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Image Metrics May Revolutionize Facial Animation

iStorm writes, "I've been interested in computer animation for a long time and have recently started cracking down on my studies in an effort to eventually move myself from hobbyist to professional... then I find this article about Image Metrics, which can map an actor's emoting onto a generated face or onto the image of another actor, living or dead. How does a seasoned animator view this sort of push ahead in technology? If so much of the creative process is made so easy, where's the need for traditional animators spending exponentially larger amounts of time to create work of equal or lesser quality? How did animators view motion capture when it first appeared? Will there still be room for creativity if this tech comes to fruition?" The article doesn't say what kind of time or processing power Image Metrics's "high-fidelity, performance-driven facial animation" requires.

99 comments

  1. In my day.. by Anonymous Coward · · Score: 5, Funny

    We did all our art in MacPaint. We only had the basics mind, a line tool, a square tool, but we didn't complain.

    1. Re:In my day.. by Anonymous Coward · · Score: 0

      Ha.

      In my day we drew directly to the screen's video RAM.

      With ASCII art.

      Damn whippersnappers.

    2. Re:In my day.. by Shadowlore · · Score: 1

      We did all our art in MacPaint. We only had the basics mind, a line tool, a square tool, but we didn't complain.
      Feh. Younguns. In my day all we had were grunts and wild body movements, and you had to convey them to your audience in real time. Later we found we could make marks on cave walls, and the graffiti started to really distract from the conversation.

      --
      My Suburban burns less gasoline than your Prius.
  2. Mo-Cap by AoT · · Score: 3, Informative

    My roommate is a digital animator and if his comments are worth anything then Mo-Cap is not all it's cracked up to be. This new great thing may end up there, where it can map facial expression but does it in a way that isn't quite right looking to the human eye, thus requiring hours and hours of cleanup afterwards.

    I think it'll be a while before the industry starts putting out photo realistic digital animations of people.

    1. Re:Mo-Cap by Anonymous Coward · · Score: 0

      I think it'll be a while before the industry starts putting out photo realistic digital animations of people.

      Uh, The Matrix II. The fight scene with neo vs. a bajillion agent smiths? All of that was CG. from the moment the fighting started. No wirework at all. Go watch it. Not perfect maybe, but really, really, good.

    2. Re:Mo-Cap by exp(pi*sqrt(163)) · · Score: 2, Insightful
      My roommate is a digital animator and if his comments are worth anything then Mo-Cap is not all it's cracked up to be
      Here's how it works. You employ animators to animate humans, or you use mocap. Suppose mocap produces better results. How likely are the animators to admit it?

      The truth is that good results often require a blend of human animation and mocap, But dealing with mocap is more technical than just hand animating. So for most artists mocap is hard to do well, and less interesting. So artists bitch and moan about mocap despite the fact that they can't even come close to photorealistic results without it.

      --
      Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
    3. Re:Mo-Cap by Alef · · Score: 1
      I think it'll be a while before the industry starts putting out photo realistic digital animations of people.

      No doubt. Animating people is a tricky subject, especially when trying to do it automatically. Humans are incredibly good at recognising biological motion and particularly facial expressions. Not surprising from an evolutionary perspective, I guess: watching out for dangerous animals, looking for game and reading body language (for communication with strangers, knowing when someone is ill etc.) has been way more important during most of our existence than driving cars or understanding street signs.

    4. Re:Mo-Cap by baglunch · · Score: 1

      As a biased observer (cg animator), I'd say that realistic animation and exaggerated animation both have valuable roles to fill. In a live-action movie, you don't want the CG to look like CG, so you want realism, but in a Toy Story, or an Ice Age, etc. you would be bored to tears with realistic animation. Imagine how lame bugs bunny would be if he could only do what an actor against a blue screen could do. Could only portray the amount of emotion an actor with locator dots on his face could show. There's going to be a place for realism and for exaggeration.

      --

      Work is for people who lack the imagination to play.

    5. Re:Mo-Cap by exp(pi*sqrt(163)) · · Score: 1
      There's going to be a place for realism and for exaggeration.
      There's room for all kinds of things. But sometimes the wrong decisions seem to get made. For example the Spiderman movies have some really amazing mocap that looks indistinguishable from an actor in a suit, but the exaggerations can look terrible, especially the rubbery Spiderman swinging through the streets in a really unnatural looking way. On the other hand, mocap would probably look just wrong in a Pixar production. What we rwally need are more tools to allow animators to exercise their skills better in conjunction with mocap - but these are hard to design.
      --
      Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
    6. Re:Mo-Cap by abandonment · · Score: 1

      mocap isn't an 'either or' solution - no matter what, with mocap there is a LOT of cleanup work involved in order to make those animations loop & production ready. it is a rare situation where you'd be able to use raw mocap data directly in a project without cleanup. automated solutions for cleanup can remove the very 'human-ness' of the animation that you were looking to achieve with the mocap in the first place.

      this is like any advance in any industry - mocap provides a POTENTIAL time-saving alternative, but is not a panacea that allows you to suddenly replace traditional animators. basically your friend won't be out of a job any time soon.

      going back to the original post, the 'amount of time involved' for doing face mapping from multiple pictures is fairly minimal actually - the new rainbow six game for xbox360 uses the eyetoy camera to do this kind of thing directly within the game without 'much' noticable processing.

      other games have done this kind of thing in the past - while it might not be up to the matrix-level of detail, considering that you are using a 'console-specific' hardware solution (ie cheap parts, basically disposable camera), the results are pretty startling.

      there are numerous researchers (http://ivizlab.sfu.ca/research/research.php) that have published works detailing systems for doing the 'dynamic emoting' capabilities without requiring massive amounts of (as in offline) processing to accomplish.

