Wednesday, October 31, 2012

Performance And Acting For Animators



by Judy Lieff
"Animators should focus on the acting...make the characters think and act...start with the body first, next focus on the eyes, and last focus on the mouth. When reviewing reels we look at the acting first." -- John Lasseter, November 4, 1996 during a lecture at the Academy of Motion Picture Arts and Sciences in Los Angeles.

Courtesy of ArtToday.
The actor and the animator may approach creating the life of a character in a similar fashion, but while actors transform themselves into their characters, animators have an additional challenge of maintaining a subjective, as well as an objective, approach to characterization. Therein lies the challenge of finding a form of acting training that will be particularly useful for the animator.

For actors, and particularly for animators, it is useful to develop a keen kinesthetic sense and a thorough understanding of music and rhythm. Frank Gladstone, Director of Training at DreamWorks SKG, feels the animator is responsible for creating characters who not only fit their own voices, but ones who can perform without vocal cues as well. The more keenly developed a kinesthetic sense an actor, dancer, or animator has, the more capacity that artist has to portray various characters and exhibit organic nuances and gestures appropriate to that character.

Researching a number of animation curriculums from academia to commercial studios, and conducting interviews on the subject of acting and performance, as it relates to the professional animator, has shown unanimous agreement on the importance of acting classes for successful animation training. However, there has yet to be any course of study for investigating acting and performance that specifically relates to the expanding requirements of animation. Not only do animators have to understand the process of acting in order to create a character, but they also have to be able to direct and communicate with actors for projects involving live actors for reference or motion-capture.

"Animation is the kind of medium that is such a combination of other mediums that the more you know about music, art, film, choreography, literature, or current events, the better you are going to be. You name it, and it is only going to make you a better animator or better storyteller for animation." -- Craig Kellman, Character Design, Disney Feature Animation

What follows is a series of excerpts from some of the interviews I conducted addressing acting and performance as it relates to the professional animator and his training. From historians to television and feature film to motion-capture and voice actors, I have gathered a number of viewpoints on this critical issue.




source from: http://www.awn.com

The Future of Game Cinematics



Cut scenes are on my mind because of a recent New York Times article about the escalating migration of games away from consoles toward mobile devices. The largest studios are set up to create big games for big budgets, and those big games work best on a big screen. If the migration continues, what happens to cinematics?  They won't look as good or have the same punch on a hand-held screen.  I am going to go out on a limb here and predict that game cinematics are endangered altogether.  Think about it: Cut scenes have always been an imperfect device for delivering story points and character development.  Most cut scenes give the player aesthetic whiplash because he can empathize with characters during the mini-movie, but he cannot empathize with them during game play.  Let me explain.

Just about everybody in the industry today will acknowledge that a game is not a movie.  You play a game and you watch a movie, apples and oranges.  Cinematics were originally intended to be tiny game/movie hybrids. There used to be a lot of lunch break discussion about whether or not a game could "make you cry".   As an acting teacher, I can tell you that, yes, it is possible for a game to make you cry, but probably not with cinematics.  The thing that makes you cry is empathy, identifying with the emotions of an on-screen character.  A baseline requirement for empathy is physical distance.  You cannot empathize with yourself, and a player cannot empathize with his own avatar.  In order for a game to pull the player into an emotional/empathetic transaction, most of the job being done today with cut scenes must be achieved through game play.  In an ideal game, there would be no cinematics at all.  And in order for that to happen, game designers -- especially Level Designers -- must have a working understanding of empathy in humans.

Fumito Ueda brilliantly blazed the trail to empathetic game play with Ico ten years ago, but that game was not financially successful enough to spawn imitators.  Now would be a good time to take a fresh look at what Mr. Ueda accomplished.  The secret ingredient in Ico is that Ico (the player) is the only character that can actually do things.  The queen's daughter, Yorda, is sort of an emotional train wreck, hesitant and afraid.  She won't take the kind of risks that Ico wants her to take, and so he must assist her in order to save her.  The player empathizes with Yorda through the POV of Ico precisely because the player cannot fully control Yorda's behavior.

I usually tell a personal story about empathy in my masterclass.  It concerns a young friend who was playing one of the Sims games a few years back and put a female character in a room with no windows or doors. "I figured she would starve to death in there," he explained to me in an e-mail.  "But then she surprised me and started crying!  And she wouldn't stop!"   My friend finally figured out that his only option was to take the girl out of the room altogether. "I had to find some other way to kill her," he said.  Whoever came up with the idea of the crying girl was on the right track for empathy.  The set-up is similar to the one in Ico. If my friend had been able to flip a switch labeled "Cry/STOP Cry", empathy would have been impossible.

