Tuesday, 26 October 2010

Post 05 - Additional Research

I have recently been looking into some other areas which involve animation and sources of relevance. Here is a link to a PDF on the making of Toy Story.

In it, there are sections which give information about the modelling and animation of the film. It describes the way in which each department tackles the work and who it would then be inherited by for the next stage.

Here are a couple of quotes from the article: 

"Animation on computer is completed through a series of refinements. The rough motion inherited from Layout at the start is refined and adjusted to include broad gestures necessary to convey the intended message. 

"Proceedings of the COMPCON Spring '96 - 41st IEEE International Computer Conference 1063-6390/96 (1996 IEEE, 465)

 The intended 'message' they speak of refers to the subtle and secondary motions. This way of working was briefly discussed in one of the 3D Animation sessions and included the notion that the audience needs to be told what to interrupt and understand from the scene (essentially conveying a clear notion).

"Another benefit of working on a computer is that the animators need not concern themselves with consistently drawing styles and proportions. At any point in time, an animator can see and hear their shot running in real time."

Proceedings of the COMPCON Spring '96 - 41st IEEE International Computer Conference 1063-6390/96 (1996 IEEE, 466)

This shows one of the benefits of using computer animation and that the need to be able to work in this manner goes back over the last couple of decades.

PDF link: http://people.uncw.edu/ricanekk/teaching/spring09/csc100/lectures/pattersone/TheMakingOfToyStory.pdf

This is an interesting source of information as it concludes by stating that it was feasible at the time (1996) to produce a full length motion picture completely from computers. I think that it is valid as it looks at the history of the first ever full length computer animated film and is still Pixar's most famous product. It shows the considerations animators must look at and the steps needed to complete a project such as Toy Story.

Next, I plan to look at more historical research, as well as some modern day developments, projects and examples.

Tuesday, 12 October 2010

Post 4 - Halo Reach


Halo Reach


The 2010 Xbox 360 game Halo Reach is a great source of reference and research when looking at realistic figure movements. Being the first Halo game to use motion capture technology, game developers Bungie have created a variety of characters, which possess true to life movements and showcase a great understanding of motion. One of the unique possibilities, offered by Halo Reach is what is known as Theater mode. This option allows players to view any recent games played (whether they are from the campaign or multiplayer) and watch them from any angle, at any point in time. This can be sped up, slowed down, and recorded through images and video. This source of information is a collection of several images taken from 3 different angles of a walk cycle. I then, drew on a simple skeletal structure in order to provide an extra layer of information (FIG 04).

FIG 04
Evaluation

This is a good up to date source and shows the results that can be achieved through motion capture. However, the issues which arise from this particular source is that it is the design of the game for the character, or characters to always carry a gun. The movements are very realistic and smooth, but the sacrifice is that one foot is slightly bent out to create the illusion of weight distribution. So for a regular walk cycle, this is not accurate. However as an example of weight distribution and counter balance, this is a good point of reference. In addition to this, as the character carries a gun, no observations can be made into how the arms react to weight and movement. Other than this, the use of stick drawings, or frame diagrams are a good way of allowing us to look and compare several different sources in the same way.

It is worth pointing out also that the Theater feature, which this game provides is an interesting way of being able to view past games, with complete freedom. I believe this feature can be tied in with the initial historical research and provides a modern equivalent to the concept of capturing motion, using modern techniques and possibilities.    

Post 3 - YouTube Cycle


The next form of research I have looked into was a YouTubeTM clip entitled: Normal Walking Cycle (FIG 03)

FIG 03


The clip is of a simple walk cycle, animated in Autodesk Maya software. The limbs, which are animated are:


Head, right arm, left arm, left leg, and right leg. Note that the hands and feet also move, but as a result of a swaying motion in response to the weight and activity of the arms and legs. The motion of the character can be split up into a series of descriptions, which are as follows:


 
Leg movement


1) Left thigh raised as left shin extends.
2) Forward motion applied by right foot pivoting/pushing.
3) Left leg becomes in contact with floor, whilst leg straightens.
4) Right thigh raised as right shin extends.
5) Forward motion applied by left foot pivoting/pushing.
6) Right leg becomes in contact with floor, whilst leg straightens.

