see animation, then I want motion capture...
Re:Animation v motion capture (Score:2, Insightful)
Animator's retort (Score:5, Insightful)
Well, that clarifies it. More lifelike, but lacking in life.
So it takes longer, but in some cases it maybe traditionally isn't longer, but it's probably not quicker. Other great quotes:
Actually, that is the entire point of motion capture: It captues the fluidity of the actor exactly.
Re:Animator's retort (Score:3, Insightful)
Eh not exactly. Mocap has two problems.
1.) Capture's not always perfect. There are glitches. Bad tracking. Etc. You get a very noisy graph for each channel, and they are prone to error. Imagine a sound wave. If you take a tape recorder and record a solid tone, you'll see that the tone doesn't generate a perfect wave. Lots of tiny little zig-zags there. The more 'perfect' the mic and capture equi
Re:Animator's retort (Score:3, Insightful)
Actually, I see this as one of the main problems. Since the actors aren't really hurtling off 600 foot towers or doging real mini-missles fired by real mech commandos, the movements seem "wrong" somehow. They are all done in a green room with little reflective ping-pong balls which makes even the best actor lose some of his natural motivation. Without the set and scenery, he has a hard time "acting natura
Re:Animator's retort (Score:4, Interesting)
Depends on what you're doing, actually.
With Rainbox Six, for example, they took a man, punched him *really hard* in various spots with a pole, and recorded him falling down. That simulates being shot.
The problem with this, or course, you see in games like Splinter Cell; Sam's running, or jumping, or rolling, or shooting. But he can't really run into a jump, miss, land, roll into a shooting stance and start peeling off rounds.
But nowadays, with tons of processor, and a good physics model, it can be just as good to build your models properly, and let the engine figure it out. Terra Nova: Strike Force Centauri, Die By The Sword (I believe) and Oni, for example, played with this early on; Unreal Tournement 2003 seems to be the current champ.
Myself, for video games, I'd avocate using mocap to more accurately build your models and tweak your physics engine, then let the engine actually do things. When my model's running up a hill, I want to see him leaning forward to place his center of gravity. When he gets shot, I want to see him fall back, then down, then start rolling down the hill. When he's lying on the ground, I want to see his arm tracking where I'm aiming; I want to see him use his other arm to lift himself up off the ground.
Re: (Score:2)
Re:Animator's retort (Score:2)
My understanding was that he was hand animated based on motion capture/actors doing things.
Let me, however, re-phrase my point. If you consider the two main methods of animating a model to be 'pre-defined motions' and 'dynamically generated,' then mocap, by definition, is type one. And it shows.
You can get type 1.5 by key-frames and interpolation, but type 2 is where I'd like to see things wind up.
Re:Animator's retort (Score:2)
Actually, I doubt this worked. I've seen people shot, and most of the time they just stand there for a second, totally unaware of what just happened, and the drop. A pole moves too slowly and will knock you down in a way that a bullet might not.
This is not an absolute (Score:4, Insightful)
Consider this: If you want to use mocap, but it causes wiggly meshes, then you have an implementation problem. Do you write the code or adjust the model/actor to solve it, or do you use the video as reference and manually keyframe it? Do you even care? Will the gamer care? Is it worth the money?
I realize this isn't exactly a either/or type of discussion, but it will quickly turn into one. One guy will have seen bad mocap, another will have seen bad keyframing. Done right, either technique will be extremely convincing. It's fun to discuss, but let's keep this out of the realm of absolutism.
State of the Art combines the best of both (Score:4, Informative)
How about a combination of both? (Score:4, Insightful)
Re:How about a combination of both? (Score:2)
Your heart is in the right place, but in this case what causes disjointedness is the mocap actor not quite matching the proportions of the model itself. This is correctable, but sadly I've not personally handled this area of animation so I cannot explain to you how its done.
There probably is a relatively simple solution, but the tempora
Uh, both? (Score:4, Insightful)
I don't really see what the argument is about here. There is plenty of work for both the motion capture proponents and the animation proponents!
Re:Uh, both? (Score:3, Interesting)
You use a poor-man's motion capture. You video tape an actor (or a creature?) and anlyze its movements. How many frames does it take a step? What frame does it shift its weight?
Walking with Dinosaurs comes to mind. I watched the making of it, and boy was that cool and insightful. They had these birds that were kind of like pterydactls(sp?) with features simil
Re:Uh, both? (Score:2)
Depending on what kind of critter you're looking for this work has already been done a long time ago by Eadweard Mubridge. You can get some of the motion shots online [nl.net] (click on the links in the right hand nav bar). There are also several Muybridge books you can purchase with all the motion capture shots (both for humans and Anim
motion blending (Score:3, Interesting)
So the real answer is, it's not a limitation of mocap, but current application of the technology.
Aki! (Score:1)
Hey Tecmo, care to bring back Tecmo Super Bowl with hand-drawn animation? I think it would make a football game move much better. Developers need to shoot a LOT of mocap data to make it look better than now.
All things considered... (Score:2)
Splinter Cell (Score:2, Troll)
Why motion capture? (Score:1)
Re: (Score:2)
Animation or a Mocap/Animation combo (Score:2)
false choice, perhaps (Score:2, Interesting)
Animated characters move in non-physical ways. A character can turn its head left to right in one or two frames. A human can't (without injury) and that puts a hard limit on mocap's usefulness there (except, see below).
Assuming you want realistic human motions, using a realistic human as model is essential. This can be a living human or a high-quality biomechanical sof