The Big Question: Does motion capture add depth to characters?

Simon Pittam our consultant managing the role
Posting date: 10/06/2016

When Mo-cap technology first arrived it had an immediate benefit and efficiencies impacted quickly.

Realistic movements that once took a raft of hard-coded parameters could now be captured in one fell swoop. Initially it was deployed with productivity in mind however in recent years mo-cap has significantly evolved toward a deeper sense of characterisation; "It's all about creativity," says Phil Elderfield, Product Manager at Vicon Motion Systems; "Players want to immerse themselves in a story, and that requires a sense of reality." 

Biomechanics alone are not compelling without a level of performance

 

At a base level the function of mo-cap is to recreate movement by replicating natural biomechanics, so in this respect it could be seen to cover a scientific data-capture role within animation. However, biomechanics alone are not compelling without a level of performance. Mo-cap technology has advanced to a point where full body performance is not only very accurate but also provides results extremely quickly  so many AAA games  utilise it exclusively, hiring motion editors over traditional animators for a number of roles. 

Lead Animator at Realtime Will Eades describes the evolution of mo-cap’s contribution to character through performance- “The accessibility of Mo-Cap to studios nowadays allows us to produce content quicker which allows for more iterations creating a more refined and in depth performance of the characters”. So there has been a shift to toward performance capture rather than just movement capture as a driving force for character. “Motion Capture technology has come a long way since its conception” explains Richard Wearmouth, Mo-Cap Supervisor, “and so have the actors who are now engaging and specialising in 'performance capture', giving us an even more believable and realistic game character experience.” 

Freelance Animator, Damon Tasker agrees “I feel that it’s a widely-held misconception that mo-cap is some kind of magic process that adds depth to games characters” he says “but in order to add real depth to game characters, multiple facets of development have to be executed effectively - solid on-set preparation and direction, believable world building, compelling narrative and a considered approach motion editing and implementation to name but a few. Capturing motion from a real human, doesn’t make it compelling or interesting without purpose or vision.” 

Our innate connection to other beings is awakened when confronted with a reality that we already know

 

Let’s go back a step on why mo-cap has become such a compelling part of the process of character generation. Humans are hard-wired to identify life, specifically living-beings as opposed to objects or plants. Seeing a familiar movement pattern gives us an immediate reference of recognition and believability. Even if it’s fictional, our innate connection to other beings is awakened when confronted with a reality that we already know. Furthermore, if you generate enough belief you can start to stretch that sense of encounter with another being by manipulating features to create deeper emphasis on selected elements of characterisation. So characters with exaggerated, Gollum-like physicality aren’t real, but the performance capture foundation enables them to be real enough that we can believe in them. 

Whereas all mo-cap contributes to characterisation, not all characterisation is drawn from mo-cap. It’s worth acknowledging that a great many other ingredients such as texture, lighting, audio and dialogue contribute key layers toward the depth of character. Mo-cap provides a foundation upon which further details of characterisation are built.

One clear focal point here is in facial performance and this too is evolving. “Facial Mo-cap is advancing in its accessibility and technology” says Will Eades, Lead Animator at Realtime UK; “Combined with hi-res scanning of actors to create extremely realistic 3d models and rigs the characters in games are continually becoming more detailed and believable”. Facial animation provides some unique challenges however as Michael Berger, Co-Founder of Speech Graphics describes- “The movement of the face consists mainly of soft tissue deformation caused by surface muscles, and there's a lot of room for variation.  It's tricky to map facial motion captured from an actor onto a 3D character. This is a distinct process called 'retargeting', and it's as much an art as a science” he explains. Michael’s answer to this has been to use the audio signal to drive the face via an internal, procedural model of facial movement. Clever stuff. 

As well as close and detailed nuance of the face, mo-cap also has a role in wider-shot realism as Eades continues- “Some Mo-Cap studios can now capture up to 18 actors at once which would massively help in crowd animation that needed to interact which each other - a no brainer for a sports game developer for example”. Believability can’t only be limited to key characters, if a group scene provides a flimsy environment the gameplay experience would be significantly compromised not matter how solid the protagonist’s character.

There are examples where mo-cap makes less sense than keyframe

 

There are examples where mo-cap makes less sense, and keyframing still provides the kind of performance you need, such as the outstanding and slightly stylised animation by James Benson on the critically acclaimed Firewatch. Will Eades at Realtime agrees Mo-cap is a tool in the box rather than a silver bullet; - “as an animator I know that although the technology is becoming more and more accessible there will always be the need for keyframe clean-up and adjustments to enhance the performance”.  Berger agrees, “There is more involved in motion capture than simply 'capturing motion'” he concludes.
 
Having come so far in its contribution to character what’s next for mo-cap? “The increased accessibility of Mo-cap couldn’t have come at a better time, coinciding with the second coming of VR” says Andy Nye, Managing Director, New Moon Games. “We’ve found that when you’re placed in a VR environment, the increased realism of your interaction with the virtual world is significant” he says. We can’t wait to see this next level of mo-cap’s powerful role within providing character depth.

