Wednesday, 27 March 2013

28/03/13 - I'm not dead, male anatomy

Just a short post really to let you know that I'm not dead I'm just busy working on my case study. I think it's going ok, we have a milestone on Friday so I'll look forward to feedback.

Male anatomy is something I've been trying to improve upon recently and luckily a fair few of the life drawing classes we've had have had a male model so that's helping but to add a little extra practise I'm using a few other methods, some I've mentioned before. Today i used a website called :

http://artists.pixelovely.com/practice-tools/figure-drawing/

Similar to posemaniacs it has a tool for drawing practise which times the pictures. What i think this does which is a little different is that you have a number of options to choose from. You can choose to only draw a specific gender, whether the model is clothed, nude or "decent" and you have a choice between the standard slide show with set intervals or something called class mode which mimics that of a standard life drawing class including warm ups and gradually longer poses and even for the longer classes it includes breaks. I chose the later this time around and opted for a short 30 minute class and here's my results.
I think I've started to improve a little since I last posted progress, still having a little bit of proportion problems though.

Friday, 22 March 2013

22/03/13 - Trax Editor

Why does it seem like the only thing that's translated right in the trax editor is the clavical joints... Just makes him do a strange peck dance. The keyframes are there but they aren't playing.



Very short post today. I can't get help with this for now and so for now will be working on my case study and all the other things i need to do. It might do me some good to take a step away from practical anyway. As Robin said in the supervisor meeting today, i might feel more on top of things after completing some of the background things and when i come back to the practical my mind will be free to think of the task at hand instead of worrying about time.

Thursday, 21 March 2013

21/03/13- BONUS, life drawing with a twist.


I had a joint post today with yesterdays post because they were both pretty similar and relevant and i didn't want to split them up much so here's another post just for life drawing =]

Due to another life drawing class taking place in the HMC using dancers as models this weeks life drawing was a little short on eisels and people but that's ok because i'm enjoying using donkeys at the moment. Helps me keep my distance from the paper and results in better proportions (sometimes). I had the pleasure of drawing the dancers the last time they offered it and for some reason didn't sign up for this one but in a way i'm glad because what we did instead was fun and a bit of a different take on it all.

We added narrative.



Warm up
More Warm up
Mourning the loss of a loved one, setting out to murder the killer, clingy girlfriend, sea captain

Sassy, Middle two are lovers, really sad

Then things got really interesting...

Charlie chaplin Shocked, "Eva the Monster" on a rampage, Plucking civilians from buildings

Throwing a building, swatting helicopters, throwing bombs at tanks

Somehow taxes became involved and Eva fights the Taxtopus,  Will the struggle be too much for Eva?!

Eva triumphs!, And receives her medal from the city, someone sweeping the cinema after the film while the credits role.

The actors have coffee after the premiere, and a sensible one for the end.

All in all i liked adding narrative.. it added emotion to some of them but i found after a while i got a little carried away with sea monsters and things and less about the form of the model. I think my work suffered a bit right at the end which is partly to do with getting carried away and partly to do with my charcoal breaking under the pressure of enthusiastic drawing. Would like to do this again though. Props are fun.

Wednesday, 20 March 2013

20/03/13 & 21/03/13 - MoCap Cleanup Part 3

So I open the file this morning to have another go at it. And that arm twist that was giving me nightmares seems to have pretty much disappeared. -eye twitch-

There's still an issue with me finding the curves so i can edit the movement further and i'm still not sure why the markers are red instead of blue and whether that even makes a difference...


HOWEVER what i can do now is characterize an external rig (such as the grunt rig i'm using) which allows me to map the actors movements onto the bones in the grunt rig.

As i did the other day, i've spent the morning playing with settings and banging my head against miniature brick walls trying to figure out where things are in motion builder and what they do. The help box is only helpful if you know where the specific windows are already.

Below is the stage i've got to with applying the actors movements to the rig. Theres a fair few issues but i think i know how to fix them so i'll screencap my process while i'm fixing it.


Before i do though, the things that I think are going wrong is that the Grunt rig has a hip bone and a Root joint and when characterizing the rig the root hasn't got a noticeable box to be put in. I'm going to try adding it to the spine section or adding the hip joint to the spine boxes instead.

