WEBVTT - TechStuff Classic: How Motion Capture Works

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<v Speaker 1>Welcome to tech Stuff, a production of I Heart Radios

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<v Speaker 1>How Stuff Works. Hey there, and welcome to text Stuff.

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<v Speaker 1>I'm your host, Jonathan Strickland. I'm an executive producer with

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<v Speaker 1>I Heart Radio and I love all things tech and

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<v Speaker 1>it's time for another classic episode of tech Stuff. This

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<v Speaker 1>episode originally published on December nineteen, two thousand and twelve.

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<v Speaker 1>It is titled how Motion Capture works and I love

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<v Speaker 1>mo cap when it's done well. When mo cap has

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<v Speaker 1>done well, you can get some phenomenal performances translated into

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<v Speaker 1>different types of media, including video games and c g

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<v Speaker 1>I films. It is an amazing tool and Chris Pullett

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<v Speaker 1>and I break down how it works. So let's listen

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<v Speaker 1>in on this classic episode. So today we thought we'd

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<v Speaker 1>talk a bit about a type of performance that is

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<v Speaker 1>relatively new as far as performance goes. Uh, something that uh,

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<v Speaker 1>I guess this falls into our movie making category, but

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<v Speaker 1>it's also something that's been used in things like video

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<v Speaker 1>games and and other forms of media as well. Motion capture. Yeah,

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<v Speaker 1>you'll even see it in UH in sports. They've been

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<v Speaker 1>talking about this for a while now. And if you've

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<v Speaker 1>ever seen the making of a a video or a game. Um,

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<v Speaker 1>or you know even in sports rehabilitation, in medicine, Um,

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<v Speaker 1>they where the people are wearing dots, little white dots

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<v Speaker 1>all over their clothing and sometimes their faces and hands. Um,

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<v Speaker 1>that's probably what they were doing. Either that or they

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<v Speaker 1>just really like stickers. Yeah, I mean who doesn't. I

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<v Speaker 1>remember being very competitive in elementary school in order to

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<v Speaker 1>get a sticker. And also this is a tangent but

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<v Speaker 1>a true story. I got a gold star sticker, uh

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<v Speaker 1>just last month, as from Tracy, the head of our

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<v Speaker 1>our site. So anyway, um, yeah, motion capture. Actually, there

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<v Speaker 1>are a lot of different terms that you can use

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<v Speaker 1>in this in this realm uh, motion capture am CAP

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<v Speaker 1>is probably the one I hear the most frequently, but

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<v Speaker 1>also things like performance animation, performance capture, digital puppetry, real

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<v Speaker 1>time animation, motion scanning, which is really more of a

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<v Speaker 1>proprietary thing, but these are The concept is pretty much

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<v Speaker 1>the same across the board. The idea is to capture

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<v Speaker 1>the physical representation of something and then converted into a

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<v Speaker 1>virtual format. So usually it's something that's in motion, but

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<v Speaker 1>it's not always that way. Uh. Since you know we're

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<v Speaker 1>talking about motion capture, that makes sense, but you're trying

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<v Speaker 1>to get uh, translates something that is moving through real

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<v Speaker 1>space into a digital format. And Uh, there's different ways

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<v Speaker 1>to do this. I mean you could do it the

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<v Speaker 1>really hard way, which is where you study something and

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<v Speaker 1>then you try to recreate it, uh, either by hand

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<v Speaker 1>or by or digitally, you know, by by programming movements

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<v Speaker 1>into an animated figure. But this is an idea that

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<v Speaker 1>kind of takes that step out where you are directly

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<v Speaker 1>porting the movements uh, something is making within physical space

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<v Speaker 1>into virtual space. Yeah, there was an early technique, UM,

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<v Speaker 1>And of course this is this is all an attempt

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<v Speaker 1>to to get as real as you can with with animation. UM.

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<v Speaker 1>And one of the earlier techniques that that was sort

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<v Speaker 1>of a predecessor to this is called rotoscoping. Uh. Ralph

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<v Speaker 1>Box She's Lord of the Rings had a lot of

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<v Speaker 1>rotoscoping in it. Well, what happens is UM, in that

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<v Speaker 1>case is that a real uh, a real human being

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<v Speaker 1>goes through the motions and they act through the parts

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<v Speaker 1>that are that you're going to see in the animation,

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<v Speaker 1>and they shoot that on film. Yes, yes, and then

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<v Speaker 1>the the animators basically are looking at that and are

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<v Speaker 1>drawing more or less on top of that, they see

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<v Speaker 1>a projection of that, and they are drawing, uh, the

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<v Speaker 1>animation over that to capture the way that person's body looks.

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<v Speaker 1>And this this was famous. You know, the Disney studios

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<v Speaker 1>were famous for this. We're studying models and then they

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<v Speaker 1>would do the rotoscoping technique to to try to make

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<v Speaker 1>their uh, their characters look more realistic. Yeah, and there

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<v Speaker 1>are some artists, like I said, like Bakshi who famously

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<v Speaker 1>would leave the film image as part of the animation,

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<v Speaker 1>so that you had this this weird effect where the

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<v Speaker 1>thing you were looking at was part uh well quote

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<v Speaker 1>unquote real image and part animated image, which was it

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<v Speaker 1>was an artistic choice, uh, definitely something that was not

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<v Speaker 1>meant to to necessarily fool you into thinking, oh, well,

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<v Speaker 1>that animated character is moving very realistically. It was done

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<v Speaker 1>on purpose, but it was. That's what I always think

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<v Speaker 1>of when I think rotoscope as I just think of

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<v Speaker 1>the different box sheet films, but in particular I think

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<v Speaker 1>of his Lord of the Rings adaptation, um, which, as

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<v Speaker 1>I recall, ended halfway through the Two Towers. So anyway,

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<v Speaker 1>that's just bringing back memories. But yeah, that was that

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<v Speaker 1>was sort of a precursor to motion capture motion capture itself.

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<v Speaker 1>There are many different ways of achieving this. For example,

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<v Speaker 1>there were it's not used very frequently now, but there

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<v Speaker 1>were mechanical systems where you had sensors that would be

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<v Speaker 1>attached to specific joints UH that would relay movement. And

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<v Speaker 1>usually it was kind of like a like an actor

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<v Speaker 1>would wear a physical metallic skeleton type device that would

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<v Speaker 1>have the sensors attached to the various joints, and as

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<v Speaker 1>the actor moved, the sensors would register the changes in

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<v Speaker 1>motion in this metallic skeleton and UH, and that would

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<v Speaker 1>be relayed through usually cables to a computer system that

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<v Speaker 1>would measure these or take the measurements from the sensors

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<v Speaker 1>and translated into movements for the virtual character. UH. It's

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<v Speaker 1>very limiting on this particular system. There was another one

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<v Speaker 1>that was a little more versatile, which was used electro magnets.

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<v Speaker 1>And in this case you talked about sensors that would

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<v Speaker 1>be attached by really thick cables that again would go

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<v Speaker 1>to a computer and there'd be a magnetic field and

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<v Speaker 1>by moving through this magnetic field, the sensors would pick

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<v Speaker 1>up alterations. You know, it would you know, moving through

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<v Speaker 1>magnetic field, you would get little electrical changes. We we've

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<v Speaker 1>talked a lot about electricity magnetism in general, moving through

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<v Speaker 1>uh fluctuating a magnetic field can induce electricity through a conductor,

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<v Speaker 1>or putting electricity through a conductor can induce a magnetic field.

