Monday, 30 November 2009

Using the suit for the first time

Monday 30th November

Tom Parkin, Jamie Hogan and I went to Mel 114 as planned and learnt some of the basics using the motion capture suit.

We began by checking where there was strong magnet force on the ground (where electric current ran through wires) and sticking pieces of paper there. This would help us to avoid stepping there when using the suit to avoid any interference.

We then learnt a bit about the software, each time to calibrate the suit we need to run 'go60fps.bat', when it detects all the sensors and is happy we run cobra view. This displays a simple stickman shape, we tried moving an arm and it showed up on the computer. When making a sequence we just select actions/record and then it will record what the suit does, when we're done hit stop and save it as a '.bvh' file (most common mocap data file)

Jamie was the one to use the suit, so we got him strapped in, making sure the suit was skin tight. We adjusted the sensors to be close to the bone, away from muscly areas; so the movement of the bone was tracked and not the muscle. There are a lot of velcro straps on the suit so it isn't difficult to eliminate the slack.

We then took pictures of Jamie in the calibration cube. We took a photo, from about waist height, of his front, and then his right side. We imported these photos on to the computer using 'auto cal' t o create an actor file for Jamie. We had to adjust the points to his body/arms/legs etc. We then loaded it into the cobra program and had Jamie stand completely still while it calibrated, idealy Jamie would be lying down.

When happy Jamie moved around and the stickman mirrored his movement, well almost...

We had a number of issues go wrong, his legs would cross and it would get worse as it went on, because the magnetic force would become stronger. When Jamie would raise his arms completely the stickman shoulders up would point down. I think perhaps the actor file was not clear enough, but it is expected to encounter problems when using this for the first time.

Need to take a break from this until Thursday Dec 10th because of other assignments, but we know the direction we are headed and how much time it takes to get an actor set up. Steve Harris was very helpful and it will help to have more people helping when we try again.

Monday, 23 November 2009

Putty screenshots



Modelling a putty

  • started with a cube
  • subdivided once
  • extruded region a few times - neck and shoulders
  • scale out the shoulders
  • extrude once for arms
  • then extrude along to make arms
  • extrude again for chest
  • keep going for legs
  • all only one side
  • when one half is done:
  • add mirror, click button to see faces
  • 'do clipping' - keeps two parts together
  • using the 'loop' tool (CTRL R) I placed new vertices along the arm
  • added more detail to faces
  • subsurfed
  • subdivided
  • made look more realistic

Modelling a putty

The enemies the power rangers fight are very simple, and so they would be a great thing to use in my animation. I could have them running at my character and have them exploding when hit.

I'll start modelling just to get back to grips with it all. Then I'll look at a tutorial for rigging a character to make it move.

If I had the enemies' animation solely created in Blender up against the character's animation made with Motion Capture I would be learning two different but very useful techniques.

Power Ranger fight sequence

Further Ideas

Model to do inhuman things
  • fly
  • super strength

Using props

  • Kendo stick - like toy ninja 2
  • sword

Hitting enemies/objects

  • fight scene
  • kick
  • hit
  • explode on hit

Explosions - I could use particle effects in Blender for this, here are some videos I created a while ago in Blender, experimenting with various particle effects

(exploding split edges)

Getting the suit

Wednesday 25th November
  • Collecting suit, locking away in secure location

Monday 30th November

  • Steve Harris setting up the suit
  • Learning to use the basics
  • Using application that comes with the suit
  • Try and set up Motion Builder application - enables us to view 3D character model moving in sync with the suit.

That week

  • Film sequence with Hinn Lau

Sunday, 22 November 2009

Training montages

It might be a nice idea to create a training video, something showing progression of the character growing, it would be a good length for the piece.



I could also recreate an existing montage that is done in a different style, for instance the video in the Disney film, Hercules, where Phil trains up the Greek hero. The last part of the video is just fantastic.

Monkey Magic

This video is taken from Monkey, a 70s Japanese series about a pilgrimage from China to India, based on the book 'Journey to the West' by Wu Cheng'en.

Half way through the video there's a really cool fight scene where Monkey is turning left and right hitting different people back. It might be quite nice to have a lot of enemies attacking the model and have him battling through it. This would also give me the chance to compare movement created in Blender with and without motion capture files.

It could also be a plan to have the character breaking blocks, either with his hands or a stick.

Uncharted 2 - Motion capture

This was a really interesting video about the use of MOCAP suits in Sony's Uncharted 2, it's really cool seeing the action happening with the models replicating the movement behind on a screen.