Also the neck is really far forward but i think this is due to the positioning of the actors head. I moved it forward to line up the markers but i think this may be a glitch so that requires me ignoring how far forward the markers are.


Step 1. Drag the Grunt FBX file fromt he asset browser into the scene --> FBX Merge --> <no animation>


Step 2: Hide the actor... He'll get in the way for now. Might need to use Ctrl + A to cycle through so the skeleton isn't visible either.


Step 3: In the asset browser go to templates and character. Drag the character option to the mesh. It should come up with an error about nodes missing.



Step 4:  Use the navigator to bring up the character definition panel.. there should be a section to add in the particular joints. Add the joints to the right places and click characterize, if you do it right then an option will come up to pick biped or quadruped etc. Rename the character set.



I'll continue this a bit later...maybe tomorrow? hopefully not tomorrow though.
------------------------------------------------------------------------------------------------------------

Ok it's tomorrow. I was tired after life drawing so i went home instead

Step 5: Make sure that your character is selected in the character controls box and then go to edit --> input --> Actor. If nothing happens then make sure actor input is ticked.. it should appear where stance is in the picture below.


Step 6: Head over the character settings in the navigator and makes sure actor is selected and click plot character. This i think transfers the points of the markers to the skeleton in the Grunt rig.


Step 7: I think this is how you save the animation to an fbx to move into maya gain but im not entirely sure.


Ok.. i tried this Setup fixing the problems i noted in "yesterdays" post and it worked. Lynn sent me another rig which took out the extra bone and that one seems to create problems with the arms? I'm not entirely sure why though... The rig seems to be a little messier when it comes to hierarchies but that might just be how I've exported the rig... I think i might be the problem here but i'm not sure how.


I tried to fix it by exporting differently.. It didn't work. Still has the weird arm flailing thing. I'm going back to the old rig.


So the old rig works and now i have to take the process into maya.

Tuesday, 19 March 2013

19/3/13- Case study Notes

I needed a bit of time off from motion builder so case study here i come.

Mostly these notes are for me to be able to find things later on. There really isn't any need for people to read this. Especially as there may be bioshock infinite spoilers littered in it

I will be looking at the animations for NPCs within games released in the last 5 years. I'll look at techniques those games have used to enhance performance and aspects of the animations that are still lacking.

http://aigamedev.com/open/editorial/animation-revolution/

----------------------------------------------------------------------------------------------------------

http://www.polygon.com/2013/2/21/3994560/more-than-just-a-pretty-face
"that's really what the game is all about - marrying the gameplay and the narrative in new ways"

Shawn Robertson animation director bioshock infinite
http://www.eurogamer.net/articles/2013-03-30-building-cities-in-the-sky

ermergent behaviours -elizabeth bioshock infinite. ken levine
http://www.youtube.com/watch?feature=player_embedded&v=Efv9Mgwk8SU

they've been trying to make her character real
scripted is less of the focus, combat parts easy because the player is distracted, hanging out is the hardest part. she doesnt know how to look around. What is elizabeth going to be intersted in. The developers used a tag system similar to a record of what a person looks at in a picture is like. Theres code which tells her to not look at something shes looked at recently. Elizabeth is always in some sort of emotional state. sad energized fear anger nervous curious sarcastic. Kinda like lots of different idle stances that reflect each of these emotions. the dialogue has had to be done in all the different states as well particually so that what happens with cicero doesnt happen.
They want to make her like her. People who help you out people tend to like better. but shes not a gun slinger so she wouldnt help by fighting its just not her character. Shes been stuck in a tower for 15 years so shes book smart.. she helps the player by picking locks breaking codes, history of the city etc. she passes you amo, calls out enemies to you. helps player attachment.
environmental interactions. What will she do when your standing in a room or listening to stuff. She needs to move around the room and be engaged with her surroundings.
The voice acting is freakin awesome which helps.
motion capture actress. heather gordon.
Elizabeth is driven by the players cues not the games. ERMAGERD. She goes and interacts with things while you're hanging around. Timing is still a little off for things but that has to be difficult. I wonder if its not noticable when you're playing though. They want you to have a connection with the character. Where we wanna go is can you interact with people, we're really good a reacting with guns. Elizabeth was an experiment to see if this was possible.


