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MOTION CAPTURE - MOCAPClick above for movies of Robotech 3000 motion capture sequences.
MOTION CAPTURE HISTORYMaking history with motion capture
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| VOLTRON FAN FICTION |
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| ANIMATION REEL | |
| RESUME | |
| MOTION CAPTURE | |
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"Voltron: The Third Dimension," was the first television series to use motion capture for its primary animation process. Before the more famous, "Starship Troopers," and "Max Steel," productions, our team had forged motion capture techniques in the fire of series production.
I was introduced to motion capture at Rainbow Studios.
Rainbow Studio mocap stage |
Rainbow Studios had located itself in a large wooden building to minimize the havoc that steel structures could wreak on the magnetic motion capture systems. At that time it was the largest, and arguably, the most experienced mocap stage in the nation. At left their mocap stage is a platform elevated several feet off the floor. For a sense of scale look for the blackboards standing in the upper right quadrant. There is also a ping-pong table next to the edge of the stage. Even today it's big, but in 1997 it was HUGE! |
I began to learn the peculiarities of motion capture. An antenna misalignment could cause the characters to float above the floor at one end of the stage and sink into the floor at the other end of it. Often character geometry differs greatly from actor geometry. One character can be far larger than the other, while the actors are much the same size. If the actors look at each other, the characters will not.
Netter Digital motion capture was like the Star Wars Millennium
Falcon...
it was the fastest hunk of junk in the galaxy.
Front to back: Burton Vargas, mocap PA, Art Manukian, Bruce Considine (me) |
Though the motion capture stage was cramped, we needed more computer power, and didn't have enough cameras, we were the fastest cheapest mocap production in the world. Josh Prikryl, who functioned as the animation CO-director, maintains we hit a price/production point that's never been matched. I had functioned as an Assitant Mocap Director during the Voltron season, and was told by the Executive Producer that I would be Directing mocap the next season. I had warned my superiors that there were problems with our motion capture system as our new projects were even more demanding than Voltron and required higher performance. These concerns were dissmissed by the company Technical Director, and seemed to fall on deaf ears at the time. |
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After the season was over, Netter never bothered to debrief our team for mocap strategy and techniques. The chief grip/prop and mocap tech guy, Burton Vargas was let go during the lull and never rehired. The mocap PA was promoted to Production Coordinator for Max Steel mocap. Technical Director Art Manukian was retained in a diminished capacity. A perplexed Mocap Director Mike Parente went back to supervising post-production. Netter had decided to throw away its experienced mocap team. On a warm up for the new season's production, our mocap system failed when we tried to use it on the larger stage. This failure was in front of our client, Sony, and led to an upper management rumble. First the Financial Director and later the Chief Animators, Shant Jordan and Patrick Perez., were axed. Though I was slated to Direct motion capture for "Dan Dare," I was shoved out of the process altogether. I ended up animating again, and wondering where that mountain trail towards Director had gone. |
Left to right: Mike Parente, Art Manukian, Rich (actor), Bruce Considine Front: Burton Vargas |
QUICKTIME MOVIE Image: Paul Sampson, actor on the new mocap stage for the Max Steel and Dan Dare. The stage extends to the edge of the wood floor. Apple box unlimited! |
Stunt Director Kerry Rossall , took the reins and a green team charged up the learning curve again. Though an experienced stunt and second unit director, Kerry Rossall was, at the time, inexperienced in motion capture and animation. Eventually I was called back onto the mocap stage to help the Director produce better output for the animators. I saw the mocap production gain speed and skill. Kerry was building rigs I would never have thought of and had his actors doing amazing stunts. I gave Scott Gagain his beginner lessons in mocap for animators and he caught on fast. Jeff Swenty was even pioneering facial capture. Unfortunately damage was already done. While doing the dance of death with the 800-pound Sony gorilla Netter got stepped on. Sony pulled the plug on Max Steel and went to Foundation Imaging with it. After that Netter circled the drain for about a year, and went under. |
Some of that team have gone on to the highest levels in the mocap field. Scott Gagain is an Executive Producer at House of Moves and Jeff Swenty is Head of Production at Motion Analysis Studios.
Later Sony took a working Max Steel production
from Foundation and outsourced it to Mainframe (Canadian government subsidy).