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<v Speaker 1>So anyway, by moving these sensors through the magnetic field,

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<v Speaker 1>it would create these electronic fluctuations that would then be

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<v Speaker 1>measured and translated into movement. And again this was a

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<v Speaker 1>fairly effective way of picking up movements. It actually didn't

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<v Speaker 1>use as many points of contact as the optical systems

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<v Speaker 1>that we mostly think about, that was the kind that

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<v Speaker 1>Chris was referring to early with all the dots on

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<v Speaker 1>the person. Those systems tend to have lots and lots

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<v Speaker 1>and lots of points of reference. The electro magnet ones

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<v Speaker 1>didn't tend to have as many points of reference because

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<v Speaker 1>the software side of it, because you know, we do

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<v Speaker 1>have a hardware and a software side to this. The

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<v Speaker 1>software side would assume that the joints that these sensors

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<v Speaker 1>were attached to behaved the way they normally would in humans,

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<v Speaker 1>and that they don't have complete freedom of movement. Most

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<v Speaker 1>of us are not multi jointed in every joint, so

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<v Speaker 1>we can't you know that we have a imitation on

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<v Speaker 1>how far we can move in certain directions with these

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<v Speaker 1>various joints. So taking that into account, you didn't have

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<v Speaker 1>to have sensors all over the body. You would just

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<v Speaker 1>have in a few places, which was good considering that

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<v Speaker 1>there were these thick cables attached to the sensors. And

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<v Speaker 1>then once you were done moving, then the all that

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<v Speaker 1>data would get be captured within the system and could

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<v Speaker 1>then be rendered into animation. Although this was also a

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<v Speaker 1>way that you could do real time animation or digital puppetry. Uh,

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<v Speaker 1>it's not that different from controlling a video game character

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<v Speaker 1>with a controller. It's sort of the same principle, except

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<v Speaker 1>in this case the the video game controller instead of

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<v Speaker 1>being something you hold in your hands, it's something you

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<v Speaker 1>were actually wearing. And uh, I've seen plenty of instances

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<v Speaker 1>of this. If you've ever seen Turtle Talk with Crush

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<v Speaker 1>over at Disney, that's what they use. They use a

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<v Speaker 1>digital you know, they use digital poetry, and it's awesome,

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<v Speaker 1>by the way, I love that. Well, it it would

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<v Speaker 1>all so seeing that, um, you would need to be

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<v Speaker 1>aware of where those cables were going, and it would

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<v Speaker 1>it would also affect the way that you would move.

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<v Speaker 1>You wouldn't move as naturally if you were wearing something

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<v Speaker 1>like that as if you were, you know, unencumbered by

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<v Speaker 1>by that, which, um sort of I think would wind

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<v Speaker 1>itself to an upgrade, which is I think why they

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<v Speaker 1>were so keen on optical system Well, it's also also

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<v Speaker 1>that's very true. It did limit what you could do,

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<v Speaker 1>it could live, It would limit your movement. I mean,

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<v Speaker 1>when you've got these big cables attached to you, you you

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<v Speaker 1>obviously you can't just move freely within a space. Um.

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<v Speaker 1>So it did put some limitations on you. Their limitations

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<v Speaker 1>to the optical systems too, but we'll get into that.

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<v Speaker 1>The The other problem was that the sampling rate for

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<v Speaker 1>the magnetic systems was not as high as it is

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<v Speaker 1>for optical systems. And by sampling rate, what I mean

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<v Speaker 1>is that this the entire system as a whole is

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<v Speaker 1>taking little measure sure mints of from the sensors of

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<v Speaker 1>you know, the orientation of those sensors within the space,

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<v Speaker 1>and it does that several times every second. But the

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<v Speaker 1>sample rate of the magnetic motion capture systems was much

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<v Speaker 1>lower than what it was for than what it would

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<v Speaker 1>be if you were to use an optical system. So

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<v Speaker 1>you're not getting data as frequently, I mean still several

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<v Speaker 1>times a second, but it's not as precise as the

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<v Speaker 1>optical system. So not only were you limited in the

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<v Speaker 1>kind of movements you can make because you had these

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<v Speaker 1>major cables attached to you, but also you couldn't get

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<v Speaker 1>really minute precise measurements on every kind of movement. So

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<v Speaker 1>it wasn't good for things like sports. So you know,

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<v Speaker 1>something like throwing a pitch in baseball, there are a

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<v Speaker 1>lot of movements, a little tiny motions that are involved

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<v Speaker 1>in that. I mean, anyone who's watched slow motion footage

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<v Speaker 1>of a professional baseball pitcher throwing a pitch, you can

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<v Speaker 1>see that there are some incredibly subtle movements that are

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<v Speaker 1>involved in that. And uh, and it takes place over

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<v Speaker 1>a very short period of time. I mean, it's a

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<v Speaker 1>very fast thing to to to measure. Using the magnetic

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<v Speaker 1>motion capture system, you would probably one slow the person

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<v Speaker 1>down because they have all these cables attached to them,

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<v Speaker 1>and to not get enough data to give an accurate

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<v Speaker 1>representation of what had happened in the virtual format. So

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<v Speaker 1>if you were to say, create a video game, a

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<v Speaker 1>baseball video game, the picture would not necessarily behave properly

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<v Speaker 1>if all you did was directly port the data you

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<v Speaker 1>got from the motion capture into the game. Yeah. Another

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<v Speaker 1>drawback of the mechanical systems like that too, is that

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<v Speaker 1>that it's UM. It's the kind of system that not

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<v Speaker 1>only is cumbersome and inaccurate, but it has to be

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<v Speaker 1>calibrated fairly frequently. UM. And you know, there there's there's

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<v Speaker 1>some work that you can do with this. But the

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<v Speaker 1>optical systems that they began to introduce UM, you know,

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<v Speaker 1>generally became an upgrade UM. The only there is one

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<v Speaker 1>big advantage that the mechanical systems do have, though, and

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<v Speaker 1>that is that light. The lighting will not necessarily interfere

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<v Speaker 1>with the different points of motion that are captured by

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<v Speaker 1>the mechanical system UM. And that can be an issue

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<v Speaker 1>with the optical systems UM. You know, because that's that's

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<v Speaker 1>why UM. They will be wearing the people, the actors

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<v Speaker 1>who will be UM having their motions captured by the

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<v Speaker 1>system will be wearing you know, those bright dots so

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<v Speaker 1>that the computer can pick up on that. And at

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<v Speaker 1>the beginning, and these are these early systems, there were

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<v Speaker 1>only so many points action points that they could capture. Um.

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<v Speaker 1>They were very limited in what they could do at first,

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<v Speaker 1>but still you know, somewhat of an upgrade over the

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<v Speaker 1>mechanical Yeah. It also limited what you could have in

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<v Speaker 1>the background, obviously, because you could not have anything that

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<v Speaker 1>was going to be of a similar shade UH. You

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<v Speaker 1>know usually where you're talking about reflective white substance used

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<v Speaker 1>as the um the points of of UH articulations. So

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<v Speaker 1>the little like white stickers is like what you were saying, Chris, Um,

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<v Speaker 1>you couldn't have anything like that in the background because

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<v Speaker 1>it would confuse the optical system. So that's why a

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<v Speaker 1>lot of these motion capture scenes are shot against a

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<v Speaker 1>blue screen or green screen. It's so that the background

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<v Speaker 1>does not in any way interfere with the motion capture.

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<v Speaker 1>So if you've ever seen behind the scenes footage of

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<v Speaker 1>The Lord of the Rings movies is a great example

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<v Speaker 1>with Andy Sarkis as Gollum or Sniegel if you prefer,

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<v Speaker 1>But he's wearing you know, a tight like skin tight

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<v Speaker 1>suit with these little white UH circles all over it.

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<v Speaker 1>Those are the points that the camera track to create

0:14:01.720 --> 0:14:06.800
<v Speaker 1>the the performance of gallam slash Sniegel. So the performance

0:14:06.880 --> 0:14:10.920
<v Speaker 1>is something that's being created not only by the actor

0:14:11.120 --> 0:14:13.920
<v Speaker 1>but also the animators because not we should also point

0:14:13.960 --> 0:14:17.840
<v Speaker 1>out that the motion capture stuff rarely is motion capture

0:14:18.760 --> 0:14:24.080
<v Speaker 1>uh completely. Uh there's there's rarely a moment where you

0:14:24.120 --> 0:14:26.800
<v Speaker 1>don't have an animator step in and tweak it somehow,

0:14:27.360 --> 0:14:32.400
<v Speaker 1>Like you don't normally have someone create a physical performance

0:14:32.520 --> 0:14:39.160
<v Speaker 1>and that physical performance is completely without any tinkering represented

0:14:39.160 --> 0:14:41.440
<v Speaker 1>in the final product. I mean it can happen, there

0:14:41.480 --> 0:14:44.760
<v Speaker 1>are instances of it, but it's more frequently, uh, something

0:14:44.800 --> 0:14:48.280
<v Speaker 1>where the motion capture performance goes to the animator who

0:14:48.320 --> 0:14:52.040
<v Speaker 1>can then tweak things if the performance is not exactly

0:14:52.040 --> 0:14:54.960
<v Speaker 1>what needs to be, which is kind of nice. You

0:14:54.960 --> 0:14:58.120
<v Speaker 1>don't necessarily have that luxury with flesh and blood actors.