Elizabeth is everything i want in an NPC.

Good:

Half Good: Torsten reil -  procedural falling over...GTA4

Bad: Skyrim - Bucket on head



Bad: Cicero skyrim - voice acting awesome but the performance doesn't match. turn off the sound and he loses all personality.

Half Good: uncharteds focus on transitions and blend trees adding to believability but not so much performance.

In the past few years game animation has began to catch the attention of the larger developers. There has been more of a focus on creating believable movement to help immerse the player in the game world and enhance their experience while playing there. However, are developers working on techniques to improve the performance of their characters as well as the believability of their movement?

Game developer Naughty Dog are of particular interest in this study as they have shown the most interest in the power narrative have over a game. As pointed out in the literature review, characters can be considered to play a particularly important role in a successful narrative and so their character animations should reflect this

Games are focusing on getting the basics right, mimicking believable movement before moving onto individual personality quirks.

Once it's got to the point where everyone crumples in a believable manner or the tricky one.. walks up steps in a convincing manner instead of floating up them, developers are likely to be able to move on to creating variations for individual characters like they are attempting to do with different classes of character at the moment.

DURING GAMEPLAY NOTES
The extra idles are really paying off- coughing near someone smoking

During parts of the game where battle is enevitable with a sizable foe Elizabeth is clearly nervous.. because im a wimp this adds to the atmosphere.. i should be nervous too...

I accidentally shot one of the NPCs in part of the game and the others near it immediately freaked out and crumpled to protect themselves.

Stealing in civilian places causes NPCs to become agitated

Still some issues with voice not matching mood. Like when she is angry with you but finds money for you her voice doesnt change.. To overcome this is might have been good to stop her from finding money for you while she was annoyed.

One of the things ken levine mentioned is that she always seems to be ahead of the plyer leading you towards the goals.. im not sure if this is a great thing to happen during the more nerve racking sections of the game when shes clearly nervous.. wouldnt she lag behind a little and hide behind the guy with the gun?


Alyx half life biohttp://www.daxiongames.com/half_life/characters/alyx_vance.html



ermergent behaviours

I followed a formula of (each quote is a paragraph) "what is this game" "Which part of this game is relevant" "deeper explain the element (start picking at it with your critical framework in mind)" <- this was afew paragraphs, "results/critical framework" "What I have learnt relevant/help to the aim of the project"
ped by Rockstar North. It is the ninth title in the main Grand Theft Auto series and the first in its fourth generation. The game was preceded by Grand Theft Auto: San Andreas and will be succeeded by Grand Theft Auto: Chinatown Wars. Grand Theft Auto IV was released for the PlayStation 3 and Xbox 360 in Oceania, Europe and North America on 29 April 2008,[16] and in Japan on 30 October 2008. Grand Theft Auto IV is structured similarly to previous games in the series. The core gameplay consists of elements of a third-person shooter and a driving game, giving the player a large, open environment in which to move around. On foot, the player's character is capable of walking, running, swimming, climbing and jumping, as well as using weapons and basic hand-to-hand combat. Players can steal and drive a variety of vehicles, including automobiles, boats, helicopters, and motorcycles. Grand Theft Auto IV takes advantage of Natural Motion's Euphoria engine, which combines artificial intelligence, bio mechanics and physics to make NPC behaviour and movement adaptive and more realistic. But the best new GTA4 PC feature is also a subtle one, but its importance is hard to overstate: Independence FM is a new radio station composed of your own music. Open your music folder and drop in some songs, or even just a shortcut to wherever you keep your MP3s. This creates your own soundtrack. Niko Bellic may not do the things you want him to do, but at least he'll do them to the songs you know. And you can guarantee at least twice as many of those moments where you drive around the block before stopping because you like this song. Grand Theft Auto IV follows the story of Bosnian War who, after persuasion from his cousin Roman who immigrated to America years prior to the game's opening, has left Eastern Europe[20] to come to Liberty City, where he hopes to forget his criminal past and pursue the American Dream. After his arrival, however, Niko quickly learns that Roman's tales of riches and luxury were lies, concealing Roman's struggles with debt and gangsters. Niko aids Roman in his troubles while hoping to carve out a new life for himself in the city. We can talk hours and hours about it, but it won't change the fact that very good game. The brand new video editor will offer tons and tons of extra gameplay and makes up for a lot of the waiting time the PC-gamers had to endure. Gamers that still aren't satisfied can wait for the hundreds or so mods that will appear after the release. And with that enough gaming material to last at least until Grand Theft Auto V shows up.   For those who dream about living different lives, with doing what the society bans or considers immoral, and with becoming the darkest guts of the worse human beings, GTA IV is their game. As a great trip to the lowest and the shadiest passions of men, the new game of Rockstar is an epic tale, with a scope never seen before in a videogame. [Source Wikipedia] GTA - San Andreas, you'll love Niko Bellic Grand Theft Auto 4 , an illegal immigrant and veteran of the Grand Theft Auto IV is a In case i havent already included this...