 
--relatedposts-postpage

Read more...

Artificial Intelligence
WHAT DOES THE GAMES INDUSTRY REALLY THINK ABOUT AI…?

Teaser

Blogs

Content Type

News

07/05/2024

Summary

Games studios have long been utilising AI, with the technology having revolutionised– positively – areas from NPC behaviour to game analytics. But what do game devs think about how AI may impact

Teaser

Read full article
Liz Prince

by

Liz Prince

Liz Prince

by

Liz Prince

What Do Game Devs Want from Their Next Job?
THIS IS WHAT GAMES DEVS ARE LOOKING FOR IN A NEW JOB (AND IT’S NOT WHAT YOU THINK…)

Teaser

Amiqus News

Content Type

News

24/04/2024

Summary

We’ve just carried out a straw poll of games professionals on LinkedIn, asking them what the most important thing is that they look for when considering a new job role. Over 400 to

Teaser

An Amiqus straw poll reveals what games professionals ar looking for on their next job

Read full article
Liz Prince

by

Liz Prince

Liz Prince

by

Liz Prince

International Women's Day 2024
INTERNATIONAL WOMEN’S DAY: TIME TO LOOK BEYOND THE TOKEN GESTURES

Teaser

Amiqus News

Content Type

News

05/03/2024

Summary

Teaser

International Women's Day - It's time for change not cake...

Read full article
Liz Prince

by

Liz Prince

Liz Prince

by

Liz Prince

Some Positive News For The Games Industry
AND NOW FOR SOME GOOD NEWS…

Teaser

Amiqus News

Content Type

Blog

23/01/2024

Summary

If you’ve been reading some of the commentary about the games industry of late, you’ll be forgiven for thinking that we’re in a downwards spiral of doom and gloom.It’s true: times are tougher

Teaser

Times are tougher for the industry than they have been for many years. We’ve seen projects cancelled alongside redundancies and restructuring... but surely we need a little positivity to allow us to better tackle the challenges ahead?

Read full article
Liz Prince

by

Liz Prince

Liz Prince

by

Liz Prince

#EqualPayDay
EQUAL PAY DAY: TIME TO MAKE FLEXIBLE WORKING THE DEFAULT?

Teaser

Amiqus News

Content Type

News

22/11/2023

Summary

Today (November 22nd) is the day when, because of the gender pay gap, women overall in the UK stop being paid compared to men. This means:At the current rate of change, the gender pay gap won'

Teaser

Read full article
Liz Prince

by

Liz Prince

Liz Prince

by

Liz Prince

TIGA Winners 2023
Another Award For The Trophy Cabinet 🥳

Teaser

Amiqus News

Content Type

News

21/11/2023

Summary

The whole team at Amiqus is absolutely delighted and honoured to have received another award, this time the accolade of Best Recruitment Agency at the TIGA Games Industry Awards 2023.Awards li

Teaser

Read full article
What's Next? Unlocking A Complicated Industry
Unlocking A Complicated Industry

Teaser

Blogs

Content Type

News

17/10/2023

Summary

The Value of Working with a Games Recruitment Agency There has been a lot of sad news recently about redundancies and restructuring within the industry, and our thoughts go out to

Teaser

Read full article
Liz Prince

by

Liz Prince

Liz Prince

by

Liz Prince

Facing redundancy can be daunting. Here are some top tips to help you get back on track...
Navigating Redundancy in the Video Games Industry: 7 Essential Tips

Teaser

Blogs

Content Type

News

05/09/2023

Summary

Facing redundancy can be daunting. I'll cut to the chase with my top tips to help you navigate this situation: Take Your Time to Reflect and Regroup: In the midst of a career trans

Teaser

Read full article
Alan Dixon

by

Alan Dixon

Alan Dixon

by

Alan Dixon

Amiqus Wins Recruitment Star Award 2023 at Develop: Brighton
DEVELOP:BRIGHTON: WHAT A GREAT FEW DAYS! (AND ANOTHER AWARD FOR THE TEAM!)

Teaser

Amiqus News

Content Type

News

19/07/2023

Summary

The Amiqus team has just about recovered from a super busy and exciting few days in Brighton for the Develop Conference and Awards. The icing on the cake for us was picking up the

Teaser

Read full article
Liz Prince

by

Liz Prince

Liz Prince

by

Liz Prince

How to Stand Out From The Crowd - Landing That Job

Teaser

Blogs

Content Type

News

12/06/2023

Summary

We’re often asked by candidates about how they can stand out during the job application process. With over 20 years of experience as a specialist games recruiter, we’ve got an arsenal of killer

Teaser

Read full article
Liz Prince

by

Liz Prince

Liz Prince

by

Liz Prince

--relatedjobs-nosvg

Related Jobs

Design Manager

Salary

to £100k (Dependent on experience)

Location:

Leamington Spa, Warwickshire

Specialisms

Designer

Design Director

Location

Midlands

Job type

Permanent

Salary

£80 - 90,000

£90 - 100,000

£100,000+

Description

Design Manager from a AAA design background to manage a team of ten working on an open-world action adventure title. Midlands based, hybrid working, salary to £100k plus benefits.