Then the animation biz was hit HARD in the recession. For one reason or another,
Foundation didn't make it. Flat Earth, Netter Digital Entertainment, and Foundation
Imaging, some of the most inventive animation studios in Hollywood are now RIP.
As a member of the Max Steel production, I was
let go. I spent most of the year writing a spec script that was read by Executive
Producer, Brannon Braga, and trying to wrangle a pitch meeting or something
from it. Then it was off to Foundation Imaging.
Foundation Imaging was a class act. A company
founded by an animator that knew where not to "save" money
(Ron
Thornton.) Foundation's home was an aircraft hangar type building in
Valencia, CA. Its high ceilings and large floor space were ideal for the largest
optical stage in the US (at that time.)
They had plenty of cameras, more processing power,
and could do just about anything they wanted. Their mocap to edit pipeline was the
industry's benchmark. Instead of churning their
actors they stuck with a small stable of experienced players. The animator directed
his/her own mocap and thus knew exactly what he was getting.
I believe that the motion capture skills forged
by my peers are in no way second to any in the film industry. "Hah! What
about the nine-hour marathon 'Rings' trilogy," you say. Try Thirteen hours
with five or more characters every season. TV has pennies for
every film dollar. What the people I worked with could do with even a modest
film budget. The best motion capture techniques and most experienced mocap crews
are forged in the fire of series television.
I can imagine a "Spaghetti Western"
stand off on a mocap stage between Ron Thornton, Peter Jackson and James Cameron.
Ron would be off to the Emmys before either could clear leather.
For all the sniping at theVoltron: The
Third Dimension production, that project and Netter Digital are proving
to be the training ground for industry leading animators. Foundation found that
out when they hired a lot of Netter University graduates for Dan Dare. At least
two have become Emmy award winners and one directs a VFX studio. I wonder what
the future will bring.
Before we get to the process, a word of warning.
Don't skimp on your motion capture system! Make sure it is technically
capable! If your actor bends over to tie their shoe and you lose their markers,
you have a problem. Don't laugh, on Voltron the actor couldn't do a hand spring
without vanishing. No somersault, not even, diving into a mat before, "poof!"
It was crippling then, and the bar is MUCH higher now. Make sure your cheap
system isn't tying your technicians and animators in knots.
Saving a dollar now by spending ten later is a
time-honored tradition in Hollywood. I believe that not having enough cameras
soon enough, played a major role in Netter Digital's extinction. You know you're
in trouble when your animator has to do what your mocap system was supposed
to.
Ideally the first step in the motion capture process for an all CGI show is to vet the script and fight to take out those few bits of writer's animation that are contrary to all animators. Things that do not add much to the story's drama but add exceedingly to the animation effort.
Then we give a script to the sound studio so the gregarious actors (who get most of the attention) will have fun performing the show. We also send one off for a darker purpose. It flies far off to a dimly lit cave where a story board artist toils at each and every panel of every and every scene. For Voltron the artist drew a "ho hum" 300 scenes or so, but for one Max Steel episode the artists sweat out a merciless 900!
No matter how fast the galley drum beats, there are limits to how fast the mouse moves. If your production also has these stratospheric shot counts for a half hour show, it sails towards the rocks. I recommend you read Josh Prikryl's awn.com article on manageable CGI series production.
Ideally R & D is completed by this
point and he or she has 3D sets to refer to. Ideally he is a decently paid artist
experienced in boarding for live action production, or at least a poorly paid
artist with experience from an all CGI show. Bottom line, he should have experience
boarding for a shoot in a 3D environment. Thus he avoids the 2D cheats
common to cell animation but that give a 3D animator seizures (and thus cost
$$.) Ideally he has enough time to do decent work, but probably not.
Due to the mercurial nature of kids television
and despite dire warnings it is quite likely that our artist will only have
2D experience because he or she is cheap. Worse yet, he is a (friend, a second
cousin, the family dog) of some heavy hitter (hopefully cheapest.) Thus the
board will probably have sections that rival Pollok's work or are blank. In
order to prevent the 3D animator from careening off in an unguided creative
frenzy (redo's, costs lots of $$$$!), the board should be vetted by an experienced
supervising animator.
