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Anonymous at Thu, 30 Sep 2021 21:59:37 UTC No. 854146
Can you hand animate ON TOP of the Motion Capture animation, to make it look more alive?
Kinda like base mesh, but for animation? Idk, you could call it Base-motion.
Anonymous at Thu, 30 Sep 2021 22:08:22 UTC No. 854148
probably, yeah !
Anonymous at Thu, 30 Sep 2021 22:28:12 UTC No. 854153
B ut why keep threads making ? not do oyou get tired lol no answers Ever ,,truly pathetic
Anonymous at Fri, 1 Oct 2021 11:33:27 UTC No. 854212
>>854153
Answer the questtion
Anonymous at Fri, 1 Oct 2021 11:43:41 UTC No. 854215
From what I understand, raw motion capture is rarely used because it is often to jittery. Instead it's used as a reference or cleaned up by the animators. I don't see why these animators couldn't make the animations more cartoony as well. I'm guessing there is a point of diminishing return where super cartoony animations might not benefit much from any motion capture.
Anonymous at Fri, 1 Oct 2021 11:57:11 UTC No. 854219
>>854146
of course. Animation is just a graph of mainly rotation data telling the joint what direction to point at any given frame.
You can blend, layer or mix that data however you please.
It's not uncommon to run several slave rigs behind the scenes to for example blend between controlled animation and a character
transitioning in and out of physics simulation such as being 'ragdolled'. Or to separate animation into layers so
you can play back your walk animation from the waist down and have your torso is pivoting freely as you aim a gun and the spine links in between
mix halfway between top and bottom to blend it all together etc.
Anonymous at Sat, 2 Oct 2021 17:41:38 UTC No. 854450
>>854219
thx
Anonymous at Sun, 3 Oct 2021 23:56:48 UTC No. 854726
>>854146
Yes you can. Motion capture records realistic movement of an actor. When you put that into a video game or a video, that clean data is pretty much always modified by animators. The direction of how it's adjusted is up to the visual style of the game/video, the art direction etc. You can make it more cartoony, more exaggerated, faster, slower, whatever you want. Clean mocap data does not look good in games.
>>854215
The time of jittery mocap data is pretty much over. The technology is so far advanced now, that the data is very very clean and smooth, very close to realistic movement and precise down to 1mm. Also the timing of mocap is extremely precise. The reason why it's always edited by animators is simply aesthetic.