    7. Re:Mo-Cap by orasio · · Score: 1

      Not really, really good.
      Maybe state of the art, but not really, really good.
      The way the bodies deform in that scene is very unnatural, and it's very easy for someone who didn't see a behind the scenes video, to spot the digital characters.
      On full-body shots, the motion and the way the body and sp. the clothing deforms is great, but not realistic enough, physics are just too clean.
      On close ups, well, it's too hard to simulate skin, and they did a great job. But you don't mistake them as real. At least not in the cinema. Maybe on small screens it's better.

    8. Re:Mo-Cap by bogado · · Score: 1

      Realistic animation != good animation.

      What we expect to see is not always what is realistic, sometimes a more exaggerated movement seem more natural to a viewer than a correct and precise reproduction of what would really happen. Even actors learn how to make some movements in a more dramatic way they act. Maybe this technology could give a "good enough" result, if the actor has some training with it before hand, but I bet the best results in computer generated characters will still come from the hands and sweat of a good animator.

      --
      []'s Victor Bogado da Silva Lins

      ^[:wq

    9. Re:Mo-Cap by orasio · · Score: 1

      Realistic animation != good animation.

      Obviously, please, read the whole thread:

      >>>> I think it'll be a while before the industry starts putting out photo
      realistic digital animations of people.

      >>> Uh, The Matrix II. The fight scene with neo vs. a bajillion agent smiths? All of that was CG. from the moment the fighting started. No wirework at all. Go watch it. Not perfect maybe, but really, really, good.

      >> Not really, really good.
      Maybe state of the art, but not really, really good.

      When I said "not really, really good" it was in the context of evaluating realism.
      If you evaluate other things, it might have been real good.
      It was real nice visually, while not completely awesome - breath taking like the effects from the original movie, with 360 degree views and all.
      Lots of Smiths scene was enjoyable, but very noticeably CG. And it was not even as great, realism aside, as the CG and specially non-CG effects from the original Matrix movie.

    10. Re:Mo-Cap by bogado · · Score: 1

      I read, and I thought I was agreeing with you. :-) But I wanted to make it clear that in the movement area this is important, as much as people are starting to experiment with "non-realistic" shading, movement that is not strictly realistic is better then the motion capture.

      --
      []'s Victor Bogado da Silva Lins

      ^[:wq

    11. Re:Mo-Cap by orasio · · Score: 1

      Yeah, you are right, specially if you agree with me (!). I took it the wrong way.

      About unrealistic animation being better than the realistic kind, that's right. Some stories are better served by non realistic scenes.
      Some asian movies, like "Hero" have stunts that are hardly credible, even visually, but allowing themselves to show more than what is easily believable gives them more expression.

  3. kdawson didn't use PWNED in the title this time!! by Anonymous Coward · · Score: 1, Funny

    In Soviet Russia, article writes YOU!

  4. There is always art in animation by Anonymous Coward · · Score: 5, Insightful

    I doubt that this technique will knock animators or traditional animation out of business. Animation is art. Did the video camera kill painting? Did the internet kill reading?

    Animation from an animator gives it style, and feeling just as much as an actor does. Just watch any old Disney cartoon if you want to see the flow of such animation.

    1. Re:There is always art in animation by techpawn · · Score: 0

      Did video kill the radio star?

      I don't think you're showing one to kill another but it probably wounded them badly...

      --
      Ask not what you can do for your country. Ask what your country did to you
    2. Re:There is always art in animation by nine-times · · Score: 1

      Did the internet kill reading?

      Are you new here?

      Seriously, though, I would have responded the the point you were making, but I just got caught up on that one sentence.

    3. Re:There is always art in animation by zen611 · · Score: 1

      And as with most things: its the content, not the technology used to derive the content.

    4. Re:There is always art in animation by Anonymous Coward · · Score: 0

      I think I was typing so quickly that quite a few things slipped through the filter.

      I believe I meant to say did the internet kill the book, and did the camera kill the painting.

      Either way I should have revisited that post.

    5. Re:There is always art in animation by computational+super · · Score: 2, Funny
      Did the internet kill reading?

      No just, grammar and speling.

      --
      Proud neuron in the Slashdot hivemind since 2002.
    6. Re:There is always art in animation by vertinox · · Score: 1

      I doubt that this technique will knock animators or traditional animation out of business. Animation is art. Did the video camera kill painting? Did the internet kill reading?

      Did CDs make Vinyl manufacturing go out of business?

      Most of them to make a difference, but some are around...

      But if you haven't noticed... When was the last hand drawn animation released in the theaters? I can't remember, but we've had like 5 CGI movies in the paste year or two.

      Much like the old vinyl manufactures, hand drawn animations will go the way of "hey that is cool vintage you got there!" rather than mainstream.

      Also, I would like to point out the people in the photography inustry that use digital cameras far outweigh anyone who useds old film... Much less anyone who paints.

      Those skills are left for true artists... Or those who don't mind not being paid much.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    7. Re:There is always art in animation by Malkin · · Score: 1

      Agree with parent. To say that human artists are making work of "equal or lesser quality" is to miss the point of art, entirely. In fact, I highly suggest that the original poster go play Okami for a couple of hours. Then, he can gain some insight into why true artists are in no way threatened by technologies like this.

    8. Re:There is always art in animation by blahplusplus · · Score: 2, Insightful

      "Animation from an animator gives it style, and feeling just as much as an actor does. Just watch any old Disney cartoon if you want to see the flow of such animation."