Reference

9122

Expiry Date

01/01/0001

Simon Pittam

Author

Simon Pittam
Apply now
Senior UI Programmer / Engineer (Video Games) – Hybrid in Guildford

Salary

Salary up to £76k DoE

Location:

Hybrid (3 days a week onsite in Guildford)

Specialisms

Programmer

UI Programmer

Location

South East

Job type

Permanent

Salary

£40 - 50,000

£50 - 60,000

£60 - 70,000

£70 - 80,000

Description

Senior UI Programmer for a AAA PC / Console Dev, Hybrid onsite in Guildford.

Reference

9062a

Expiry Date

01/01/0001

Lee  Burns

Author

Lee Burns
Lee  Burns

Author

Lee Burns
Apply now
Senior Tech Artist (Video Games) – Fully remote or Hybrid onsite (UK, Northeast) – Salary up to £60k

Salary

Salary up to £60k DoE

Location:

Remote Working or onsite Hybrid

Specialisms

Technical Artist

Tools Programmer

Location

Remote working

North East

Job type

Permanent

Salary

£30 - 40,000

£40 - 50,000

£50 - 60,000

£60 - 70,000

Description

Experienced Senior Tech Artist to work with one of the UK's top indie developers.

Reference

9123

Expiry Date

01/01/0001

Lee  Burns

Author

Lee Burns
Lee  Burns

Author

Lee Burns
Apply now
Senior Performance Marketing Manager

Salary

to £75k plus benefits

Location:

London, South East

Specialisms

Marketing Manager

Location

London

Job type

Permanent

Salary

£60 - 70,000

£70 - 80,000

Description

Senior Performance Marketing Manager to own and implement performance marketing for this mobile start-up working on a f2p football experience. London, hybrid working, salary to £75k.

Reference

9121

Expiry Date

01/01/0001

Simon Pittam

Author

Simon Pittam
Apply now
Engine Programmer

Salary

£55,000 - £78,000

Location:

Midlands or Remote

Specialisms

Engine Programmer

Programmer

Unity Programmer

Location

Remote working

Midlands

Job type

Permanent

Salary

£30 - 40,000

£40 - 50,000

£50 - 60,000

£60 - 70,000

Description

This is a fantastic opportunity to work on an amazing game with a high number of players (11 million a month!)

Reference

9027

Expiry Date

01/01/0001

Will  Hudson

Author

Will Hudson
Will  Hudson

Author

Will Hudson
Apply now
Unity Developer

Salary

£30,000 - £48,000

Location:

Liverpool or Remote

Specialisms

Gameplay Programmer

Programmer

UI Programmer

Unity Programmer

Location

Remote working

North West

Job type

Permanent

Salary

£20 - 30,000

£30 - 40,000

Description

This is a fantastic opportunity to work with a studio who are making amazing games

Reference

9072

Expiry Date

01/01/0001

Will  Hudson

Author

Will Hudson
Will  Hudson

Author

Will Hudson
Apply now
Senior Unity Developer

Salary

£55,000 - £70,000

Location:

Hertfordshire (Hybrid)

Specialisms

Gameplay Programmer

Lead Programmer

Programmer

UI Programmer

Unity Programmer

Location

South East

Job type

Permanent

Salary

£40 - 50,000

£50 - 60,000

Description

This is a fantastic opportunity to work for a studio who are developing a range of new games

Reference

9088

Expiry Date

01/01/0001

Will  Hudson

Author

Will Hudson
Will  Hudson

Author

Will Hudson
Apply now
Design Manager

Salary

£60,000 - £70,000

Location:

North East or Remote

Specialisms

Creative Director

Designer

Level Designer

Technical Designer

Design Director

Location

Remote working

North East

Job type

Permanent

Salary

£50 - 60,000

£60 - 70,000

Description

This is a fantastic opportunity to work with a studio who are working on an amazing range of new titles

Reference

9107

Expiry Date

01/01/0001

Will  Hudson

Author

Will Hudson
Will  Hudson

Author

Will Hudson
Apply now
Graphics Programmer

Salary

£55,000 - £78,000

Location:

Midlands or Remote

Specialisms

Graphics Programmer

Programmer

Unity Programmer

Location

Remote working

Midlands

Job type

Permanent

Salary

£50 - 60,000

£60 - 70,000

£70 - 80,000

Description

This is a fantastic opportunity to work with a team who have an industry leading title

Reference

9111

Expiry Date

01/01/0001

Will  Hudson

Author

Will Hudson
Will  Hudson

Author

Will Hudson
Apply now
Technical Artist

Salary

£45,000 - £55,000 + Bonus & Benefits

Location:

Remote UK

Specialisms

Art

Location

UK

Job type

Permanent

Salary

£20 - 30,000

£30 - 40,000

£40 - 50,000

Description

Technical Artist Unity C# Fully Remote within the UK

Reference

9047

Expiry Date

01/01/0001

Alan Dixon

Author

Alan Dixon
Alan Dixon

Author

Alan Dixon
Apply now