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.
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
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.