Flushing out character, prop location, and set errors, self contradictions, and continuity errors will save many hours of work. On Voltron this was started by one of the two Supervising animators, Josh Prikryl, when he broke down the story board into convenient sequences for animation and motion capture. These sequences allowed the animator to synchronize all the characters at the start of the sequence (above left.)
Synchronizing the mocap for a handful of characters can be a clumsy process. If the animator does it for the first scene, he gets the rest of the scenes in the sequence for free. We has some pretty long captures on Voltron. Also, all the characters should be captured for the full length of the sequence, even if they don't appear in every scene. It streamlines the process for both the animator and the stage.
I found many more board problems when I marked
the characters' locations and motions on the CG set for each sequence. Sometimes
I drew on printouts of the set when I had them, sometimes I drew simple plan
view sketches. These aided the motion capture Director and his assistant (yours
truly) to orient the CG set on the mocap stage. We used these diagrams to place
marks, props, define motions, and establish eye lines for the actors. It also
enabled us to capture each character singly and still have them interact in
the scene.
Foundation's approach differed here as each
animator directed their own shots and simultaneous captures were common.
It was possible to keep this stuff in their head. I still recommend diagrams,
especially when there are enough characters to require multiple captures, or
the sequence is long. You're going to have to put them in the CG set anyway,
why not eliminate problems before they happen?
Get quality actors with great physical
skills and mocap experience. Though mocap experience is not absolutely necessary,
it is highly desirable. It will make a difference in performance and progress,
and time is always a factor. You do absolutely need acting ability AND physical
skills.
I remember watching a talented stuntman woodenly
lumber his way through the script. I was told that the Director had to work
him (pushups running etc...) to get him loosened up. I guess he eventually thawed
out but that's got to happen out of the gate. Performance or a lack thereof
WILL read. Don't put a stuntman in there thinking it won't matter, the animator
will not have time to add acting that isn't there.
Don't make the other mistake. Trying to direct
an intense martial arts fight with actors who don't know martial arts is no
fun at all. Don't look at me, I didn't cast the show, but with hindsight I should
have fought for that. Blame splatters.
Stunt actors can play the character for those
action sequences, but where EXACTLY will he or she take over? Will the audience
notice? And changing the actor in the middle of a character can be tricky for
your motion capture techs.
It is obvious but I'll say it anyway. It is important for the actors to move properly and hit their marks. The complication is not seeing the environment, and the marks are not only where they stand, but where they grab, push, or punch in three dimensions.
Props are important, weight reads. They
can be surprisingly simple, but if your character is carrying a staff, or aiming
a rifle, give them a sized prop with mass. If your character moves a heavy weight,
make the actor feel some. Give them simple controls to work, an angled flat
surface to push buttons on. The motion is important, not the look. Apple boxes
are great, it's surprising what they can become. Don't try to pantomime your
way through unless you WANT it to look worse than cheap Saturday morning tv.
Timing a character in a simple scene with simple
action CAN be done with a watch, but anything more and you're asking for trouble.
A timing system is absolutely essential in series production.
At Netter Digital we played
the episode animatic off a vcr during the capture. This established
the capture length, and the Director and AD could see if the motions and marks
were hit on time. The problems were a wandering start time, a distracted actor,
and a Director who went cross eyed keeping one eye on the actor and one on the
screen.
The wandering start point is a problem when the
animator is not present at the capture. A long sequence can confuse the animator
into grabbing any motion that seems to work. The shot gets done, but when the
acting is out of synch, it is gone.
The best system I've seen was at Foundation
Imaging. The animators had the animatic on a hard drive recorder and used
premiere to generate sound files with a start tone, dialogue, and sound
fx to que the actions in the sequence. Pre-roll was always the same and
the sound file synched to the mocap start. A problem that could have the Netter
animators guessing didn't exist at Foundation. Not only did the actor's work
make it to the screen but the actor had fx to bounce off of (there's no sound
fx in an animatic.)
With Foundation's system, directing responsibilities
were split between the animators and the actors. The small but experienced
actors stable made this possible. If you want one person to be responsible for
character arc, integrity, etc... you'll have to get a motion capture director.
Motion capture demands a LOT of time, your show runner and your lead animators
will not have it.