      Another issue is that much animation we see is not very realistic to begin with, it does not obey the laws of physics. Most animation is exagerated to look good and for visual, visceral and emotional impact, in fact most animation is not real. If you look at the real world many real world animated things are in fact... boring. Some of the most entertaining and hilarious animations are those that are in fact not real to begin with.

      The the things that give superheroes in cartoons or animated series their "mmmph" is the fact that you get unreal exagerated actions and reactions that make them interesting to begin with.

    9. Re:There is always art in animation by orasio · · Score: 1

      CGI seems to have knocked old Disney animators out of their Florida studio.
      http://slashdot.org/article.pl?sid=04/01/15/023322 8

      New kinds of animations could leave current animators without a job, and employ others.

      Of course, these animators could learn the skills to do mocap finishing, but propbably they don't like their jobs.

  5. Not a new question... by The+Dalex · · Score: 2, Insightful

    How did painters view photographic technology when it first appeared?

    1. Re:Not a new question... by EaglemanBSA · · Score: 2, Insightful

      Picasso said "I have discovered photography. Now I can kill myself. I have nothing else to learn." Painting and other forms of art, however, are not dead. Keep in mind that for Finding Nemo, artists actually strived to make such entities as the whale, etc. less real, for the sake of the style the wanted to show. Animation/art isn't always about making something seem real.

      --
      Quiz: True or False -- On a scale of 1 to 10, what is your middle name?
    2. Re:Not a new question... by Speare · · Score: 1

      Around the renaissance, before the impressionist movement, realism was a highly prized aspect of painting. Most of the "commercial art" was oil paintings done on commission, and it was either "my niece, my soldier, or my serving dishes." Many painters roughed out the composition in a cost-effective way with camera obscura techniques or simple lentography, with the subject in a lit room and the canvas in a darkened room, and a pinhole or lens in a curtain between them.

      Those who had a job to do embraced technology; those who bemoaned the lack of spirit worked harder but probably enjoyed their fruits more. How history has rewarded each painter probably had little to do with their methods, and more to do with their prominence in mindshare in social circles.

      --
      [ .sig file not found ]
    3. Re:Not a new question... by computational+super · · Score: 1
      Animation/art isn't always about making something seem real.

      That doesn't preclude the use of facial animation software. Just animate Keanu Reaves face and - voila! complete lack of believability!

      --
      Proud neuron in the Slashdot hivemind since 2002.
  6. Not Yet... by TFer_Atvar · · Score: 2, Informative

    Humans hold human characters to a higher standard than other CGI. It's part of the reason why Toy Story, Monsters, Inc., A Bug's Life, and Over the Hedge have focused mainly on non-human characters or a cartoon-like story. When a more "adult" story is tried, as with Final Fantasy, the technology still comes up short. It's a step in the right direction, but until you can't discriminate between a CGI actor and a real one, this isn't going to be used in "serious" movies.

    1. Re:Not Yet... by Amouth · · Score: 1

      Fianl Fantasy - Advent Children rocked.. and even the first movie was gery good.. one think you had to look at is how long it took them to render the first one verses the second..

      give it 5 more years and we will have it if we want it

      --
      '...if only "Jumping to a Conclusion" was an event in the Olympics.'
  7. it will change but you wont loose your job. by twistedsymphony · · Score: 1

    None of these new techs are 100% plug in solutions, they often require a lot of personal time with someone who knows what they're doing. Further a lot of animation is fluid melding of one animation sequence to the next which can often be difficult to automate.

    I don't see the face mapping tech being much more different then mo-cap just on a smaller level. If anything proceduaral synthesis will bring the biggest changes to animation, but you'll still need people to code even that.

    1. Re:it will change but you wont loose your job. by Anonymous Coward · · Score: 0

      I won't loose my job? That's too bad. My job is pretty tight, and I was hoping this would loose it up a bit.

  8. Not to worry by corroncho · · Score: 3, Insightful

    Crappy acting will still be crappy acting. Just like the foley artist is still happily employed enhancing the audio soundtrack (either digitally or old fashined foot stomping). The animator will remain gainfully employed improving and enhancing the final product.
    ___________________________
    Free iPods? Its legit and simple. 5 of my friends got theirs. Get yours here!

  9. Harry Potter by zpapasmurf · · Score: 1

    Didn't they use this (or maybe they were going to but never did) when the actor who played Dumbledore died? I thought i remembered reading that they were going to map the dead actors face onto the new actor?

  10. Short answer... by salzbrot · · Score: 1
    If so much of the creative process is made so easy, where's the need for traditional animators spending exponentially larger amounts of time to create work of equal or lesser quality?

    Short answer: Polar Express. Just compare this movie to any Pixar feature and you know the answer.
    1. Re:Short answer... by nasch · · Score: 1

      Not sure where you're going with this. First, neither Polar Express nor Pixar uses the technology from the article, so the comparison isn't relevant. Second, I didn't enjoy Polar Express as much as any Pixar movie. I'm assuming your point is that the animation in PE is much more life-like than Pixar's work. So if that doesn't (necessarily) make for a better movie, we're back to the original question: what need for spending huge time and money on better animation?

    2. Re:Short answer... by Peganthyrus · · Score: 1

      Go to the company's Flash site, hit 'Productions', then 'Films'.

      "Image Metrics assisted in the making of Polar Express and are currently working on a number of major projects soon to be publicly announced."

      Polar Express: this facial mo-cap technology. (albiet an earlier version)
      Pixar: animators building each scene.

