00:00PEGI 18
00:31Motion Capture is the technology used to capture performances of actors and then translate that to 3D data that we
00:41then apply to our characters.
00:43There's a series of cameras set up in an array around the room.
00:46They're basically capturing markers that are set up at specific key points on the character to ensure that we have
00:54articulation at each joint.
00:55That data is captured with infrared cameras that reflect back the information to the cameras and then that data is
01:03triangulated.
01:05The talent we get are really true professionals. They've been doing acting and stunt work for many years so they
01:12take direction really well.
01:14You just have to be a kid I think. At the end of the day you have to remember what
01:16it was like to be a little kid running through the woods playing cops and robbers.
01:21It's just a matter of really thinking like a good actor and trying to say how does this character carry
01:26themselves?
01:27What is it that's affecting their body as they move? And just trying to visualize yourself in a different set
01:33of bones and different skin.
01:35Forgetting what you look like I think is one of the greatest challenges that any actor for motion capture has
01:40because basically they're just using your skeleton or your joints.
01:44And they're superimposing another character that probably looks nothing like you whatsoever.
01:50But I think once you see what the character looks like with your movements that's a really big step for
01:55an emotion capture actor to just realize that like it's not you at all.
01:59So basically I give them an insight into the character that they're performing. Give them a little background on who
02:04the character is, what the character means to the game.
02:07And a lot of times we just let talent perform impromptu and kind of freestyle a little bit. So we
02:14give them a lot of creative input on how they want to play the character.
02:17If I'm lucky I know kind of what the game is about, what kind of characters I'm looking at before
02:22I go into the shoot.
02:23And honestly I sit down and play a lot of video games the night before to try to get just
02:28a reference point of, you know, what it would be like to actually swing at these things.
02:31Motion capture is basically a tool for the animators to kind of push the limits of the animation. It gives
02:36us the fidelity. We get the subtleties of the motion.
02:39What we're able to do with it is push it beyond the limits of what a human can do.
02:44You know, when you pick up a game today, the movement of it, the acting within the game, the characters
02:50themselves move and are so much more developed than characters that had been hand animated just in the computer from
02:58games even a few years ago.
03:00And I think today's gamers really expect to see that next level of real performance.
03:07You hear criticism on both sides. You hear, oh, now the performances aren't real performances because it's somebody else's skin
03:13on the screen or whatever.
03:15I think that the challenges are even tougher for the actor now. Getting an authentic real performance to play through,
03:21you know, a digital skin, I think takes a lot of skill and a lot of thinking about your technique
03:26and making sure that you're getting an honest authentic performance.
03:37I think that's not just the Pittsburgh ain't better to make it easier.
03:44Are you ready to consider building this game of potential?
03:50You know, you should be INT
03:52Grazie.
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