Notes on Bioshock infinite…

http://www.terminally-incoherent.com/blog/2013/04/15/bioshock-infinite-part-2-elizabeth/
comparison of Alyx and Elizabeth



http://www.polygon.com/2013/2/21/3994560/more-than-just-a-pretty-face
"that's really what the game is all about - marrying the gameplay and the narrative in new ways"

Shawn Robertson animation director bioshock infinite
http://www.eurogamer.net/articles/2013-03-30-building-cities-in-the-sky

ermergent behaviours -elizabeth bioshock infinite. ken levine
http://www.youtube.com/watch?feature=player_embedded&v=Efv9Mgwk8SU

they've been trying to make her character real
scripted is less of the focus, combat parts easy because the player is distracted, hanging out is the hardest part. she doesnt know how to look around. What is elizabeth going to be intersted in. The developers used a tag system similar to a record of what a person looks at in a picture is like. Theres code which tells her to not look at something shes looked at recently. Elizabeth is always in some sort of emotional state. sad energized fear anger nervous curious sarcastic. Kinda like lots of different idle stances that reflect each of these emotions. the dialogue has had to be done in all the different states as well particually so that what happens with cicero doesnt happen.
They want to make her like her. People who help you out people tend to like better. but shes not a gun slinger so she wouldnt help by fighting its just not her character. Shes been stuck in a tower for 15 years so shes book smart.. she helps the player by picking locks breaking codes, history of the city etc. she passes you ammo, calls out enemies to you. helps player attachment.
environmental interactions. What will she do when your standing in a room or listening to stuff. She needs to move around the room and be engaged with her surroundings.
The voice acting is awesome which helps à Courtnee Draper. Hope the animations match up like they say they will
motion capture actress. Heather gordon.
Elizabeth is driven by the players cues not the games. ERMAGERD. She goes and interacts with things while you're hanging around. Timing is still a little off for things but that has to be difficult. I wonder if its not noticable when you're playing though. They want you to have a connection with the character. Where we wanna go is can you interact with people, we're really good a reacting with guns. Elizabeth was an experiment to see if this was possible…. Elizabeth is everything i want in an NPC (theoretically).

DURING GAMEPLAY NOTES (no spoilers don’t worry although )
The extra idles are really paying off- coughing near someone smoking

During parts of the game where battle is enevitable with a sizable foe Elizabeth is clearly nervous.. because im a wimp this adds to the atmosphere.. i should be nervous too...

I accidentally shot one of the NPCs in part of the game and the others near it immediately freaked out and crumpled to protect themselves.

Stealing in civilian places causes NPCs to become agitated

Still some issues with voice not matching mood. Like when she is angry with you but finds money for you her voice doesnt change.. To overcome this is might have been good to stop her from finding money for you while she was annoyed
One of the things ken levine mentioned is that she always seems to be ahead of the plyer leading you towards the goals.. im not sure if this is a great thing to happen during the more nerve racking sections of the game when shes clearly nervous.. wouldnt she lag behind a little and hide behind the guy with the gun?


Monday, 18 March 2013

18/3/13 - Motion Capture Cleanup Part 2

Obviously when i said tomorrow in the last post i meant Monday...