      So I think Salzbrot's point was that we need to spend time and money on better animation if we want animated films that aren't full of creepy wax dolls, because their flagship use of this technology lost all the subtelties that a human cares about.

      --
      egypt urnash minimal art.
    3. Re:Short answer... by ultranova · · Score: 1

      So I think Salzbrot's point was that we need to spend time and money on better animation if we want animated films that aren't full of creepy wax dolls, because their flagship use of this technology lost all the subtelties that a human cares about.

      I don't think it's so much a matter of subleties but consistency. Pixar's movies aren't photorealistic. They are 3D cartoons. Your brains happily fill in missing detail to cartoon characters, as long as the hints are there. But confuse the brain about whether this is a real human or not, and it will classify the being as "creepy".

      Disclaimer: I haven't actually seen Polar Express, just a trailer, and that was a long time ago. However, it looked like they were going for "real human" -look.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    4. Re:Short answer... by nasch · · Score: 1

      I guess it depends which apples we're comparing. Motion capture was used in PE, but not the new variety that the article is about. At any rate I see your point now and I agree with Salzbrot (I'm taking your word that that's who wrote it!) that it's clear there's still value in non-motion-capture animation. What threw me off is the implication that mo-cap is cheap and fast comparatively. I understand PE cost something like $100 million to make. I guess the whole point of this new technology is make it faster and cheaper, but the real breakthrough would be avoiding the creepy chasm or whatever it's called. The ad with the I Love Lucy characters was totally convincing, I thought. Can they do the same with an entirely "made up" face? Dunno.

    5. Re:Short answer... by PitaBred · · Score: 1

      There's even some literature on this so-called Uncanny Valley that causes these "creepy" sensations.

  11. Rendering Time by Telvin_3d · · Score: 2, Insightful
    The article doesn't say what kind of time or processing power Image Metrics's "high-fidelity, performance-driven facial animation" requires

    I don't care how much processing power it takes, unless we are talking simulation on the level of some of the whole-world-weather simulations any additional processing will be a drop in the bucket compared to the current amount of time and processing power already devoted to any production quality animation.
    1. Re: Rendering Time by shadowfax37 · · Score: 4, Informative
    2. Re:Rendering Time by GodSpiral · · Score: 1

      The NYT link has a video with it all apparently running in real time. The actors should be able to "look in the mirror" to do it.

  12. Facial Animation by Anonymous Coward · · Score: 0

    This will revolutionize pornography--just think of all the degradation that can be simulated!

    (Posted AC because I disgust myself.)

  13. The evolution by eebra82 · · Score: 3, Insightful

    How does a seasoned animator view this sort of push ahead in technology? If so much of the creative process is made so easy, where's the need for traditional animators spending exponentially larger amounts of time to create work of equal or lesser quality?

    Technology usually advances so that it is not only more advanced, but also more efficient. It's fairly obvious that Hollywood studios (just an example) would want cheap CGI, and since there's a need for this to happen, there's also someone working on making that happen.

    A skilled animator shouldn't be worried, however. Creativity is hard to replace with software and someone will always have to create whatever's portraited. How it's done and how fast is a different question.

    1. Re:The evolution by nine-times · · Score: 1

      Technology usually advances so that it is not only more advanced, but also more efficient. It's fairly obvious that Hollywood studios (just an example) would want cheap CGI, and since there's a need for this to happen, there's also someone working on making that happen.

      I wonder how much cheaper it would really be. Yes, your animators will probably save time, but won't you have to have "face actors" standing by to give the animator various "happy faces" to work with, or something? And then the animator would still need to try the different faces out, see which one he liked, clean it up, place it in the scene, etc.

      Maybe it's simpler than that, and maybe there are complications I'm not thinking of, but I doubt that, even if successful, it would make the process as trivial as some might be imagining. However, I think the idea of a "Face actor" is interesting. Just like you have specialized voice-actors for cartoons, will we get a new class of actors who are just really good at making faces?

  14. Re:In my day... 100,000 years ago by thejam · · Score: 1

    ...we hacked off the fingers of our enemies the Cro Magnon and painted in red with them on cave walls to show off our victories: truly DIGITal art! MacPaint was only black and white!

  15. This seasoned animator's view by tinrobot · · Score: 5, Insightful

    I've been doing 3D character animation for well over a decade, and I've also been exposed to automated facial animation systems including mocap (in many of it's various forms) over the years. I actually think mocap is not bad for certain applications, particularly whole body stuff like athletics. If you really want that golf swing to look like Tiger Woods in his video game, then mocapping him is a very valid option.

    What it's not good at, however, is animating the face. People have been trained since birth to observe human faces and we're experts. It makes us very aware of anything that's unnatural. Only a human who innately understands the subtleties of human emotions can truly finesse facial animation so it looks pleasing to the human eye. An animator is just that type of person. We study facial expression, musculature and all sorts of things, then combine it with acting skills and artistic knowledge to make a result that's looks pleasing to the eye (or not.. depending on budgets and deadlines - and I suspect this technology will filter down to the low end productions that don't care as much about the final results)

    1. Re:This seasoned animator's view by nasch · · Score: 3, Insightful
      Only a human who innately understands the subtleties of human emotions can truly finesse facial animation so it looks pleasing to the human eye.
      You're saying this technology could never become good enough to copy a human face well enough to be indistinguishable to a human observer? Or are you saying something else?
    2. Re:This seasoned animator's view by ConceptJunkie · · Score: 2, Insightful

      If he is saying that it couldn't fool a human, I would agree. While I've seen static images that are startingly realistic-looking, I have yet to see animation that gets anywhere near the far edge of the Uncanny Valley.