With all of this in mind, I have a few suggestions for developers that want to be the first to cross the finish line when cinematics go away:

1)  There is, in many game studios, a systemic division between programmers/writers/designers and animators.  In the future, that wall must come down. The technical side of the studio - let's call it the left-brainers - must have a better understanding of human behavior - the right-brain part.  It is a mistake to assume that animators alone control character performance.  This is the reason that, whenever I teach at a game company, I practically plead to have the designers and writers attend the class along with the animators.  The fix for the cut scene problem begins with game design, character analysis and scripts.  Therefore, the launch team must take actual for-real human behavior, including the ability to empathize, into account from Day One.

2)  Scripts for most games today are woefully, if understandably,  dialogue-heavy and frequently banal.  This is particularly true in cinematics because they are the device used to convey story points and exposition.  The fact is that acting has almost nothing to do with words.  That is something else that Fumito Ueda understood with Ico. Eliminate all dialogue that is not absolutely essential.  Animators are like stage actors to the extent that they can only work with the script they are given.  Even Anthony Hopkins cannot save some of the scripts out there.

3)  Level Designers are going to have to carry more of the load.  It is essential that Level Designers in the future know as much about story and acting as the animators and scriptwriters do.

4)  Mocap has a lot of room for improvement.  It is getting better, but mocap directors need to learn better how to communicate with actual actors in terms that actual actors understand. A big part of Gollum's success was that Peter Jackson is a live-action director, and he cast Andy Serkis, a well-trained classical actor, in the role.  They knew how to talk to one another in a common language, and that delivered to the animators rich data to work with.

5) Finally, include your animators in these studio adjustments.  Just as the design side needs to learn and incorporate more of the performance side, so too should the animator have a better understand of the design side.  Nobody has to get fired in this transition.  Each member of the studio team needs to expand his knowledge base and become more like a generalist instead of a specialist .  This will take a while, so be patient.  You can't be brilliant in a hurry.

Until next month...
Be safe!

Saturday, October 27, 2012

Amazing Mechanical "werewolf" Claws & Stilts



More behind the scenes detail of hand and leg extensions for Farscape alien character "Namtar" for episode "DNA mad Scientist".

This was work I did working with Dave and Lou Elsey for Jim Henson's creature shop in Sydney in the 1990s. The character was performed by mold and foam specialist Adrian Getly. I made the body extensions and worked with long time colleague Matt Ward on the head. We made a counter-current flow cool suit for Adrian to wear to keep him cool under all that gear, based on system I developed on the never filmed Smiths "Gobbledok".






This is the never before publicly seen M.E.G. Gobbledok head mechanised by myself and Matt Ward, with skin and sculpt by Paul Katte and Nick Nicolau from M.E.G. It was an all new update based an earlier Gobbledok design by Warren Beaton, so we had to keep the same sort of look but make it slightly more realistic. Even the addition of he teeth was agonised over by the Ad agency. It was never intended to speak but I tried some dialogue just for fun. Take a look at my later Starwars lipsynch on http://www.youtube.com/watch?v=ID2Fkse1bmg for comparison. Comissioned for a Smith's potato chips ad campaign the Chararcter was finished exactly at the time Smiths changed advertising agencies and not even the original advertising agency saw the final results. The character was to be worn by a short stature suit performer and was fitted with a countercurrent heat exchange refrigerating cool-suit to keep Julie comfortable. The head was fitted with video lcd goggles for Julie with a lipstick camera hidden in the forehead to feed video of where she is facing so she could see without external viewports. The expressions were mixed by computer system and able to be recorded and edited for playback. Greg designed the control system, based on a "mediamation system", later evolving into the mobile "gilderfluke" based editing/playback system used for Star Wars Ep III

Friday, October 26, 2012

The Raptors in Jurassic Park Were So Big Because They Were Humans


The Velociraptor (or, you know, the raptor) is one of the most famous dinosaurs ever, largely because of how they were used to such brilliantly scary effect in the Jurassic Park books and movies. (JP even gets a shoutout just three paragraphs in to the Velociraptor Wiki page.) But as any paleontologist worth his or her salt has likely lamented countless times, the massive, deadly raptors portrayed in the movies are totally wrong. In reality, Velociraptorwas only a few feet tall and had feathers. It was basically a larger, predatory chicken. While they might have been effective predators, they certainly weren’t the size of LeBron James.
Via Stan Winston
But how’s this for wild idea: What if the raptors in Jurassic Park were oversized because they needed to be able to fit a human inside? At the very least, we know that humans did fit inside the JP raptors thanks to the above video from the Stan Winston School of Character Arts, which designed the raptor puppets for the first movie.
Via Stan Winston
Jurassic Park is noted for its excellent use of CGI — as awkward as digital effects can look today, they still blow puppets out of the water for realism when movement is concerned, as a couple Redditors pointed out. Not every shot could work with CGI, so full and half puppets were used. But when all else failed, apparently the man suit came out. According to Stan Winston’s epic post on the suits’ construction, the JP kitchen scene used all three techniques
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