I've been trying to figure out the cleanup part for motion builder 2011 because the tutorials didnt really help as they were for the 2012 version and i don't have any knowledge of motion builder to start with anyway. The help section has actually proved to be pretty useful though and i've managed to get the markers applied to an "actor" which looks a bit like a wooden mannequin thing. I'll post the video and then talk through the process while i do the next one. Screenshots and all...


For the record. The little red things around the actor are the markers that are recorded from the motion capture process.

There's still a fair few bugs with the actor i'm not sure how to fix. This screenshot of frame 527 shows how the arm decides that sticking with the rest of its buddies is for losers and does its own thing for a while.


 To get to this point...

Add an actor to the scene in motion builder


Using the Asset Browser merge the capture data with the scene and all the red dots appear... extra markers etc..


Delete the extra markers using the navigator


Line up the waist of the actor with the markers


Line up the rest of the actor markers by scaling and rotating the actors components.


Then you create a marker set.


Add the markers to the right points on the model  like the ones highlighted below to the head point. Click snap when all the markers have been added to the points. There can only be 5 markers to each point so just use the four key corner ones for the waist area.



You should now be at the point i am and banging your head into the keyboard trying to figure out how to get the arm markers to not completely detach themselves by trying to figure out how to get this graph to show up.



I'm a little broken now...

SIDE NOTE: I think i mentioned that i needed to talk to Robin about case study relevance... i did and he reckons that instead of doing case studies on particulars games i produce a case study on NPC animation production pipelines in the last 5 years instead which would probably be a pretty good idea so i'll try and fit that in the schedule at some point.

Friday, 15 March 2013

15/3/13 - MoCap Cleanup part 1

I'm going to give the cleanup process a go today and tomorrow as its kinda important i figure it out.

Before i go into the process though anyone with a fear of graph editors, look away now.

And zoom
 Zoom some more

-Gulp-


So i started using motion builder but there seems to be something weird going on with the amount of markers and the tutorials all use motion builder 2012 and i have motion builder 2011 at uni so i'm not sure exactly how to get stuff up. I've hunted around on the internet a bit but no success so far so instead i'm gonna try and do some basic clean up in Maya. First of all, fixing these excess markers....




Here you can see the skeleton that Blade creates for us using the motion capture data and all the locators around it symbolize the markers, the only problem is there should only be 53 but obviously there are a few more than 53 in the scene. I'm presuming this is caused by noise in the recording so possibly anything white in the background that the cameras are picking up and interpreting as a marker. 


Fortunately there seemed to be a fairly simple way to figure out which are markers and which aren't, click on them and if the time line shows it has lots of keys in it then it's a marker, as shown by the screen cap above. This seemed to solve most of them anyway. Until i moved the character...



More of them appeared which did have keys on them.They had been hiding behind legitimate points and must have been caught up in the movement somehow. It was at this point i realised there was an easier solution. I opened the outliner and felt a little stupid. I could even get rid of the cameras.


They were even in separate folders and everything... sigh.


Side note. When deleting the unnamed points there will still be one left that isn't actually part of the markers. This is the parent marker and i think it might mark where the origin of the stage is.








So here's the cleaned up version of the basic mesh. Next comes the painstaking process of looking for any jumps in the footage.




 The most obvious ones will show up clearly in the graph editor. As you can see above they tend to stand out a bit.



You have to remove the whole keyframe which looks quite scary because there appears to be 6 points in each keyframe. You can then apply the appropriate tangent to help the animation play smoothly.

It was at this point i remembered while watching the tutorial in motion builder that they applied some filters to it which sorted out any jitters the footage contained.. I can't do that in maya so i started the whole thing over. I found that i could remove the excess markers in motion builders equivalent of outliner.



And as we've basically come full circle.. that's a good place to leave it till tomorrow to figure stuff out in motion builder. I'm tired and brain doesn't like me doing things right when i'm tired.


As a bit of a side note in general:
Yesterday i had a mini session in the MoCap suite and got someone else to take part in the animations. Being able to watch the screen and direct straight from what i was seeing from the recorded footage sped things up massively and was a real help. As well as this i also remembered to record the timings of the actions although this won't be made useful until the rest of the Give_ set is recorded
I also thought about recording which takes were the preferred ones which will save time for me later on. for example we recorded Give_1 and Give_2. Give_1_Take05 and Give_2_Take02 were the best takes even thought they weren't the last ones we did.