      That's why we will continue, for a long time, to see animation like The Incredibles, who don't look even the slightest real, but have very convincing expressions and poses.

      People will keep trying, and eventually succeed to duplicate photorealistic animated human expression, but I give it 10 years or more until that happens.

      --
      You are in a maze of twisty little passages, all alike.
    3. Re:This seasoned animator's view by CandyMan · · Score: 1

      > People have been trained since birth to observe human faces and we're experts. It makes us very aware of anything that's unnatural.

      Apparently recognising facial expressions is not learned, but innate, and males and females have evolved different strategies to recognise emotional faces.

      Otherwise, I completely agree. Animating faces is a Turing-complete (as in Turing's test, not Turing Machine) problem, that will only be achieved by machines when/if they achieve full humanlike intelligence.

      --
      http://barrapunto.com/ - News for nerds, en español
  16. how long is it before by Phantom+of+the+Opera · · Score: 1

    We have algorithmetically generated art or literature that has to convince users' software filters that the users would be entertained by it?

  17. Polar Express by Anonymous Coward · · Score: 0

    I believe they did a lot of work with the polar express movie.
    I also used to work above them, nice guys.

  18. A few thoughts. by hullabalucination · · Score: 5, Interesting
    If so much of the creative process is made so easy, where's the need for traditional animators spending exponentially larger amounts of time to create work of equal or lesser quality?

    Here's a quote, usually attributed to the WWI German flying ace, Baron Von Richthofen:

    "It's not the crate...it's the man inside the crate."

    I'm gonna ask you to ponder this and extrapolate to the imagined quandary you propose. Also, I'm going to leave you with a bit of personal history:

    I started in the graphic design business back in the early 70's, when a well-stocked "micro-studio" would set you back about around $50,000 (in 1974 dollars) for equipment, which included: a digital typesetter, process camera, film/paper photo processor, drafting table, waxer, light table...plus a few other lesser (though expensive) goodies. A decade later, inexpensive (relatively) personal computers with laser printers and scanners could be had for less than $10,000, essentially replacing my studio gear. Meaning every small business on the planet could suddenly be competing with me in the graphic design biz on some level. Predictably, a whole bunch of them tried. Did it put all the typographers/designers/pre-press craftsmen out of business? Well, it separated the wheat from the chaff, certainly, casting adrift the bottom 20% (subjective talent evaluation on my part) of the professional industry. It also produced an explosion of amazingly awful graphic design/typography, produced by folks whose accountants convinced them to attempt to save money by doing it themselves. However, those of us who actually had some skills/talent/Mojo actually thrived, selling our work by pitching the client on a comparison of our stuff to the examples of sub-par work that resulted from trying to replace talent with technology. Yes, I pitched a lot of FUD back then, showing a potential client the absolute worst examples of things produced by People Who Really Shouldn't Be Allowed to Touch Photoshop. Only...maybe it really wasn't really FUD. 'Cause when you objectively look at it, the good Baron's quote still rings true:

    "It's not the crate...it's the man inside the crate."

    All the computer programs in the world, along with all the hardware in the world, don't help if you don't got that Mojo to begin with. The tools are subservient to the talent, not the other way around. At least until someone develops a keyboard with a button that says "creativity."

    * * * * *

    Be like a postage stamp. Stick to one thing until you get there.
    --Josh Billings

    1. Re:A few thoughts. by Anonymous Coward · · Score: 0

      You're totally missing the point here. This technology isn't intended to remove human talent from the project. It's intended to remove / lessen the painful process of animating faces. You still have an actor to actually dictate what the animation does, and potentially still an animator to clean up the animation as needed.

    2. Re:A few thoughts. by Anonymous Coward · · Score: 0

      Oh that sounds interesti-zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz

  19. Watch the embedded video by chill · · Score: 1

    I've worked with 3D animation off-and-on for over 10 years, including professional movie studio work. MoCap was always, at best, 90% there.

    This, however, impressed the hell out of me, especially the African Warrior. WOW!

    Is it the end-all-and-be-all of digital animation? No, but it is generations ahead of things like Polar Express.

    Just watch the video before making any judgements.

    --
    Learning HOW to think is more important than learning WHAT to think.
    1. Re:Watch the embedded video by itlives · · Score: 3, Informative

      wow?? I've been doing character animation professionally (read: features) for 10yrs on the computer and I didnt see anything new there...and certainly nothing that made me say wow. I sure didnt think that African Warrior was very far beyond Polar Express. Every couple of years this same old hype gets dragged up and people get all excited and then the studios hit the bandwagon and make another Final Fantasy or Polar express. It sucks, the eyes are dead, and its creepy. Uncanny Valley revisited. The imporvements each time are incremental at best (to my eye.) But the real bottom line of all this is that its kind of gimmicky. Character animation is meant to *EXAGGERATE* reality, not replicate it. What they describe here is really more visual effects than character animation. Studios love this because they hope someday they can stop dealing with all those annoying actors, animators, and artists. If you want to make a movie about James Dean dating Marilyn Monroe, go right ahead. But if you want to make a movie about a fish thats in love with a bug, mocap (facial or gestural) isn't going to be the most appealing solution. The only photoreal CG Character that ever made me say wow was Gollum and there were many, many animators (whom i know personally) who both animated and cleaned up facial motion capture for thousands of hours to make Gollum. No slight to Andy Serkis who is a very talented performer, but it just ain't that simple. Animators will be around as long as there are children (and adults) who want to see thier imaginations taken somewhere its never been before. (i.e. forever)

    2. Re:Watch the embedded video by GodSpiral · · Score: 1

      I was very impressed with the video. Actors will be able to create desired facial annimations/expressions directly much faster and cheaper than animators, probably with no compromise at all to the directors vision.