0:14:58.560 --> 0:15:02.040
<v Speaker 1>I'm gonna stop motion ure in mid motion right now

0:15:02.320 --> 0:15:04.000
<v Speaker 1>so that we can take a quick break to thank

0:15:04.040 --> 0:15:15.360
<v Speaker 1>our sponsor. Well, especially with the earlier systems, especially the

0:15:15.760 --> 0:15:21.480
<v Speaker 1>electromagnetic systems, Uh, those were really noisy, not literally noisy,

0:15:21.520 --> 0:15:25.880
<v Speaker 1>but digital noise. They weren't they weren't really highly accurate. Um.

0:15:25.920 --> 0:15:29.440
<v Speaker 1>The optical systems are are far cleaner and give them

0:15:29.440 --> 0:15:32.520
<v Speaker 1>more accurate representation. But you know that that's it sort

0:15:32.560 --> 0:15:35.920
<v Speaker 1>of falls in the realm of artistic license. I would think, um,

0:15:35.960 --> 0:15:38.840
<v Speaker 1>where they need to go in and make subtle adjustments

0:15:38.880 --> 0:15:41.840
<v Speaker 1>to make it look the way they wanted to look. Ye.

0:15:42.360 --> 0:15:44.760
<v Speaker 1>I should also point out, now you just reminded me

0:15:44.760 --> 0:15:47.880
<v Speaker 1>of something else another drawback to the electromagnetic systems, which

0:15:47.960 --> 0:15:52.640
<v Speaker 1>was you couldn't have anything metal on the set because

0:15:52.720 --> 0:15:56.000
<v Speaker 1>it would interfere with that magnetic field and give incorrect

0:15:56.040 --> 0:15:59.600
<v Speaker 1>readings to the system. So you're you're virtual character would

0:15:59.640 --> 0:16:01.720
<v Speaker 1>not move in the same way as the physical one

0:16:01.760 --> 0:16:04.240
<v Speaker 1>because there would be some interference in that sense. So

0:16:04.560 --> 0:16:08.600
<v Speaker 1>your set couldn't have anything metal in it. The props

0:16:08.880 --> 0:16:11.840
<v Speaker 1>didn't shouldn't have anything metal in them, so that that

0:16:11.960 --> 0:16:14.600
<v Speaker 1>limited to you as well. So each system has its

0:16:14.600 --> 0:16:18.520
<v Speaker 1>own limitations. Getting back to the optical one, UM, one

0:16:18.520 --> 0:16:20.080
<v Speaker 1>of the other things you have to remember is that

0:16:20.120 --> 0:16:24.920
<v Speaker 1>in order to really capture a a physical object moving

0:16:24.960 --> 0:16:30.840
<v Speaker 1>through three D space and to replicate that in virtual space,

0:16:31.600 --> 0:16:35.760
<v Speaker 1>you need multiple cameras in that system because a single camera,

0:16:36.120 --> 0:16:40.280
<v Speaker 1>assuming that's a regular video or film camera, something that

0:16:40.360 --> 0:16:44.520
<v Speaker 1>does not have three D capability, pointing that at an

0:16:44.520 --> 0:16:48.840
<v Speaker 1>object it's creating a two dimensional image of something that's

0:16:48.920 --> 0:16:54.560
<v Speaker 1>moving in three dimensions. The camera can't necessarily tell where

0:16:54.880 --> 0:16:59.880
<v Speaker 1>movements are happening within the depth frame of of that

0:17:00.120 --> 0:17:02.840
<v Speaker 1>of that image, right, So if someone's moving in such

0:17:02.880 --> 0:17:05.240
<v Speaker 1>a way where let's say they're moving their head where

0:17:05.240 --> 0:17:09.800
<v Speaker 1>it would be bobbing closer to the camera. Uh, unless

0:17:10.000 --> 0:17:15.320
<v Speaker 1>the size of the the sensors is such that something

0:17:15.359 --> 0:17:17.960
<v Speaker 1>that's subtle could be picked up by the camera system,

0:17:18.000 --> 0:17:21.399
<v Speaker 1>you would lose that information. So what you need are

0:17:21.480 --> 0:17:25.120
<v Speaker 1>multiple cameras on the same object so that you can

0:17:25.200 --> 0:17:28.800
<v Speaker 1>compare that data from the multiple angles to tell how

0:17:28.840 --> 0:17:32.080
<v Speaker 1>this object is really moving through this three dimensional space.

0:17:32.560 --> 0:17:35.800
<v Speaker 1>So it's kind of like the idea of having parallax

0:17:36.040 --> 0:17:39.280
<v Speaker 1>with two eyes. You know, our eyes are offset, so

0:17:39.440 --> 0:17:42.640
<v Speaker 1>by looking at an object, we can tell how far

0:17:42.680 --> 0:17:47.239
<v Speaker 1>away it is in part because of parallax. Uh. We

0:17:47.320 --> 0:17:49.840
<v Speaker 1>also have other visual cues that tell us about how

0:17:49.880 --> 0:17:52.439
<v Speaker 1>far something is, you know, things like how tall it

0:17:52.560 --> 0:17:54.600
<v Speaker 1>is in relation to where we are that kind of thing,

0:17:54.720 --> 0:17:56.520
<v Speaker 1>or how tall it is in relation to other objects

0:17:56.560 --> 0:17:59.520
<v Speaker 1>that are within our frame of vision. But parallax is

0:17:59.600 --> 0:18:02.359
<v Speaker 1>very importan and same sort of thing with these optical systems,

0:18:02.359 --> 0:18:04.800
<v Speaker 1>you would have multiple cameras set up to try and

0:18:04.920 --> 0:18:09.840
<v Speaker 1>capture the information that's going on in the frame so

0:18:09.920 --> 0:18:12.560
<v Speaker 1>that you could tell exactly how it's moving through that

0:18:12.600 --> 0:18:16.800
<v Speaker 1>three dimensional space. Yeah, it seems like um, in order

0:18:16.840 --> 0:18:20.760
<v Speaker 1>to capture the correct perspective, you need that additional information,

0:18:21.240 --> 0:18:24.080
<v Speaker 1>even though you may not necessarily see it. UM. It

0:18:24.119 --> 0:18:27.080
<v Speaker 1>helps the the animator do that, and the optical system

0:18:27.200 --> 0:18:31.879
<v Speaker 1>to allows you to work with more than one actor um,

0:18:31.920 --> 0:18:34.800
<v Speaker 1>which was not really an option with some of the

0:18:34.800 --> 0:18:39.359
<v Speaker 1>earlier systems. So in other words, you can although it

0:18:39.400 --> 0:18:43.040
<v Speaker 1>requires more equipment, you know, just simply out of necessity,

0:18:43.160 --> 0:18:47.960
<v Speaker 1>the optical system is really affording the animators a an

0:18:48.000 --> 0:18:52.720
<v Speaker 1>opportunity to use a greater amount of information um both

0:18:52.920 --> 0:18:56.320
<v Speaker 1>you know, from the different the different points of data

0:18:56.359 --> 0:18:59.760
<v Speaker 1>they're getting from a single actor, but from multiple actors

0:18:59.760 --> 0:19:03.160
<v Speaker 1>on this set simultaneously, which enables them to to create

0:19:03.160 --> 0:19:08.119
<v Speaker 1>more complex work. Right and uh. This also gives us

0:19:08.280 --> 0:19:11.440
<v Speaker 1>a good example of how the optical motion capture systems

0:19:11.440 --> 0:19:15.320
<v Speaker 1>are a passive system because you have these sensors you're

0:19:15.359 --> 0:19:18.359
<v Speaker 1>wearing that are not necessarily or not even sensors, they're

0:19:18.480 --> 0:19:21.679
<v Speaker 1>they're reflective markers that you're wearing. They aren't connected to

0:19:21.720 --> 0:19:26.240
<v Speaker 1>any sort of electronic components at all, versus the active

0:19:26.440 --> 0:19:32.160
<v Speaker 1>systems like the electromagnetic one where you are generating data

0:19:32.240 --> 0:19:34.840
<v Speaker 1>by moving through a magnetic field and you have these

0:19:34.880 --> 0:19:38.280
<v Speaker 1>big cables attached to it. Uh with the optical motion

0:19:38.280 --> 0:19:40.479
<v Speaker 1>capture systems. And another thing that's kind of interesting I