Wednesday, 13 March 2013

13/3/13 - Presentation Review, Life drawing

There are a lot of threes in today's date. Not exactly a useful comment but i wanted to type it.

Today i had the last progress presentation and because i went last out of everyone last time i thought it was only right to go first. I'd already set up prezi which took away my fear of holding everyone up while I logged in (yes that is a thing, kayleigh gets it to), i was comfortable with everyone in the room and i knew what i was saying even with fairly minimal practise. I guess it was the fact i knew what i'd done and it was mainly fairly fresh which helped with that part. I would probably say that this presentation went the smoothest out of all of them, i wasn't nervous and i don't think i sped through it so minor victory for me there. As for feedback i asked Judy and Ceren if they would mind writing it down for me, as i always feel rude writing when im being spoken to, and so here is what they wrote down for me....

  • The overall vibe is to keep going with what i'm doing
Its always encouraging to know your going in roughly the right direction. I just hope i get there in time.
  • Production schedule
It might be worth me making a production schedule but i am a little reluctant to. I get the feel it would stress me out and actually lower my productivity. I feel pretty happy with how hard i'm working and in the last couple of weeks stepped up my game to compensate for being a little worried myself about time.
  • Whats my final thing going to be?
This was more of something i needed to catch Lynn up with. She wasn't there for my last presentation and I'm pretty sure i mentioned it then. This question has spurred me on to asking the programmer whose helping me when he'd be able to do it. Earlier the better so it doesn't get in the way of his own work. I'll be meeting him tomorrow sometime to discuss it.
  • The 3D stuff i've done can be included in personal development as long as i can show measurable progress.
This is nice to know as i thought it wouldn't count.


Other than this there were a few things they mentioned about actually how to go about presenting.

  • Tie everything i do back in with the theory i've researched.
Good point. I've been focusing on progress for these presentations but the final presentation will need a change in how i approach it. I might start making it soon.
  • Don't need to include personal development
I wasn't expecting to show my personal development in my final presentation but i'd gotten into the habit of putting them into my progress ones.

I'm looking forward to the email with advise on what to include in the final presentation so i can start putting it together.

Other
While listening to other peoples presentations it brought up a few issues of my own i want to sort out.

Practise hand animation.. it looks hard.
Same with faces

Ask how difficult it is to merge the motion capture with the rig so i can animate faces and hands

Talk to Robin about case studies.. i dont think i've done any really yet..




LIFE DRAWING
Two whole weeks of life drawing coming at you because i forgot to upload last week. The ones on reddish sugar paper are from last week and the rest are this weeks batch.


Legs a little too long in this one but other than that i'm happy. Standing up poses are hard.

I was a little tired so i did something odd with random shapes. It looks alright though so not such a bad thing.

I just couldn't get the perspective right with this one.

weight looks a little off in these




I made him into a pirate because i accidentally blocked out one of the eyes and it looked like an eye patch...weight is wrong in this one too...


Tuesday, 12 March 2013

12/03/13 - Converting Files, presentation

Due to time limitations yesterday i'm converting the files from the X2D format to the FBX format today. It takes a long time but at least i can sort my presentation out at the same time. (I got them all processed, much more useful when i knew how to batch render.

Also.. Here's an accurate step by step set up process... the one we actually used. Ignore all previous ones.




It's that time again folks. Presentation week, you know the drill.

Slide Missing

Because i'm in a different group to normal i'll give a quick nod to my aim. This should save confusion later on.

Slide 1

Quick recap of where i was last time I presented 4 weeks ago. I'd just bit the bullet and decided to change rig due to the unrealistic proportions. After a few contenders decided to die on me I ended up choosing the Grunt rig as I figured any issues I had I could just ask Lynn about. All i needed to do was get back to where i was with the Moom rig and then animate more...

Slide 2
It took a couple of weeks of pain with animation layers making the rig implode for seemingly no reason whatsoever and getting lost when the textures went walk about but because i'd referenced a referenced file, it took me a little while to figure out which reference was causing the problem. The bottom video is the more recent version of the animation I'd managed so far.