      I'm also guessing that tweaks long after the actor finished the session are still possible.

      In a top movie, How many animator hours does it take to produce 1 second of facial animation?

    3. Re:Watch the embedded video by packrat2 · · Score: 1

      ok, now twitch your little toe..once. Any of 'em.

        feel the muscle pull behind your ear?

        THATS what computers miss. and it'll be standard feature in two years, betcha.

      packrat2

      --
      packrat ; writer-informer. http://packrat.comicgenesis.com http://www.youtube.com/area163 https://www.smashwords.com/
  20. Interesting by venicebeach · · Score: 1

    However, the real challenge still remains for the actors: generating a facial expression intentionally usually does not produce the same muscle contractions that spontaneous emotions do. Thats the whole difficulty with acting, you can't make your face do what you think happens when someone is angry, you have to get angry and let your face do its thing.

    1. Re:Interesting by Clod9 · · Score: 1

      But that's exactly what's interesting about motion CAPTURE. If you can capture everything in enough detail, then you can record and store the "real" expressions by doing unexpected things to the actors in real life (e.g. Alan Rickman's face at the end of Die Hard, search for "get the right reaction" on that page). Instead of doing 20 takes to get everyone doing the right thing at the right time, the filmmaker can capture a real-life emotion and then blend it onto an animated character at any arbitrary point in the action. Eventually, actors or studios may develop libraries of such motion capture sequences. Putting it all together on a set at a specific instant in time on cue will no longer be as important.

    2. Re:Interesting by venicebeach · · Score: 1

      Yeah thats a really good point, you only have to get what you want once and you can re-use it.

  21. Another tool. by Peganthyrus · · Score: 2, Interesting

    It's another tool.

    There will be some things it is suitable for, and some things it's useless for. I can't see this having much use in the production of a show based around drawings, for instance!

    Back during the production of "Snow White", Disney shot a lot of reference film. Some of the animators leaned heavily on this, essentially just rotoscoping the model and stylizing her a little into Snow White. Master animator Grim Natwick would refer to the first and last frames of his reference film, to make sure it hooked up properly with the adjoining scenes, and essentially ignored the rest.

    Guess whose scenes had the most life in them?

    For some purposes, the raw data out of this will be fine. For other, it's a starting point for an animator to go over, and possibly completely abandon.

    --
    egypt urnash minimal art.
  22. Re:video killed painting? by BitterAndDrunk · · Score: 1
    No, it killed the Radio Star.

    Film at 11.

    --
    You better watch out, there may be dogs about . . .
  23. Options are good. by meburke · · Score: 1

    Yeah, the article is a little sparse on details. What kind of power does it take? Is the software for sale? What are the costs associated with production? The article did allude to a time savings. This seems to be a clone of stuff they've been doing in Japan for a few years.

    --
    "The mind works quicker than you think!"
  24. Making Beowulf by wowbagger · · Score: 1

    They are making a CGI version of Beowulf. Let the slashbot flogging of the demised equine that is the "imagine a Beowulf cluster" meme begin.

  25. Re:In my day... 100,000 years ago by MadUndergrad · · Score: 1

    Luxury! We would have killed to be able to use someone else's parts: we had to leave our own dead chalky bodies, generation after generation over thousands of years, to produce any art. Granted, back in the day art lasted longer, not like this newfangled "digital" stuff. Pah.

  26. Technology always moves the curve... by maillemaker · · Score: 2, Insightful

    >If so much of the creative process is made so easy, where's the need for traditional animators
    >spending exponentially larger amounts of time to create work of equal or lesser quality? How did animators
    >view motion capture when it first appeared? Will there still be room for creativity if this tech comes to fruition?"

    This sort of thing has always come along. For example, WYSIWYG applications like Front Page let people like me create web pages without knowing hardly any HTML. Suddenly /anyone/ could make a pretty good looking web page. Did a lot of web page authors bite the dust then? Sure. But the ones who remained advanced their art - now they are masters not just of HTML but PHP, AJAX, JAVA, Flash, and a host of other cutting-edge web functionalities.

    Computer Aided Drafting did the same thing to mechanical drafters who worked on drawing boards with pencil and paper.

    That's kind of the point of technology - to make what were once difficult or tedious expenditures of effort become effortless. Talented people who specialized in those old efforts will have to move on to tackle new things that are still difficult. There's always a new cutting edge.

    Steve

    --
    A work that expires before its copyright never enters the public domain and thus enjoys eternal copyright protection.
  27. Exaggeration by Anonymous Coward · · Score: 1, Insightful

    Most good animations exaggerate the motions of the characters to add life and energy. On screen, having everything turned up a notch above what it would be in the real world helps convey the message you're going for. And of course facial expressions are included in all of that. Using mocap only captures reality(or at least it tries to) and doesn't allow for any freedom to exaggerate things as the animator sees fit. And even if you wanted to start with mocap and build in some other motion from there, it makes it difficult to do so because of all the noisy data that it collects. Picking through that and cleaning it up so you can work with it can be more time-consuming than just doing it from scratch yourself.

    So no, I don't think it's going to make such a big impact that animators will have to worry about keeping their jobs. Humans are actually good at some things!

  28. Re:In my day... 100,000 years ago by CreatureComfort · · Score: 2, Funny


    So you used Corel's predecessor Coral? Sounds like luxury to me.

