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.
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.
How did painters view photographic technology when it first appeared?
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.
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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.
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.
Full Tilt
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)
>If so much of the creative process is made so easy, where's the need for traditional animators
/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.
>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
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
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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!
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.
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