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Mo Money or Mo Cap

April 20th, 2008 · 7 Comments

It's a lot like keyframing people.

A friend of mine interviewed awhile back for a position as a major recent 3rd Person Shooter’s Lead Animator position, and he recently told me about how surprised he was that their pipeline for putting animations into the game consisted entirely of keyframed animations. While this might seem odd to you, as a game designer/developer, I find the decision quite off-putting, as the game consisted entirely of humans shooting at each other in a realistic environment. What this game’s animation pipeline called for wasn’t nine keyframe animators working full time around the clock for two years.

What it needed was motion capture.

I wasn’t all that surprised to hear that their animators were resistant to it, to be honest. A lot of animators are pretty scared of their craft being automated, and I can certainly understand and identify with that. But too often people are afraid of new tools that can wind up reaping better results for an entire game team or game company, in less time. I’m a family man now, and I like to spend time with them, you know, away from work, so I’m all for software that makes my life at work easier so I can spend some time living life at home. I’ve seen mocap save a project when used properly, and I’ve seen quite a few animator purist conversions to mocap since I’ve been working in the games industry for the past seven years.

But unfortunately Motion Capture is too often looked upon by animators as some sort of wicked evil crutch. Maybe they think it’ll “take their craft away,” or that it “won’t be as good” as keyframing. I’ve heard just about every excuse, but the bottom line is that the game in question (assuming they’re even looking at mocap means it has humans in it) could probably have been animated with half the animators in half the time. The studio could have made a one time investment in a motion capture system (okay, an investment every three to five years or so if they get some good stuff), and rolled the other 4-5 animators onto a second project. Instead they had nine animators (NINE) work redonkulous hours slaving away on their craft which would have looked better if they’d just mocap’d it in the first place.

More to the point, if you’re animating humans, you might want to consider using motion capture from humans. I guarantee you if genuine human movement is what you seek, you will get better results from genuine human movement than stylized human movement. If the animators are worth their salt (and not all out of shape), they can even get in the motion suit and perform the moves. I’ve done it, and it’s a lot like animating in real time. I’ve seen traditional keyframe animators get up from their desks and act out scenes to better understand how to animate them, so it only follows that they might want to try capturing that performance in a bodysuit, no?

Now, don’t get me wrong, there are certainly edge cases which just can’t be mocap’d. I’m downloading the Iron Man demo right now and I’m guessing that it’s going to be 100% keyframed. I can’t say I blame them; getting power armor is hard enough to come by these days, and then trying to get a large enough capture volume to handle it is even harder. Also, the little shiny markers don’t stick to anything that’s not made of velcro so well, and I don’t think Stark Industries makes a velcro finish version. But for crying out loud, running around on foot with a gun out is prime mocap material.

I will no doubt get flamed from animators for this saying “but you don’t know what you’re talking about!” or some other nonsense, so try and look at it this way guys: Would you motion capture someone for a Mario game? No? Then why are you keyframing paramilitary humans in a photo realistic war-torn 3rdPS?

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Tags: art · nitpicking

7 responses so far ↓

  • 1 Mickiscoole // Apr 20, 2008 at 11:47 pm

    I remember reading once that Ubisoft motion captures everything in the Splinter Cell games except for Sam Fischer, which I found an interesting way of doing things…

  • 2 Dan // Apr 21, 2008 at 2:56 am

    Do animals ever get motion captured? Seems to me this would add a lot of fluidity to the movement of in-game pets or even monsters. I find myself expecting monsters to move in a certain way - often it’s like a human on all fours or some other approximation based on certain assumptions. Seems to be there is huge potential on motion capture that isn’t being utilised.

  • 3 spitfire // Apr 21, 2008 at 3:44 pm

    You can motion capture animals, but it’s a huge pain in the ass.

    Cats, for instance, are probably impossible to mocap, as they won’t allow you to stick markers all over them, even if trained.

    I know some people have done horses, but even then the capture volume needs to be insanely large, and you’re still working with an unpredicatble animal.

  • 4 john // Apr 22, 2008 at 5:44 am

    I think it was the Bethesda guys who mo-capped a horse… anyways the horse in Oblivion felt just horrible, more like hover bike than anything else…

    What do you guys think of Euphoria? Is it just a gimmick or will we soon see some unemployed animators?

  • 5 spitfire // Apr 22, 2008 at 10:13 am

    Euphoria’s pretty cool (now that it’s finally ready for prime time). I don’t think it’s going to be unemploying any animators, though. It just handles live dynamic collissions really well, and allows you to blend animations well. You still need good animations to feed the simulation.

  • 6 bean // May 14, 2008 at 2:14 pm

    While I can see the point you’re trying to make, and it all works well on paper, it really all comes down to whether the company is willing to spend the money and suffer the downtime adapting to a new system, and being one who works in the industry, I know how reluctant the higher ups are about taking any hit to the coffers or productivity, especially when you’re working in a tight time frame.

    That being said, I totally agree, especially when it comes to realistic games (FPS or actions games especially). There are always going to be things which you simply cannot mocap, which will require animators presence of course, and some things are better left to a physics engine these days to keep things dynamic. It’s really my opinion that the thing that could benefit the most from mocapping is a simpe walk cycle - it really bugs me when I see awkward animation for characters walking/running, since for most games these days that’s a very prominant animation, but maybe it’s just me.

  • 7 Dom // May 15, 2008 at 1:06 am

    Even as a game artist, I’m a fan of motion capture in theory. Unfortunately the reality is that, a lot of the time it ends up looking worse than keyframing. There’s a floatiness to motion capping that simultaneously looks real and unreal (uncanny valley, perhaps?) and totally replacing keyframing just isn’t feasible yet.

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