    --
    "Unheard of means only it's undreamed of yet,
    Impossible means not yet done." ~~ Julia Ecklar
  29. p0rn by Gospodin · · Score: 2, Funny

    Thousands of p0rn "actresses" just lost their jobs.

    I can't believe I'm the first person in this thread to realize this!

    --
    ...following the principles of Heisenburger's Uncertain Cat...
    1. Re:p0rn by Anonymous Coward · · Score: 0
      oh for... it's not that kind of facial animation.

      Geez.

  30. Living, Dead, or Mouse? by Kaenneth · · Score: 1

    Mapping from one human onto another is not that hard compared to what real animators have done.

    How does a bunch of mops become an unstoppable force?

    How do you make a lion comforting?

    What makes a toy ballon menacing?

  31. CG sucks no matter what by raddan · · Score: 1

    Maybe someday studios will realize that CG blows no matter how good it is-- it will never make a film "worth seeing". Granted, good CG brings people into the box office. That's probably all studios care about.

    OTOH, I would rather see a nice CG recreation of Richard Harris as Albus Dumbledore than the guy they have now. The difference is so striking as to be disconcerting-- for a Potter fan, that is. Harris was the bomb.

  32. Neo-Luddism by Drunkulus · · Score: 0, Offtopic


    This technology will never take your job. It will take the job of the Chinese animator who takes your job. The money saved in each instance will go to the executives and stockholders of the company. Luckily, in America, you will still have some options to keep a roof over your head. These are welfare and prison. This is the system being used for the displaced auto manufacturing employees in Detroit.
    Thomas Pynchon explains it all here:
    http://www.themodernword.com/pynchon/pynchon_essay s_luddite.html

  33. Democratization of tools is a problem... by Anonymous Coward · · Score: 0

    In an era when virtually anyone can buy a video camera, we don't find ourselves flooded with great documentaries and movies. Instead, there's a lot of OK stuff, a bunch of total crap, and a few outstanding new DPs and Directors - who suddenly get paid a bunch of money and get to use the REAL big tools.

    Unfortunately, the fact that there are so many documenaries being made means that good material won't wait around for a Ken Burns or an Erol Morris do do a GOOD film.

    The same thing has happened over and over from the days when people who were really great at setting display type with a waxer and an Xacto Knife were displaced when people with a Mac could do a really crappy job of it with a laser printer, only much faster.

    In the end, the way to get noticed and paid well AFTER the revolution is to be top of the heap.

    But you're going to have to compete with a bunch of high-schoolers using pirated software in their bedrooms, which means you're going to have to do a better job at adding value, better job at marketing, better job at solving problems (visual problems, the customer's real-world business problems, turn-around-time problems, come-through-in-a-pinch problems, etc) than the average kid.

    Digital revolutions separate creators into Artists and Craftsmen. Artists have the vision and can deliver creatively no matter what the toolset - and broaden "toolset" to include a bunch of offshored animators bringing the artist's vision to life. Craftsmen find themselves quite good at tools that are no longer used.

    If you're a Craftsman, you either need to hurry up and educate yourself into something else the unwashed masses won't be able to do for a year or two, or work on your ability to add value as a problem-solver, or a mentor and educator of new young Craftsmen and Artists.

    I used to be a Craftsman. A Multi-Image animator and programmer (like This Guy (not me...). Then I got a look at Adobe Photoshop. "Yeesh...I'll be out of a job pretty quick!"

    Been a craftsman a few times, actually. Now make my living trying to help people solve their problems.

  34. Eventually Computers Will Take Over by SRA8 · · Score: 1

    Eventually everything will be done by computers and robots. Why deny the inevitable? Just sit back and enjoy, until they take over, at which point we're screwed anyway.

  35. Depends on who you want to animate by steveo777 · · Score: 2, Funny

    Say... Keanu Reeves. Since he's only got one facial expression, all you need is a camera and... well, that's it.

    --
    This sig isn't original enough, it's time to come up with something witty...
    1. Re:Depends on who you want to animate by slowbad · · Score: 1

      Or you can just target your product toward all those Asperger's geeks?

  36. New Star Trek:TOS? by Sans_A_Cause · · Score: 1

    Wouldn't it be cool to make new episodes of Star Trek TOS using this technology? If you coupled it with voice synthesis, you could have Bones and Scotty right in the mix. Maybe the producers could save enough on actor's salaries to pay to get some writers!

  37. Digital Botox? by Anonymous Coward · · Score: 0

    I believe a Botox(TM) filter was applied in the first image ("Emoting by Llana Rogel, an actress, is translated into a computer image.") Either that or Llana always has bug eyes and deep wrinkles in her forehead!

  38. "serious" movies? by durnurd · · Score: 1

    Like Star Wars? The Matrix? Lord of the Rings?

    --
    --Edward Dassmesser
    1. Re:"serious" movies? by WilliamSChips · · Score: 1

      Did you ever see an actual acting scene with CGI people in any of those movies?

      --
      Please, for the good of Humanity, vote Obama.
  39. Resolution increase != animation quality by drewson99 · · Score: 1

    This technology simply adds more virtual mo-cap nodes to an actor's face. That is the only thing new here - insead of the previous' technology (Polar Express et. al.) with hundreds of sensors, this simulates thousands or more. It is still mo-cap though!!!

    Quality animation REQUIRES a skilled animator's touch - the more these companies try to create animation without the artist, the further they get from quality art. Look at how Pixar can make nearly abstract objects and characters emote, without any mo-cap.