Slide 3
As i was going along i started trying to use existing methods to help improve the performance. I used the line of action to help with weighting the characters and adjust their poses to suit the action better. I combined this with the use of silhouettes. Silhouettes are often used in character design so they can check the overall feel of a character without the distraction of minor details, this seemed like it could be applied to my own work so by just switching off the lights in Maya I can focus on the silhouette of the movement. If you can still tell what the actions meant to be then that's a good sign. It also helps to highlight specific key poses that aren't quite right.

Slide 4
Last Thursday i was given a few motion capture files by Robin which set me thinking about whether it would be suitable to consider for my project. Other than the fact i was interested in learning about Motion Capture anyway, i decided that if i was trying to emulate a real game pipeline then because i was creating fairly realistic reactions, motion capture would be a pretty good option. So i asked Robin if he thought it would be a good idea for my project and Lynn if she'd mind teaching me and before i knew it i was booked in for motion capture this Monday just gone. So at that point i had a lot of work to do. I'd roughly worked out what interactions i'd wanted to investigate but I hadn't really done anything for the body language i'd need to look at so that was the first thing i looked at and then i needed to have a plan ready for Monday. I looked up  what other people do to prepare for motion capture and came across a book called the game production handbook. It used a chart not dissimilar to the one I've used with the exception of the two Colums mentioning props that are needed and the scale i'd be using for that interaction. But they were more for my own benefit anyway.

Slide 5
Making the chart had unexpected benefits because it drew attention to a few issues i'd be running into like if the action doesn't have an obvious scale to use? Or the amount of Idle cycles i'd need to add the level of credibility i was hoping for.

Slide 6
So, Monday came round i was pretty tired but felt reasonably ready. The time that we were booked in for went by pretty quick and despite all my planning we only managed to get the first two interactions recorded. But this will be good in the long run because i can look a bit more into the responses.

Slide 7
Actually doing the motion capture brought up its own issues, like with live reference it can be quite difficult gaining a natural reaction especially when it came to the interaction which required punching or being punched. Not finding another volunteer also heavily affect my ability to direct movement meaning I had to try and judge how to improve a capture from the live feed. This wasn't so bad though because as you can see it's fairly clear what is happening.

Slide Missing

So what i'm doing at the moment is beginning to pick a take from each of the interactions to use as my final ones. I'll then proceed to clean up the animation using motion builder and then attach them to the grunt rig.

Slide 8

Other than animation and motion capture i've been continuing with life drawing focusing a little more on trying to draw feet and male anatomy also i've done a tiny bit of 3D modelling in my downtime to stop me procrastinating during the week.

Slide 9
Questions?

Monday, 11 March 2013

11/03/13 - MoCap Day!

I should have brought a camera. I'm stupid. I have my phone i guess but it's not the same.

More motion capture process including the actual setup of Vicon Blade

I've changed the weapon from a gun to a knife because the only weapons i could find were my nerf guns and they're all a little chunky for what i wanted.. Obviously i'm not actually going to be using a real knife as a prop but I've found a highlighter which has a similar shape and size to a knife handle which is useful.

------------------------------------------------------------------------------------------------------------



Ok have just had the motion capture session. We just about managed to get the major and minor interactions  done but there's still 7 interactions we didn't even touch! This wasn't through lack of cooperation or messing around it was because it takes a few goes to get a good take. I messed up a fair few of them purely with timing.

So here's my eager volunteer Adam in the MoCap suit ready to roll. He's missing the hat in the first picture but you get the idea.






Here's a video of Adam doing the ROM movements which help the cameras know where his joints are and calibrate properly.




Main problems.
  • Some of the responses didn't seem to be right at all or at least seemed a little short like the being punched and having no reaction. I hope that the way the system works will compensate and make it so that the reaction never is the central one.
  • Because Adam didn't actually want to punch me (i hope) some of the punches aren't as realistic as they possibly could of been. Same with the ones where he's "punched" I didn't want to punch him so i just pushed his face instead.
  • Timing the response between punching and being punched when they're recorded separately was difficult so we had to capture a few different timings just in case.
Tomorrow i'll be shifting the raw data to a much more Maya and Motionbuilder friendly FBX file format and hopefully beginning to clean them up. I'll be making my presentation tomorrow as I've swapped with a friend and am now presenting on Wednesday.


Bonus Picture: