Mo-Cap and How to handle it.

With mo-cap on the rise as a technology to get great, realistic animation fast it’s good to have a handle on it. Film and especially games are moving more and more into this technology and it’s easy to see why, it’s quick and requires  a lot less man hours to create. Problem is, as intelligent as computers are they just can’t replicate the human addition that an animator adds. We add life and a soul into the character something that I think a computer can never reproduce.

Even though mo-cap does make the animation process much more efficient, someone has to clean up this data we get from the mo-cap process. First off if you haven’t worked with mo-cap you will not realize that it keys ‘ever single frame’  this is where as a cleanup artist or animator we do most of our work with this. We have to sometimes clean up all the unnecessary keys and remove anything that is moving out of the ordinary. The following tips I have are for getting into some particularly bad mo-cap and how to clean it up.

Before I move on though I must note that sometimes the mo-cap is just too messy to work with and at that point I opt to hand key using the mo-cap as a guide for the body mechanics.

The Euler Filter (It will become your best friend and fighter against Gimbal)

My first tip is when you get the mo-cap into the scene, the first thing I will do is run a Euler filter tool on all the curves in the Graph Editor. (In Maya this is under Curves –>Euler Filter) This will remove anything that is, for lack of a better word, flipping and remove gimbal. This will make it so when you do start removing any unnecessary keys you won’t suddenly have a character rolling around all over the place.

These are what bad curves look like... not pretty!

The main idea with mo-cap is to get the general flow the curves and remove any sudden jitters in the curves. I suggest starting at the COG or hips and working your way up to the chest bone. From her you can then do either the head and neck and the arms. Work down the chain because if you find the sudden jerking movement in the hips that could show up in the arms and rather than try to find the problem in the arms, you will realize that its the hips that are driving that jerking movement in the arms.

Create a buffer curve snapshot to see where you're curves were.

At this point I would also suggest turning on the Buffer Curve Snapshot tool (if you’re using Maya see above), then turn on Show Buffer Curves (under View –> Show Buffer Curves).  This way you can see where the curves were and when you delete the messy keys you can at least follow the flow the original gave you.

Duplicate Special options.

My last tip is if the mo-cap is just unworkable there are a few ways you could tackle this. My first tip is duplicate the original rig model and all using Duplicate Special, make sure you select the options box.  In the options for this make sure Duplicate Imput Graph is ticked, then hit Duplicate Special. This way you now that a duplicate rig you can trace. Create a layer add this rig and make it a template. Now import or zero out all the controls on the original one and start tracing. I only suggest this way if the curves are just a complete mess.

There is a slightly different way of doing this though without having to hand key from scratch. Go through the animation and find the ‘key’ frames and main breakdowns, then delete everything between these keys. This method is basically working like a traditional animator would, you would find the key frames that will give  you the most information about the movement in the mo-cap.

Pretty curves... now don't they just look nice.

I hope this helps someone who is getting into animation or even someone going into a new job involving mo-cap wrangling. It really is an art form in itself and something that I am constantly learning new tricks on handling. Next time I will post some tips on getting a good cycle from mo-cap without changing any of the vital curves. Happy animating!

Greetings from the Void!

It’s been a real long time since I started this blog, and an even longer time since I posted anything.  So because of this injustice I have decided to post again at long last.

First what’s new with me since my first post. I finally found a new job at EA Visceral Games in Melbourne. This is a super fun job, probably the most fun I have ever had working. Game animation is a completely different ball game to regular TV animation but I enjoy the challenge of something new. I thought I would post my advice to people starting out in game animation or moving over from TV and film animation. Here are my notes on the difference between these mediums.

Character as seen from the game camera in "Red Dead Redemption"

First off, rather than animating to a fixed camera, you will find yourself animating often to any angle imaginable. We do tend to favor the camera angle of the player but the other players looking at your avatar have to see something cool too.