    The future of animation high-art will be the joining of animation artists and these tools, not some autonomous machine putting Marilyn monroe's face onto an actress scrubbing a toilet in a commercial for Tidy-Bowl.

  40. actor's faces and copyright by quixote9 · · Score: 1

    One reason why animation that doesn't use an actor's work may persist is that it won't run into the licensing fees, or whatever they'll be calling them in the brave new world. I'm sure in-demand actors will charge suitably exorbitant rates for the use of their emoting skills. Or, more likely, their names.

  41. Zbrush uses the same warrior by Anonymous Coward · · Score: 0

    Interesting, the CGI product "Zbrush" uses the same image on their website. Well it looks very much the same at least.

    http://www.pixologic.com/zbrush/zbrush-is-painting /overview.php

    I guess they used zbrush to do the texturing and modelling and then this other product to animate it? Anyone know?

  42. Make a New John Wayne Movie by trygstad · · Score: 1

    My Dad, an Amiga buff up to the day of his death, always said that we would know computer animation was truly mature when someone could make a new John Wayne movie that would be indistinguishable from an original. Sounds like someone might be able to pull it off with this technology.

  43. Nothing new under the sun.... by udragon · · Score: 1

    Actually, there's nothing new or revolutionary about this. Eyetronics's LiquidFaces tool was capable of doing these things over 3 years ago. See: http://www.eyetronics.com/

  44. The point of animation by GayBliss · · Score: 1

    The purpose for making an animated movie in the first place is generally NOT to create something that is difficult or impossible to tell if it is real or not. The value of animation is to be able to go outside the realm of reality. Looking back at recent history, (e.g. Southpark, the Simpsons), often the most successful animation projects have some of the least life-like appearance. There will always be a need for creative artists. The tools just help with the grunge work (tweening, etc.).

  45. It's about the story, not the technology by Anonymous Coward · · Score: 0

    I first started attending SIGGRAPH conventions in 1984 and attended every year until (and including) 1998. In all those years, the only event I never missed was the film show.

    In all that time there were several kinds of films that wowed audiences without fail:

    1) Technical tour-de-forces (in 84 I think it was "Long Ray's Journey into Light" rendered using a rendering algorithm that used unused cycles (some 10,000 CPU hours IIRC) on networked Apollo Domain workstations).

    2) Interactive experiences (imagine an audience of 3000 people playing Pong, thanks to Loren Carpenter and friends). Maybe you had to be there.

    3) Humorous story lines.

    4) Great storytelling.

    The best films combined elements of 1), 3), and 4 and the masters of this were ... Pixar. What people consistently seem to forget is that good storytelling with characters we care about, done technically well, with at least a little bit of humor, leads to the films we remember best.

    Remember the bathos of Luxo Junior? Who would have thought that a little lamp could display emotion? Or a unicycle? What about the snowman in the snowglobe "in love" with the beach babe in her sandglobe? There are dozens of other examples I can mention and the common theme is ... ... technology in the service of storytelling, and not the other way around.

    Technology will continue its inexorable march "forward" which is neither good nor bad in itself. What is "good" or "bad" is/are the uses to which technologies are put. It's getting to the point where it's difficult to tell, from a distance and if you're not paying close attention, whether a person in a game or movie is a live actor or a digital actor or even a digitally enhanced live actor. But it doesn't really matter if the viewer can't engage/identify with the actor -- real or digital. :: SI

  46. Still looks retarded by objekt · · Score: 1

    This is a step up from Polar Express, but it looks like we need another step or two before it's good enough. Heck, Gollum didn't have that "slow motion" problem that this seems to have. Then again, the clip of Fred and Ethel looked pretty good.

    --
    -- Boycott Shell
  47. Porn by marvelite · · Score: 1

    Yeah, what if they use facial resemblance (just different enough to avoid lawsuit)to famous actress or models.

  48. Bleh... by deific · · Score: 1

    I didn't see the video, but the screenshot they're showing in the article looks like ass. I'm studying 3d animation and a few things are okay, such as the mouth shape, the jaw, and the pressing inward cheeks. But the eyes and eyebrows are terrible. Just look how the eyebrows on the 3d model don't curve outward from the eyes, the eyes are also just the standard shapes instead of exagerated larger (lower and upper eyelids should be pulling open further). Plus where's the folds in the skin for the brow? It's also missing any musculature under the eye. Another thing is the actress' left eyebrow (right on the picture) is slightly higher than her right one, which doesn't show on the mocap screenshot. It looks like she's saying Oh, but with no enthusiasm. I don't know if this was a limitation of the model, but it's got a LONG ways to go to match anything done by a good animator. For a good reference to facial animation, compair Polar Express to Golem from LOTR. Golem was traditionally animated and the Polar express characters were mo-capped. This may be a step up from polar express, but nothing beats the choices and exagerations of a good animator.

  49. Interface by Rowanyote · · Score: 1

    Stepping aside from animation for film, what about the use of this technology as an interface for transfering fine facial details into a virtual space? It would be interesting to write the interpreter/translator between this technology and online avatars, both human and non human. And yes, I am a furry. Thinking about seeing a smile on my face reflected in a canine ear and tail "smile" in second life makes me happy..... Rowanyote

  50. Photography was a great thing for painters by User+956 · · Score: 1

    How did painters view photographic technology when it first appeared?

    Once people really embraced photography, it was a great thing for the art world, because painters were no longer burdened with the expectectation of reproducing reality. This freedom paved the way for abstract expressionism and dada.

    --
    The theory of relativity doesn't work right in Arkansas.