0:19:40.520 --> 0:19:42.680
<v Speaker 1>think is that a lot of at least the early ones,

0:19:43.119 --> 0:19:47.560
<v Speaker 1>the cameras would have infrared l e ed s uh

0:19:47.600 --> 0:19:51.640
<v Speaker 1>so emitters. Really that we're emitting infrared lights that's outside

0:19:51.720 --> 0:19:55.919
<v Speaker 1>are our visible spectrum. We cannot see infrared light. But

0:19:56.520 --> 0:19:59.480
<v Speaker 1>by putting an infrared filter on the camera, you could

0:19:59.640 --> 0:20:03.320
<v Speaker 1>have the camera pick up reflections of infrared light. And

0:20:03.400 --> 0:20:07.360
<v Speaker 1>that was a way of helping to identify the sensors

0:20:07.400 --> 0:20:10.199
<v Speaker 1>that you had put on the actor. The actors, the

0:20:10.280 --> 0:20:14.400
<v Speaker 1>sensors would be reflective specifically so that the infrared light

0:20:14.440 --> 0:20:17.280
<v Speaker 1>would reflect back toward the camera and give the most

0:20:17.320 --> 0:20:21.119
<v Speaker 1>accurate rendering of what's going on at any given moment

0:20:21.240 --> 0:20:25.800
<v Speaker 1>within a scene. So, um, yeah, it's another way of

0:20:25.840 --> 0:20:29.760
<v Speaker 1>making sure that the data being captured is as precise

0:20:29.800 --> 0:20:31.480
<v Speaker 1>as possible. I mean, that is, of course, the goal

0:20:31.560 --> 0:20:36.160
<v Speaker 1>is to try and recreate the physical movements as truthfully

0:20:36.200 --> 0:20:41.200
<v Speaker 1>as you possibly can given all the limitations involved. Yeah,

0:20:41.240 --> 0:20:44.359
<v Speaker 1>and if you're looking for a real life easy to

0:20:44.520 --> 0:20:48.800
<v Speaker 1>find an example of this, you would look no farther

0:20:48.920 --> 0:20:53.880
<v Speaker 1>than your local video game store. Um, because the Xbox

0:20:53.960 --> 0:20:59.840
<v Speaker 1>connect uses very much that that exact form of technology

0:21:00.119 --> 0:21:03.280
<v Speaker 1>is using an infrared emitter UM, and it has cameras

0:21:03.280 --> 0:21:06.000
<v Speaker 1>that it uses to pick it up uh, the information,

0:21:06.240 --> 0:21:08.800
<v Speaker 1>pick the information up that is coming back from what

0:21:08.960 --> 0:21:11.520
<v Speaker 1>is being reflected around the room. And anybody who who

0:21:11.520 --> 0:21:14.880
<v Speaker 1>has one is also aware that lighting is very much

0:21:14.880 --> 0:21:17.800
<v Speaker 1>an issue. UM. The way that were room is let

0:21:17.920 --> 0:21:20.920
<v Speaker 1>affects the information that the connect is able to refer

0:21:21.000 --> 0:21:24.000
<v Speaker 1>to the Xbox. Now, it's not, while it is sophisticated,

0:21:24.080 --> 0:21:26.199
<v Speaker 1>is not as sophisticated as the kind of equipment that

0:21:26.240 --> 0:21:28.919
<v Speaker 1>they might use in making a movie or making a

0:21:29.080 --> 0:21:32.800
<v Speaker 1>video game. But it is very very similar technology, and

0:21:32.800 --> 0:21:35.760
<v Speaker 1>in some ways I would argue that it's more sophisticated

0:21:35.760 --> 0:21:38.840
<v Speaker 1>than some of those early UH systems simply because it

0:21:38.960 --> 0:21:42.600
<v Speaker 1>is able to capture a lot of information. UM. Whereas

0:21:42.680 --> 0:21:45.359
<v Speaker 1>you know, the very early optical systems were only using

0:21:45.560 --> 0:21:49.240
<v Speaker 1>a handful of data points, right, So UM, it's it's

0:21:50.200 --> 0:21:53.200
<v Speaker 1>a pretty neat device. Um, you know, not only used

0:21:53.200 --> 0:21:55.240
<v Speaker 1>for gaming. Now the hacker community has fallen in love

0:21:55.280 --> 0:21:57.800
<v Speaker 1>with it too because it can do so much and

0:21:57.800 --> 0:21:59.879
<v Speaker 1>can be used for so many things and is you know,

0:22:00.000 --> 0:22:03.119
<v Speaker 1>fairly inexpensive. Yeah. The cool thing about the Connect is

0:22:03.160 --> 0:22:06.040
<v Speaker 1>that rather than have to obviously, if you've if you've

0:22:06.080 --> 0:22:09.000
<v Speaker 1>ever played an Xbox with a connect, you know you

0:22:09.040 --> 0:22:12.040
<v Speaker 1>don't have to go out and buy a snug body

0:22:12.080 --> 0:22:14.879
<v Speaker 1>suit covered in reflective markers in order to play. I mean,

0:22:14.920 --> 0:22:18.119
<v Speaker 1>it doesn't hurt, but you know, if you're if you

0:22:18.119 --> 0:22:20.240
<v Speaker 1>can pull that look off. There are very few of

0:22:20.280 --> 0:22:23.800
<v Speaker 1>us who can. I count myself among them. But you

0:22:23.840 --> 0:22:25.800
<v Speaker 1>don't have to do that because what it's doing is

0:22:25.800 --> 0:22:30.880
<v Speaker 1>it's actually projecting essentially a grid uh in infrared light,

0:22:31.240 --> 0:22:33.680
<v Speaker 1>so you can't see the grid, but it's being projected

0:22:33.960 --> 0:22:37.720
<v Speaker 1>into the room, and then when you move uh within

0:22:37.760 --> 0:22:40.320
<v Speaker 1>the space, you are deforming that grid. You know, the

0:22:40.359 --> 0:22:45.120
<v Speaker 1>camera that's picking up the reflections of that infrared light

0:22:45.760 --> 0:22:48.920
<v Speaker 1>can detect when the grid's being deformed by a physical

0:22:49.000 --> 0:22:52.680
<v Speaker 1>object interrupting the grid. So as you move, you interrupt

0:22:52.680 --> 0:22:54.480
<v Speaker 1>different parts of the grid, and it can start to

0:22:54.640 --> 0:23:00.840
<v Speaker 1>interpret those as motions and commands. It's not uh, it's

0:23:00.920 --> 0:23:03.600
<v Speaker 1>not as precise as what we're talking about with the

0:23:03.640 --> 0:23:06.959
<v Speaker 1>optical systems that are used in movies and video games. Uh,

0:23:07.040 --> 0:23:11.000
<v Speaker 1>to to create them, that is, not to to play them. Um,

0:23:11.000 --> 0:23:13.960
<v Speaker 1>it's not as precise as those. But it also has

0:23:14.080 --> 0:23:17.280
<v Speaker 1>other elements that help balance it out, Like it has

0:23:18.000 --> 0:23:23.920
<v Speaker 1>regular optical cameras that can have some other software that

0:23:24.280 --> 0:23:28.400
<v Speaker 1>aids it in recognizing things like facial recognition software, which

0:23:28.440 --> 0:23:32.760
<v Speaker 1>does not necessarily rely upon that infrared grid. It relies

0:23:32.800 --> 0:23:37.440
<v Speaker 1>more on the traditional camera functions, but has the software

0:23:37.520 --> 0:23:42.040
<v Speaker 1>included that lets the the programs within recognize who is

0:23:42.080 --> 0:23:46.640
<v Speaker 1>standing in front of it, so that combination increases the precision,

0:23:46.640 --> 0:23:48.920
<v Speaker 1>which of course is very important whenever you're playing a game.

0:23:48.960 --> 0:23:51.560
<v Speaker 1>I mean, anyone who's played any sort of game where

0:23:51.600 --> 0:23:55.000
<v Speaker 1>you're using a faulty controller, or it's just a system

0:23:55.080 --> 0:23:59.120
<v Speaker 1>that hasn't been fully uh it's not finished yet, it's

0:23:59.119 --> 0:24:01.679
<v Speaker 1>just in prototypes, dage or whatever. You may have noticed

0:24:01.720 --> 0:24:05.720
<v Speaker 1>that it could be very frustrating to try and control

0:24:05.880 --> 0:24:10.240
<v Speaker 1>something where the actual controller is not as responsive as

0:24:10.280 --> 0:24:15.200
<v Speaker 1>you would hope. It's um not a fun experience, but anyway,

0:24:15.280 --> 0:24:20.920
<v Speaker 1>that is kind of related to this whole motion capture technology. UM.

