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
I dont want to play Mario and watch some actor whos been digitally captured, I wanna see some goddamn animation.
Likewise, I don't want to play Manhunt and see animation, then I want motion capture...
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.