Secondly, you will become very good at animating run and walk cycles. These are the most biggest thing you animate mainly in game animation. Usually game companies will use mocap, which can be a difficult beast to tackle (I’ll do a completely seperate post on this). Often you will be asked to animate cycles whether this be a running or walking biped or even a four legged creature. One thing I have definately gotten from this job is an improvement in body mechanics when it comes to cycles.

The last thing I will mention is forget everything that you know as far as antics goes. There are usually no antics in game animation. Usually there isn’t time for this as the player will want immediate reaction when they hit the jump button. Usually the character will jump straight up and you will only really get follow through in the landing. This is where you can really give a landing impact by having some overlap and squash in that landing.

In the end I have gotten a tonne of experience from this job, that I would feel comfortable at least with understanding the mechanics of game animation. I may not understand the engine to its fullest but I get the theory. But with the way that the industry is always constantly progressing not understanding all the latest tech probably isn’t a bad thing, since you’ll have to learn a new one anyway.

Feb 1, 2010

Greetings Internet!

Greetings Earthlings, I am Tara Caruso, a 25 year old animator living in her parents house at the moment looking for work. I needed an outlet for my creativity so I decided to start up a new blog. I used to blog quite a lot when I first started, so I hope this space can prove useful to others starting out, to document the challenges I come across and how I handle them and to bounce ideas with others.

This layout is great it has feeds from popular communication sites, (I’m hoping they add a linkedIn feed) so you will be able to find me on Facebook and Vimeo. I have a Twitter but I just don’t use it. May put the feed up but I’m not sure if my moment to moment life at this point in time is really thrilling.

Also watch below I am constantly updating an acting piece I’m working on while I look for a new job. I love getting feedback at each stage as to what’s working, what isn’t. So feel free to crit me on any of the latest updates I post.

Latest Videos

Cast: Tara Allen (Caruso)

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Zombie Pirate Robot Attack!

Cast: Tara Allen (Caruso)

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Cast: Tara Allen (Caruso)

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Zombie Pirate Robot Attack: Metal Gear Johnny

Cast: Tara Allen (Caruso)

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A commercial I worked on for Monkey Lab back in about 2006. Mo-cap and some animation from the ground up. I am responsible for all the animation in this piece. Music added later by myself to liven it up since I didn't have the original sound.

Cast: Tara Allen (Caruso)

Tags: Tara Caruso, Animator and A-League

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A-League Commercial

A commercial I worked on for Monkey Lab back in about 2006. Mo-cap and some animation from the ground up. I am responsible for all the animation in this piece. Music added later by myself to liven it up since I didn't have the original sound.

Cast: Tara Allen (Caruso)

Tags: Tara Caruso, Animator and A-League

This week I add the lipsinc to my work.

Cast: Tara Allen (Caruso)

Tags: Animation Mentor, Tara Caruso, Bishop and Animation

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Single Character Performance - Adding the lipsinc.

This week I add the lipsinc to my work.

Cast: Tara Allen (Caruso)

Tags: Animation Mentor, Tara Caruso, Bishop and Animation

Online Portfolio

  • Summer Tram Doodling!

    Summer and trams don’t mix. I drew the picture above as a commentary on what the trams are like in Melbourne, in the summer. No air con, no air for that matter, the smell of sweat, people and stuck in traffic. Needless to say I can’t wait to see summer gone! Now the fat guy [...]

  • An Animators Observations – Smoking Ettiquette.

    This is a topic I have finally decided to post about… why? Well I have been traveling on trains and trams for almost a year now and I have to say, societies manners suck. There seems to be this complete lack of awareness of the people around you. My parents brought me up to think [...]

  • Mo-Cap and How to handle it.

    With mo-cap on the rise as a technology to get great, realistic animation fast it’s good to have a handle on it. Film and especially games are moving more and more into this technology and it’s easy to see why, it’s quick and requires a lot less man hours to create. Problem is, as intelligent [...]