0:24:22.200 --> 0:24:24.000
<v Speaker 1>I'm sorry what you were You look like you have

0:24:24.040 --> 0:24:26.400
<v Speaker 1>something to say, Well, no, I was, I was going

0:24:26.480 --> 0:24:29.680
<v Speaker 1>to say that. UM. You know, we really hadn't other

0:24:29.720 --> 0:24:33.440
<v Speaker 1>than my earlier statement about sports. UM. You know, we've

0:24:33.440 --> 0:24:36.680
<v Speaker 1>we've been talking about it in an entertain amount entertainment

0:24:37.200 --> 0:24:42.080
<v Speaker 1>about the the ability to capture motion to make characters

0:24:42.119 --> 0:24:46.640
<v Speaker 1>more realistic. And UM that that is exactly what they

0:24:46.640 --> 0:24:49.120
<v Speaker 1>want to do when they are using this in sports medicine. UM.

0:24:49.240 --> 0:24:54.200
<v Speaker 1>Jonathan alluded to earlier the difficulty in uh in capturing

0:24:54.240 --> 0:24:58.719
<v Speaker 1>all the little subtle motions that go into um, into

0:24:58.760 --> 0:25:03.000
<v Speaker 1>a Major League Baseball players pitching. UM. And you know

0:25:03.040 --> 0:25:06.600
<v Speaker 1>when somebody, when somebody gets hurt, UM, sometimes they go

0:25:06.680 --> 0:25:12.640
<v Speaker 1>through uh extensive surgery. The Tommy John procedures is UH famous.

0:25:12.680 --> 0:25:16.040
<v Speaker 1>You know, they do a ligament transplant to to help

0:25:16.119 --> 0:25:20.000
<v Speaker 1>rebuild a picture's elbow, and that can really throw off, um,

0:25:20.119 --> 0:25:23.080
<v Speaker 1>the mechanics of a pictures motion. So they use this

0:25:23.160 --> 0:25:28.480
<v Speaker 1>motion capture technology to really get an idea of how, um,

0:25:28.640 --> 0:25:32.040
<v Speaker 1>how that person is throwing going about the mechanics of

0:25:32.080 --> 0:25:35.040
<v Speaker 1>their typical game play. And and that's exactly the same

0:25:35.119 --> 0:25:36.960
<v Speaker 1>kind of thing that they're doing when they create these

0:25:37.040 --> 0:25:41.760
<v Speaker 1>very realistic sports games. UM. But you know, in this case,

0:25:41.760 --> 0:25:44.480
<v Speaker 1>they're using it for sports medicine to see if they can, uh,

0:25:44.520 --> 0:25:48.240
<v Speaker 1>they can go back and recreate some of the motions

0:25:48.240 --> 0:25:52.200
<v Speaker 1>that made them so successful before they were injured. Now. UM. Ironically,

0:25:52.400 --> 0:25:59.360
<v Speaker 1>in in UH entertainment purposes, especially video, UM, you can

0:25:59.480 --> 0:26:04.200
<v Speaker 1>get too realistic. UM. The Japanese professor massa Hiro Mori

0:26:04.400 --> 0:26:08.600
<v Speaker 1>is famous for his Uncanny Valley UM, which has been

0:26:08.720 --> 0:26:13.560
<v Speaker 1>used in uses a robotics term for a robot that

0:26:13.600 --> 0:26:16.399
<v Speaker 1>looks so much and and moves so much like a

0:26:16.520 --> 0:26:20.399
<v Speaker 1>human that it it creeps us out. It looks a

0:26:20.480 --> 0:26:23.359
<v Speaker 1>little too realistic. And I can think of we're actually

0:26:23.359 --> 0:26:26.639
<v Speaker 1>recording this in December of and UM. One of the

0:26:26.760 --> 0:26:28.680
<v Speaker 1>movies that comes on about this time of year is

0:26:28.680 --> 0:26:35.080
<v Speaker 1>The Polar Express, which is it's a nightmare known loved

0:26:35.119 --> 0:26:38.720
<v Speaker 1>and reviled both for its story and it's um and

0:26:38.760 --> 0:26:41.080
<v Speaker 1>the way that they use motion capture because the characters

0:26:41.080 --> 0:26:43.960
<v Speaker 1>and they are so realistic, they're downright creepy. Yeah. It's

0:26:44.000 --> 0:26:47.520
<v Speaker 1>it's one of those things where they are almost but

0:26:47.800 --> 0:26:52.480
<v Speaker 1>not quite able to pass for a real person, so

0:26:52.520 --> 0:26:58.280
<v Speaker 1>that there's just enough off about them to be unsettling. Now,

0:26:58.840 --> 0:27:01.160
<v Speaker 1>this does bring up something else that's kind of interesting.

0:27:01.600 --> 0:27:04.040
<v Speaker 1>We have an article on how stuff works dot com

0:27:04.080 --> 0:27:08.520
<v Speaker 1>about motion scan technology, which is, as I said earlier,

0:27:08.560 --> 0:27:14.320
<v Speaker 1>a proprietary technology. It's it's more specific than just motion captured.

0:27:14.480 --> 0:27:19.920
<v Speaker 1>Specifically meant to capture facial motion activity. So when an

0:27:19.920 --> 0:27:23.919
<v Speaker 1>actor is speaking, when they're delivering lines, the way that

0:27:24.040 --> 0:27:30.720
<v Speaker 1>they furrow their brow or move their eyes or smile,

0:27:31.040 --> 0:27:34.520
<v Speaker 1>or they give a facial tick, anything like that, this

0:27:35.160 --> 0:27:37.960
<v Speaker 1>system is designed to pick that up so that it

0:27:38.080 --> 0:27:41.320
<v Speaker 1>can be recreated virtually in a game, and it was

0:27:41.440 --> 0:27:45.160
<v Speaker 1>used to great effect, in my opinion, in l A Noir.

0:27:46.720 --> 0:27:49.480
<v Speaker 1>Le Noir was a video game that came out in

0:27:49.480 --> 0:27:52.680
<v Speaker 1>two thousand eleven, and it was a game in which

0:27:52.680 --> 0:27:55.560
<v Speaker 1>you played a well, you played a couple of different characters,

0:27:55.560 --> 0:27:57.880
<v Speaker 1>but the one you played for most of the game

0:27:58.160 --> 0:28:02.960
<v Speaker 1>spoiler alert was was a a police detective. And you're

0:28:03.040 --> 0:28:07.000
<v Speaker 1>kind of rising through the ranks uh in L A

0:28:07.440 --> 0:28:11.720
<v Speaker 1>h during the uh early part of the twentieth century,

0:28:12.200 --> 0:28:19.360
<v Speaker 1>and it's it's um. It's notable in that you are uh,

0:28:19.600 --> 0:28:23.680
<v Speaker 1>You're spending most of the game looking at people's reactions.

0:28:24.080 --> 0:28:26.359
<v Speaker 1>You know, the idea behind l A Noir. It was

0:28:26.440 --> 0:28:30.240
<v Speaker 1>a new type of video game where you would interrogate

0:28:30.440 --> 0:28:34.919
<v Speaker 1>characters throughout your investigations, and as you interrogate them, you

0:28:35.000 --> 0:28:38.920
<v Speaker 1>had to watch the characters facial reactions to kind of

0:28:38.960 --> 0:28:41.320
<v Speaker 1>get an idea of whether the character was trying to

0:28:41.360 --> 0:28:44.760
<v Speaker 1>be evasive or if they were telling the truth. And

0:28:44.800 --> 0:28:47.400
<v Speaker 1>you would do things like watched for their eyes, and

0:28:47.440 --> 0:28:50.080
<v Speaker 1>if they weren't able to maintain eye contact, that was

0:28:50.160 --> 0:28:53.520
<v Speaker 1>an indication that perhaps they were being less than truthful.

0:28:53.680 --> 0:28:56.680
<v Speaker 1>Or if they would, you know, twitch their mouth or

0:28:56.680 --> 0:29:00.720
<v Speaker 1>clench their jaw, these would be little little pints that

0:29:00.880 --> 0:29:04.920
<v Speaker 1>perhaps there's more going on than what they're letting onto.