One of them mentioned how it was amazing when seeing themselves in the game world, and it made them realise they were just a "tiny person in this huge animation".

It was also interesting that when the actors used the MOCAP suits their hands and faces weren't recorded and the expression was all created by the animators.

Motus Digital - Ninja Toy 2



Chris Taylor (young boy) and Brandon Campbell are involved in this fantastic video displaying some motion capturing and fast flowing fight sequences. Below is the finished piece, it's astounding to see it in action as something else. It makes me very excited about what can be achieved with some hard work and a great idea.

Incredible martial art movement

Some of this stuff is unbelievable, the amount of spinning people can create from standing. But if I was to capture this movement with the MOCAP suit I'd need to find someone that could do this. So movement to this extent is impossible.

Monday, 9 November 2009

Power Rangers

To really make use of the MOCAP suit I need to record fast and fluid sequences. I would like to capture arms flying about and the character jumping and kicking. Martial arts is a great example of this but I would like to give my animation a comedic feel too. Power Rangers uses martial arts and kung fu fighting but is not in a serious manner. I think it might be the ideal action to base my MOCAP sequences on.



I may have a video sequence of a coloured power ranger (which I'd model and texture), with it's normal face in the bottom corner, which I could maybe also animate. This would give me another technique to learn (Bones in Blender).

I'd like to display a number of different intro stances/actions, and then a fight. I could add the enemies in after, and get them to explode on hit.

GANTT Chart




Skills

I will learn a number of things working with the MOCAP suit:

  • How to use the suit
  • How to input the MOCAP files into a digital package (Blender)
  • Improve my camera skills
  • Learn video editing skills
  • Improve my animation skills
  • Improve my modelling skills
  • Improve my texturing skills

Research
















It seems unusual that the same guy (Andy Serkis) did the motion for King Kong and for Gollum because they’re such different characters. But this shows how useful the Motion Capture suit can be because you can animate something entirely different without having to go through keyframes moving body parts.

Initial Research

Research

Doing something with the motion capture suit will be beneficial to future students on the CGAT pathway because it has not been used before, by documenting well and stating findings our predecessors will be able to create their own pieces using my research and experiences.

  • Motion capture records only the movements of the actor, not his/her visual appearance.
  • This animation data is mapped to a 3D model so that the model performs the same actions as the actor.
  • Camera movements can also be motion captured so that a virtual camera in the scene will pan, tilt, or dolly around the stage.
  • This allows the computer generated characters, images and sets, to have the same perspective as the video images from the camera.
  • Complex movement and realistic physical interactions such as secondary motions, weight and exchange of forces can be easily recreated in a physically accurate manner.
  • Movement that does not follow the laws of physics generally cannot be captured.
  • Traditional animation techniques such as added emphasis on anticipation and follow through, secondary motion or manipulating the shape of the character as with squash and stretch animation techniques must be added later.
  • Performer wears markers near each joint to identify the motion by the positions or angles between the markers.

Bullets taken from en.wikipedia.org/wiki/Motion_capture

Mocap Suit

Brief

I intend to work with the motion capture suit; understanding how it works and getting familiar with using it. This module is a fantastic opportunity to use the suit and the only way I can record the into storyboards I will record a friend doing the movements, from there I'll put the MOCAP files into a modelling package (possibly Blender) and model the findings into either a Power Ranger form or my own creation. I will also record the process with a video camera to document the problems and the overall experience of the motion capture process.

Specification

  • I must learn to use the MOCAP suit
  • I must record fluid sequences of movement
  • I must make a video diary (using video camera)
  • I should do this in the Power Rangers style
  • I should texture the model
  • I should create backgrounds
  • I could animate other parts of the animation (background, trees etc.)
  • I could create a fight comparing MOCAP animation with an animated model in Blender

Initial Ideas

Motion Capture Suit
  • Take files into engine
  • Clearn up, make flow
  • Unreal 3

2D Animation

  • To music sequence
  • Exploring new skills
  • Cell by cell

Getting Started

In this module I will produce a professional piece relevant to my Gaming and Animation degree that will straight into my portfolio. I will go about it as a professional would and demonstrate attainment in technical, profesional and market knowledge.
  • research
  • specification
  • design documentation
  • development
  • evaluation

Deliverables

  • WEEK 15 - 30/10/09 - Ass1) Initial Research and Outline Plan
  • WEEK 19 - 27/11/09 - Ass2) Skills Development and Professional Issues (Blog/Logbook)
  • WEEK 42 - 07/05/10 - Ass3) Product, Report and Evaluation