Motion Capture Or Animation For Games?
Thanks to TotalGames.net for their article discussing whether videogames should use traditional animation or motion capture to capture the movements of in-game characters. The piece points out: "One of the major problems with motion capture is the way that moves can sometimes appear disjointed and separated, as a character goes from one set of moves to another", but an advocate for motion capture comments that the process is "..a lot faster, as long as you can retain the subtleties from the point of motion capture to the raw data to the point where it reaches the engine." Can you tell the difference?
Hand animation never seems to capture the feeling of "weightiness" properly. The models just jerk around as if they had no mass or center of gravity. With motion capture, the center of gravity is always apparent, and the model doesn't seem like a hollow marrionette.
I used to bulls-eye womp-rats in my pants
Well, that clarifies it. More lifelike, but lacking in life.
So it takes longer, but in some cases it maybe traditionally isn't longer, but it's probably not quicker. Other great quotes:
Actually, that is the entire point of motion capture: It captues the fluidity of the actor exactly.
If you can tell the difference either way, then the method was not implemented properly. There is no "is one better than the other?" there's only "which is best for the job."
Consider this: If you want to use mocap, but it causes wiggly meshes, then you have an implementation problem. Do you write the code or adjust the model/actor to solve it, or do you use the video as reference and manually keyframe it? Do you even care? Will the gamer care? Is it worth the money?
I realize this isn't exactly a either/or type of discussion, but it will quickly turn into one. One guy will have seen bad mocap, another will have seen bad keyframing. Done right, either technique will be extremely convincing. It's fun to discuss, but let's keep this out of the realm of absolutism.
"Derp de derp."
Who says motion capture has to be disjointed and separated? If you insert appropriate animations between different captured actions, the result could look very smooth. Just because many games have crappy motion capture doesn't mean the technology is flawed, we are just waiting for someone to do a better job.
You're assuming you can't wrap animation around motion capture data.
No matter which technique you choose, there's going to be some degree of animation involved. To make it look right, most often a hybrid approach can yield the best results. Motion capture is fine and good, but what about when you are trying to model the movement of a 50-ton 20-foot tall rock monster or something? It can't be done accurately with motion capture, but you can use motion capture along with traditional animation techniques to create realistic looking physical movement. Or take gun recoil-- motion capute is probably going to produce something very realistic, but using that data verbatim in a game engine will likely result in poor playability. Animation fills in the gaps.
I don't really see what the argument is about here. There is plenty of work for both the motion capture proponents and the animation proponents!