0:29:05.400 --> 0:29:10.120
<v Speaker 1>And obviously, if your gameplay depends upon trying to determine

0:29:10.160 --> 0:29:13.560
<v Speaker 1>whether or not a virtual character is telling the truth,

0:29:13.600 --> 0:29:17.680
<v Speaker 1>you have to be able to represent those facial expressions

0:29:17.800 --> 0:29:22.080
<v Speaker 1>as closely to reality as possible, or else the game

0:29:22.200 --> 0:29:26.520
<v Speaker 1>does not work. So they used this motion scan technology,

0:29:26.560 --> 0:29:29.360
<v Speaker 1>and the way that they did this was that they

0:29:29.560 --> 0:29:35.280
<v Speaker 1>had a very brightly lit studio that had lights trained

0:29:35.360 --> 0:29:38.120
<v Speaker 1>on an actor from just about every angle, and the

0:29:38.160 --> 0:29:41.160
<v Speaker 1>purpose of that was to try and eliminate shadows because

0:29:41.200 --> 0:29:43.000
<v Speaker 1>any sort of shadows you would have there would of

0:29:43.040 --> 0:29:46.800
<v Speaker 1>course affect the actual capture. It was really all about

0:29:46.840 --> 0:29:51.640
<v Speaker 1>the light. And they used thirty two high definition cameras,

0:29:52.560 --> 0:29:54.920
<v Speaker 1>So think about that, thirty two high definition cameras just

0:29:55.080 --> 0:29:59.120
<v Speaker 1>to capture and actor's facial performance like that's it. There,

0:29:58.960 --> 0:30:02.320
<v Speaker 1>there's no other move meant the actor is seated at

0:30:02.320 --> 0:30:05.320
<v Speaker 1>the time and um and had to remain as still

0:30:05.360 --> 0:30:09.920
<v Speaker 1>as possible and just do all the acting with their face,

0:30:10.320 --> 0:30:13.080
<v Speaker 1>which for anyone out there who's done any sort of acting,

0:30:13.560 --> 0:30:19.600
<v Speaker 1>you know, that's incredibly challenging because actors are trained to

0:30:19.760 --> 0:30:23.320
<v Speaker 1>use their whole body when they are performance making a performance.

0:30:23.360 --> 0:30:27.360
<v Speaker 1>They're trained to to really think about movement. I mean,

0:30:27.400 --> 0:30:29.440
<v Speaker 1>if you're if you're really serious about acting, you've probably

0:30:29.440 --> 0:30:32.479
<v Speaker 1>taken movement classes. And to suddenly have all of that

0:30:32.560 --> 0:30:35.800
<v Speaker 1>taken away and all of your acting is restricted to

0:30:35.920 --> 0:30:39.880
<v Speaker 1>just your face, it's pretty that's pretty dramatic. It's tough

0:30:39.960 --> 0:30:42.440
<v Speaker 1>to do, but anyway, that's what the actors had to do.

0:30:42.480 --> 0:30:45.880
<v Speaker 1>They had to sit down and and restrict their acting

0:30:45.920 --> 0:30:50.240
<v Speaker 1>to just their facial expressions without it going like over

0:30:50.320 --> 0:30:53.240
<v Speaker 1>the top crazy, because that would be just as distracting

0:30:53.280 --> 0:30:57.640
<v Speaker 1>as not enough performance at all. And these thirty two

0:30:57.720 --> 0:31:01.800
<v Speaker 1>cameras were paired up, so six pairs of cameras. There's

0:31:01.920 --> 0:31:04.160
<v Speaker 1>technically there was a thirty third camera as well that

0:31:04.200 --> 0:31:07.880
<v Speaker 1>the director used to watch the scene and give directions

0:31:07.920 --> 0:31:12.400
<v Speaker 1>to the actors. Um. But these these pairs of cameras

0:31:12.920 --> 0:31:15.200
<v Speaker 1>were trained on all these different angles of the face

0:31:15.320 --> 0:31:19.640
<v Speaker 1>in order to capture that that performance so that in

0:31:19.720 --> 0:31:24.120
<v Speaker 1>the virtual world they could recreate it accurately, which to

0:31:24.240 --> 0:31:28.200
<v Speaker 1>me is phenomenal. And apparently the way the system works

0:31:28.280 --> 0:31:33.120
<v Speaker 1>is you get that virtual version of the person's face

0:31:33.600 --> 0:31:38.520
<v Speaker 1>and head almost instantly, which is kind of creepy but

0:31:38.600 --> 0:31:42.360
<v Speaker 1>also awesome. Chris Bilette and I have a little bit

0:31:42.400 --> 0:31:44.560
<v Speaker 1>more to say about how motion capture works, but first

0:31:44.640 --> 0:31:55.600
<v Speaker 1>let's take another quick break. It's funny too that they

0:31:55.720 --> 0:31:59.880
<v Speaker 1>used that many cameras in the creation of a video game, because, uh,

0:32:00.600 --> 0:32:04.880
<v Speaker 1>as elsewhere in that article that notes that um Circus,

0:32:04.960 --> 0:32:12.920
<v Speaker 1>who was playing Gollum Um only had only had cameras

0:32:12.960 --> 0:32:16.240
<v Speaker 1>on on him, but in doing so, they were able

0:32:16.280 --> 0:32:21.560
<v Speaker 1>to uh to create roughly, you know, ten thousand different

0:32:21.600 --> 0:32:24.840
<v Speaker 1>kinds or identify ten thousand different kinds of facial movements

0:32:24.880 --> 0:32:28.280
<v Speaker 1>that they could use in animating the character on screen.

0:32:28.440 --> 0:32:33.560
<v Speaker 1>So um, clearly, uh, you know, this is very very

0:32:33.680 --> 0:32:38.080
<v Speaker 1>high tech and painstaking procedure to do, but in doing

0:32:38.160 --> 0:32:41.160
<v Speaker 1>so they can they can create very very realistic movements. Yeah,

0:32:41.160 --> 0:32:44.720
<v Speaker 1>there's a lot of number crunching involved, and frankly, the

0:32:44.720 --> 0:32:48.920
<v Speaker 1>the part that takes place after you've captured the data

0:32:50.040 --> 0:32:52.880
<v Speaker 1>is can be dramatically different from one case to the next.

0:32:53.240 --> 0:32:56.920
<v Speaker 1>In some cases, you may have already created uh, an

0:32:56.960 --> 0:33:01.480
<v Speaker 1>animated figure any much from start to finish. You might

0:33:01.480 --> 0:33:05.600
<v Speaker 1>not have completely put textures on it or or something,

0:33:05.640 --> 0:33:10.120
<v Speaker 1>but you might have essentially the way the character is

0:33:10.120 --> 0:33:14.160
<v Speaker 1>going to look in the finished product, uh, and then

0:33:14.320 --> 0:33:16.720
<v Speaker 1>you just map it to the movements that you've captured

0:33:17.000 --> 0:33:19.320
<v Speaker 1>and it's and there it goes. And in other cases

0:33:19.360 --> 0:33:22.240
<v Speaker 1>you might see that what they do is they capture

0:33:22.840 --> 0:33:25.200
<v Speaker 1>the motions and then you essentially have what looks like

0:33:25.720 --> 0:33:30.200
<v Speaker 1>a very primitive stick figure skeleton that moves in the

0:33:30.200 --> 0:33:33.080
<v Speaker 1>way that the actor moved, but there's no definition, there's

0:33:33.120 --> 0:33:36.680
<v Speaker 1>no character there yet, And you may have animators who

0:33:36.720 --> 0:33:39.760
<v Speaker 1>build the character somewhat based upon the way the actor

0:33:39.840 --> 0:33:43.480
<v Speaker 1>moved through the space, so that perhaps the character's design

0:33:43.560 --> 0:33:47.120
<v Speaker 1>is not finalized until you've captured that that performance, and

0:33:47.200 --> 0:33:50.120
<v Speaker 1>the performance helps guide the design of the character. It

0:33:50.240 --> 0:33:54.960
<v Speaker 1>all depends on the specific technology that's being used and

0:33:55.280 --> 0:33:59.040
<v Speaker 1>the preference of the crew that's that's designing whatever it

0:33:59.120 --> 0:34:01.480
<v Speaker 1>is that they're making. There's a video game or a movie,

0:34:01.520 --> 0:34:05.640
<v Speaker 1>TV show, commercial, whatever it happens to be. Uh. In

0:34:05.680 --> 0:34:08.360
<v Speaker 1>the case of digital puppetry, obviously you would already have

0:34:08.600 --> 0:34:13.040
<v Speaker 1>the the full character realized, so that just by using

0:34:13.080 --> 0:34:17.719
<v Speaker 1>whatever control mechanism happens to be there, you would be

0:34:17.800 --> 0:34:21.360
<v Speaker 1>able to make the puppet move in real time. Otherwise

0:34:21.360 --> 0:34:24.640
<v Speaker 1>it's not really puppetry. Um. And again that's sort of

0:34:24.680 --> 0:34:27.000
<v Speaker 1>like the if you've been to that that turtle talk

0:34:27.040 --> 0:34:31.640
<v Speaker 1>thing I talked about, the Disney World or Disneyland. UM.

