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Originally Posted by Brother3Wright |
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https://www.youtube.com/watch?v=wOzChtcqBRk
With any motion capture you're always going to have inconsistencies between what the motion from the actor was, and what the rig actually recorded. Things like fingers don't get recorded. Forearm rotation, depending on the complexity of your rig can be limited. The way the head moves on a neck is something that's very easy to make look unnatrual from mocap, it can look like the head is "floating" above the shoulders with the neck just skin that connects them.
MoCap also tends to create small little movements that create a stutter, or shake to the animation. As an animator I want clean, easily read movements that have a sense of real weight to them. MoCap can give me a base for this movement, but the stutters it creates need to be edited out to give a cleaner more natural look to the movement.
Animations also have to be retargeted to work with the model rigs you're using like in the video above. Doing this can warp your model if it isn't weighted correctly, or applied correctly.
These are just a couple examples, but what most people think of as "MoCap" is not an end-all be-all for animation. It's one tool that can help dramatically speed up the animation process, but still needs a lot of work after to get a finished, polished product.
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@9:30 mark - manipulating fingers of 3D model
@10:30 mark - manipulating body/arm position of 3D model
Only able to watch up to the 12:00 minute mark because I've got to go to work. The entire video is about 40 minutes. Very informative from what I have seen. And I will watch the rest when I return, or have time.
What's concerning from what I just watched is the use of manipulation techniques to modify the original motion capture animation. Sure more time and effort would be required to re-mo-cap another desired animation sequence, but I think this "manipulation" process might be the issue with Madden's animations.
By "clean up," if manipulating body's arm and leg position, and selecting "key frames" to fit a desired animation outcome or sequence, along with the "thought" process of "how" it should look in the minds of the manipulating artist could very well be the crux of Madden's animation problems.