Arm movement (extended motion attributes)

1) Left arm swings backward, as left leg propels forward, whilst simultaneously, right arm swings forwards, as left leg remains behind.
2) Right arm swings backward, as right leg propels forward, whilst simultaneously, left arm swings forwards, as right leg remains behind.

(Note that description 1 for the arms occurs during the first 3 steps of the legs.)

Evaluation

The clip demonstrates an understanding of character animation and is a good example of the ability to observe how each limb acts and reacts. The clip shows the figure in motion from 3 different angles, supplying a good depth of visual reference. This is a good start to looking at individual examples of walk cycles, as well as being a point of reference when looking at additional sources of information.

Post 2 - Beginning of Motion Capture


Since my Last post, I have looked into the history of motion - The Beginning of Motion Capture

British Photographer, Eadweard Muybridge (1830-1904) was the first person to capture motion. in 1872, he captured a horse being ridden using many cameras, taking pictures as it galloped past. Then, by invented the zoopraxiscope, it was possible for many images to be shown in quick succession, thus displaying the illusion of motion. (FIG 02)

FIG 02
This allowed for the accurate recording and study of motion as an alternative to real time observations. This succession of images could be sped up or slowed down, with a single image effectively freezing time. Inspired by this, one of the many early applications came from Étienne-Jules Marey (1830-1904), who invented various instruments for capturing motion, namely the photographic gun (the modern equivalent being a burst frame mode of a digital camera) His research and findings were predominately in the field of nature, animals and physiology.

I believe that this is extremely vital in the study and understanding of motion as it allows for motion to be slowed down and disseminated. When applying early studies and recordings of motion to modern day computer based animation, it is instantly obvious why these early recordings are so important. Motion is all around us and at an early age, we become accustom to the rules of nature, namely physics. For an animation to include any form of motion, it is important that it makes some attempt to reproduce such physics in order for it to become believable. For some forms of animation, for example abstract or animations addressing an unknown subject matter; it may be possible to get away with following the rules of physics so closely. However, anything involving human, mammal, or real world replications have to be precise, otherwise they will ‘not look right’ It other words, they have failed to closely follow the laws of physics, namely real world movement, or human joint restrictions.  
We as a species know how far our joints can bend, at what point when walking to switch from one leg to the other, so we naturally become a critic of animation as it is a representation of the real world, such as the physics of motion and time.

Evaluation

There is no doubt that these initial references of motion were a turning point for technological development and thinking, and with this in mind, they are of great importance in the development of current animation technologies. However, as modern research into motion is inspired by such early observations, they utilise modern day technology. So in this respect the physical, early images and equipment is of little use any more. I think that it is wise to reflect on this source of historical information by suggesting that it is the actual concept and ideals behind capturing motion in a recorded format which is of the greatest importance, since an idea and concept has the potential to inspire and remain fresh.

Friday, 8 October 2010

Post 1 - My First Blog

I am a Masters student studying an MSc in Computer Animation Technology. This is the first of many Blogs (my first ever), that I shall be posting in order for anyone to follow my research and development of my 3D Animation Module.

My first task is to conduct research into the motion, or the act of walking. Sounds simple enough, but there are many issues to take into account, such as weight, momentum, balance and a basic understanding of observational physics. I have started this research by simply sketching out a walk and run cycle, with a brief description of each movement. I have tried to not clutter the dissemination too much and merely highlight the motion of the major limbs and joints. Feet, hands, pelvis and head are elements, which at this time I have not taken into account.  This has been done with no observation, other than from memory (FIG 01).


FIG 01
 This research will be implemented at next week’s session (13th Oct 2010) where I shall be animating a pre-constructed rig. Along side this research, I have also been briefly looking into the history of Motion Capture; with You Tube TM clips of Edweard Muybridge's 'A Horse in Motion' and Étienne-Jules Marey early motion archive. This will be followed up with research from other sources plus critical evaluation.

In the up coming weeks, I shall be adding to this and several other blogs as it is my intention to combine my final animation product with my 3D Computer Technology module. At this stage my plan is to construct a couple of full figured characters in one module, then animate them in another. This is subject to Tutor approval, but so far I believe that there is scope in this idea.

You Tube Clip 1: http://www.youtube.com/watch?v=UrRUDS1xbNs&feature=related
You Tube Clip 2: http://www.youtube.com/watch?v=11lKItGNuiY