0:34:31.760 --> 0:34:34.720
<v Speaker 1>I'm sure there are other similar ones. I think Monsters Inc.

0:34:35.200 --> 0:34:38.880
<v Speaker 1>Laugh Factory has a similar setup where you've got a

0:34:38.880 --> 0:34:41.799
<v Speaker 1>digital character on a screen that can react in real

0:34:41.920 --> 0:34:45.200
<v Speaker 1>time to things that are happening within the physical environment.

0:34:45.280 --> 0:34:48.960
<v Speaker 1>So they interact with the audience like they'll specifically single

0:34:49.000 --> 0:34:52.799
<v Speaker 1>people out and chat with people in the audience. And um,

0:34:52.800 --> 0:34:54.920
<v Speaker 1>to two kids, this is amazing. I mean, it's a

0:34:54.960 --> 0:34:59.279
<v Speaker 1>cartoon character acting in real time. It's a real person now, Uh.

0:34:59.360 --> 0:35:01.799
<v Speaker 1>Two adults. It's fascinating because they're like, how the heck

0:35:01.840 --> 0:35:06.720
<v Speaker 1>did that happen? Um? But yeah, that's it's all based

0:35:06.719 --> 0:35:10.399
<v Speaker 1>on the same sort of technology. UM. And it's it's

0:35:10.440 --> 0:35:14.560
<v Speaker 1>really interesting to me to see how the field is

0:35:14.600 --> 0:35:17.640
<v Speaker 1>evolving over time because things like the connect show that

0:35:18.200 --> 0:35:21.400
<v Speaker 1>we are adapting the same sort of technology in different ways.

0:35:21.400 --> 0:35:24.399
<v Speaker 1>We're using different implementations to essentially do the same thing,

0:35:25.080 --> 0:35:28.280
<v Speaker 1>and that perhaps we will get to a point where

0:35:29.000 --> 0:35:33.640
<v Speaker 1>we won't have to worry about all the sensors so much. Um.

0:35:34.320 --> 0:35:38.880
<v Speaker 1>You can maybe have an actor who's not completely coded

0:35:38.880 --> 0:35:42.319
<v Speaker 1>and stickers perform and and you could capture all that

0:35:42.440 --> 0:35:45.680
<v Speaker 1>data without having to worry about, you know, tracking these

0:35:45.719 --> 0:35:48.400
<v Speaker 1>little dots that might be something that we've see in

0:35:48.400 --> 0:35:50.000
<v Speaker 1>the future. I mean the motion scan is kind of

0:35:50.000 --> 0:35:54.480
<v Speaker 1>like that, because before motion scan with that facial acting

0:35:55.000 --> 0:36:00.319
<v Speaker 1>uh technology, Uh, whenever I saw anyone who was having

0:36:00.320 --> 0:36:03.560
<v Speaker 1>their face tracked for a performance, they always were wearing

0:36:04.200 --> 0:36:08.120
<v Speaker 1>those tiny little white stickers all over their face to track.

0:36:08.160 --> 0:36:09.719
<v Speaker 1>I mean, we've got a lot of muscles in our face.

0:36:09.719 --> 0:36:12.040
<v Speaker 1>There's something like nineteen muscles or something that you have

0:36:12.080 --> 0:36:15.239
<v Speaker 1>to track, so um, you would have all these little

0:36:15.280 --> 0:36:17.120
<v Speaker 1>dots on your face to track those motions. Well, with

0:36:17.200 --> 0:36:20.920
<v Speaker 1>motion scan you don't need those anymore. So maybe we'll

0:36:20.920 --> 0:36:22.840
<v Speaker 1>see something like that. Of course, so that would really

0:36:23.280 --> 0:36:27.400
<v Speaker 1>depend upon perhaps the lighting, which could if you're shooting

0:36:27.480 --> 0:36:30.400
<v Speaker 1>a virtual character that's next to real characters like in

0:36:30.440 --> 0:36:34.160
<v Speaker 1>The Lord of the Rings real being. I guess you know,

0:36:34.239 --> 0:36:36.840
<v Speaker 1>your mileage may vary. I mean, they're hobbits. But anyway,

0:36:37.160 --> 0:36:40.239
<v Speaker 1>when you're next to real people, clearly you can't mess

0:36:40.280 --> 0:36:42.640
<v Speaker 1>with the lighting too much or it'll just make the

0:36:42.640 --> 0:36:48.200
<v Speaker 1>whole scene look strange. Speaking of strange, UM, while you

0:36:48.320 --> 0:36:54.520
<v Speaker 1>might think that the techniques used in motion capture, um

0:36:54.560 --> 0:36:57.239
<v Speaker 1>you know, bringing film into it, you know, adding a

0:36:57.239 --> 0:37:01.839
<v Speaker 1>lot of advancement to to film, um basically uh, some

0:37:01.880 --> 0:37:06.200
<v Speaker 1>people sort of regardless as cheating. Yeah. I I did

0:37:06.239 --> 0:37:11.360
<v Speaker 1>some research that that indicated that although some other types

0:37:11.400 --> 0:37:15.960
<v Speaker 1>of animation are considered you know, considered more artful, UM,

0:37:16.160 --> 0:37:21.000
<v Speaker 1>motion capture is sort of not everyone. But some people say, well,

0:37:21.040 --> 0:37:23.359
<v Speaker 1>you know, it's it's not Oscar worthy because you were

0:37:23.440 --> 0:37:29.000
<v Speaker 1>using these computer add animation techniques that that really um

0:37:29.680 --> 0:37:32.759
<v Speaker 1>are simulating human motion and it's just it's just not real.

0:37:33.239 --> 0:37:36.320
<v Speaker 1>And the argument that I've seen used against it is, well,

0:37:36.520 --> 0:37:41.720
<v Speaker 1>you consider rotoscoping, okay, why don't you consider motion capture,

0:37:41.719 --> 0:37:45.640
<v Speaker 1>which is a kind of descendant from this technology. Why

0:37:45.680 --> 0:37:48.520
<v Speaker 1>why isn't that okay to uh, you know, to consider

0:37:48.600 --> 0:37:53.720
<v Speaker 1>for um quality and and and for rewards. But um,

0:37:53.760 --> 0:37:56.360
<v Speaker 1>apparently it's a it's sort of a hot topic among

0:37:57.000 --> 0:38:01.759
<v Speaker 1>um among movie makers. Yeah, I can see why animator

0:38:01.760 --> 0:38:05.719
<v Speaker 1>a traditional animator or even a computer animator. I mean

0:38:05.760 --> 0:38:09.600
<v Speaker 1>that's closer and closer to becoming traditional already, but either

0:38:09.680 --> 0:38:12.799
<v Speaker 1>a hand drawn animation or computer animation. Someone who goes

0:38:12.880 --> 0:38:16.040
<v Speaker 1>through the trouble of animating these things and doing a

0:38:16.080 --> 0:38:19.960
<v Speaker 1>lot of this work. Uh by hand seems like it's

0:38:19.960 --> 0:38:22.960
<v Speaker 1>the wrong term, but but personally going through and creating

0:38:22.960 --> 0:38:27.560
<v Speaker 1>these performances, I can see where they might feel that way. Um.

0:38:27.600 --> 0:38:29.520
<v Speaker 1>I have a completely different perspective on it. Of course,

0:38:29.520 --> 0:38:31.920
<v Speaker 1>I'm not an animator, so that's part of it. But

0:38:32.040 --> 0:38:34.520
<v Speaker 1>I think of it as creating a performance. And in

0:38:34.600 --> 0:38:36.400
<v Speaker 1>the sense of creating a performance, I think it's a

0:38:36.440 --> 0:38:42.839
<v Speaker 1>completely legitimate tool because you're still relying on an actor

0:38:42.960 --> 0:38:48.200
<v Speaker 1>to create a performance. That that that people will relate

0:38:48.239 --> 0:38:52.080
<v Speaker 1>to whether it's a character that you're supposed to love

0:38:52.239 --> 0:38:57.120
<v Speaker 1>or hate or fear. That all is dependent upon the

0:38:57.160 --> 0:39:01.960
<v Speaker 1>animator and the actor and several other people working to

0:39:02.120 --> 0:39:06.880
<v Speaker 1>create this this performance. And uh, I don't see anything

0:39:07.200 --> 0:39:10.799
<v Speaker 1>wrong with that. That to me is a completely legitimate

0:39:10.840 --> 0:39:16.560
<v Speaker 1>form of creating the art of entertainment. So um, I mean,

0:39:16.600 --> 0:39:20.000
<v Speaker 1>I do understand from an artistic perspective where some people

0:39:20.040 --> 0:39:21.759
<v Speaker 1>could have a problem with it. But but if you

0:39:21.840 --> 0:39:24.640
<v Speaker 1>take a bigger picture look and not not just you

0:39:24.680 --> 0:39:27.840
<v Speaker 1>know what technique you're using, but the end goal of creating,

0:39:28.760 --> 0:39:30.680
<v Speaker 1>whether you want to call it art or not, but

0:39:30.880 --> 0:39:35.120
<v Speaker 1>creating something that has an impact to the viewer or

0:39:35.200 --> 0:39:38.040
<v Speaker 1>player in the case of a video game, I think

0:39:38.120 --> 0:39:42.120
<v Speaker 1>that's more important. But then again, I'm, like I said,

0:39:42.120 --> 0:39:44.439
<v Speaker 1>I'm not an animator, so I don't have that kind

0:39:44.440 --> 0:39:47.480
<v Speaker 1>of emotional attachment, you know, I'm not vested in it

0:39:47.520 --> 0:39:50.560
<v Speaker 1>in that way. So um, I'd be curious to hear

0:39:50.600 --> 0:39:54.080
<v Speaker 1>what our listeners think if they think that is motion capture?

0:39:54.440 --> 0:39:58.399
<v Speaker 1>Is that cheating? Is it? Uh? Is it, as Red

0:39:58.520 --> 0:40:02.719
<v Speaker 1>versus Blue would have you say, a legitimate strategy? What

0:40:02.719 --> 0:40:04.440
<v Speaker 1>what do you think? What do you consider a motion

0:40:04.440 --> 0:40:08.319
<v Speaker 1>capture you should less know. Yeah, I UM, I do

0:40:08.760 --> 0:40:15.279
<v Speaker 1>see where UM it might make a traditional animator concerned,

0:40:15.400 --> 0:40:19.239
<v Speaker 1>but I don't. I don't really think it diminishes their UM,

0:40:19.400 --> 0:40:24.120
<v Speaker 1>their artistic value, to to UM, to a work whatever

0:40:24.160 --> 0:40:26.560
<v Speaker 1>it may be that they are working on. UM. And

0:40:26.600 --> 0:40:29.600
<v Speaker 1>there are certain times I'm sure where uh you would

0:40:29.680 --> 0:40:33.799
<v Speaker 1>argue that using these techniques is completely inappropriate to what

0:40:34.200 --> 0:40:37.440
<v Speaker 1>they might do. UM. But yeah, I mean it's it's

0:40:37.480 --> 0:40:41.840
<v Speaker 1>always a concern when UM you start saying, well, the

0:40:41.840 --> 0:40:43.960
<v Speaker 1>machine can do it, and we don't really need people

0:40:44.000 --> 0:40:47.359
<v Speaker 1>to do it, so get out. Yeah, I don't think

0:40:47.360 --> 0:40:51.759
<v Speaker 1>that's ever gonna be UM always fully the case, because

0:40:51.760 --> 0:40:54.560
<v Speaker 1>you're going to have certain characters within movies that are

0:40:55.360 --> 0:40:59.960
<v Speaker 1>going to be so different from the way humans are built,

0:41:00.920 --> 0:41:03.919
<v Speaker 1>so to speak, that that, uh, that motion capture would

0:41:03.920 --> 0:41:06.839
<v Speaker 1>not be practical. For example, like let's say that the

0:41:06.960 --> 0:41:12.399
<v Speaker 1>character that you're creating has really super long arms, and

0:41:12.440 --> 0:41:14.760
<v Speaker 1>you know, you've got an actor who's pretty lanky, but

0:41:14.760 --> 0:41:18.440
<v Speaker 1>but their arms are not as long as the character's arms. Uh.

0:41:18.520 --> 0:41:20.640
<v Speaker 1>If you were just to a direct translation of the

0:41:20.680 --> 0:41:24.759
<v Speaker 1>actor's movements into the animation, it might not look right

0:41:24.840 --> 0:41:30.120
<v Speaker 1>because the character has different dimensions, their body is built

0:41:30.200 --> 0:41:34.000
<v Speaker 1>differently than the actor, and so without tweaking it, without

0:41:34.040 --> 0:41:36.440
<v Speaker 1>having an animator go in there and adjust this and

0:41:36.480 --> 0:41:39.600
<v Speaker 1>make it look correct compared to what the you know,

0:41:39.640 --> 0:41:42.440
<v Speaker 1>the the vision is for the movie, it doesn't come

0:41:42.440 --> 0:41:47.040
<v Speaker 1>out correctly, it doesn't look right. So I think there's

0:41:47.719 --> 0:41:51.520
<v Speaker 1>very little risk of motion capture ever taking that away completely.

0:41:51.560 --> 0:41:56.880
<v Speaker 1>Plus there is something too, you know, creating a performance

0:41:56.920 --> 0:42:01.560
<v Speaker 1>through traditional animation that you know, it does feel differently

0:42:01.560 --> 0:42:04.520
<v Speaker 1>the motion capture, but that's not a bad thing, like

0:42:04.880 --> 0:42:08.640
<v Speaker 1>it just depends upon the vision of the director and

0:42:08.840 --> 0:42:12.600
<v Speaker 1>what the tone of the piece needs to be. And

0:42:12.760 --> 0:42:17.279
<v Speaker 1>that wraps up another classic episode of text Stuff. Hope

0:42:17.320 --> 0:42:20.279
<v Speaker 1>you guys enjoyed it. If you have any suggestions for

0:42:20.400 --> 0:42:23.360
<v Speaker 1>future episodes of tech Stuff, feel free to get in

0:42:23.400 --> 0:42:25.439
<v Speaker 1>touch with me. You can send an email to tex

0:42:25.520 --> 0:42:28.200
<v Speaker 1>Stuff at how stuff Works dot com, or you can

0:42:28.280 --> 0:42:30.920
<v Speaker 1>drop me a line on Facebook or Twitter to handle it.

0:42:31.000 --> 0:42:34.520
<v Speaker 1>Both of those is text Stuff HSW. You can pop

0:42:34.560 --> 0:42:37.319
<v Speaker 1>on over to our website that's tech Stuff Podcast dot com.

0:42:37.320 --> 0:42:39.520
<v Speaker 1>You're gonna find a link to our archive where we

0:42:39.560 --> 0:42:44.239
<v Speaker 1>have every episode we've ever published right there searchable, so

0:42:44.239 --> 0:42:46.799
<v Speaker 1>we can go check that out, and you can also

0:42:46.920 --> 0:42:49.640
<v Speaker 1>find a link to our online store, where every purchase

0:42:49.680 --> 0:42:52.080
<v Speaker 1>you make goes to help the show. We greatly appreciate it,

0:42:52.440 --> 0:42:59.360
<v Speaker 1>and I'll talk to you again. Releasing text Stuff is

0:42:59.360 --> 0:43:01.840
<v Speaker 1>a production of I Heart Radio's How Stuff Works. For

0:43:02.000 --> 0:43:04.960
<v Speaker 1>more podcasts from I heart Radio, visit the i heart

0:43:05.040 --> 0:43:08.200
<v Speaker 1>Radio app, Apple Podcasts, or wherever you listen to your

0:43:08.239 --> 0:43:08.960
<v Speaker 1>favorite shows.