Animation From Observation: Motion Capture and Motion Editing
Michael Gleicher
University of Wisconsin, Madison
Animation is a uniquely expressive art form: it
provides the creator with control over both the
appearance and the movement of characters and
objects. This gives artists tremendous freedom, which
when well used, can create works with tremendous
impact. This freedom, however, also becomes a curse:
while everything can be controlled, everything must be
controlled. Control over the movement of objects is a
difficult task, requiring skill and labor.
Since the earliest days of the art form [Lutz], animators
have observed the movement of real creatures in order
to create animated motion. Sometimes, this simply
takes the form of an artist carefully observing nature
for inspiration. Another process is to transfer the
movement from a recording of the movement to the
animated objects. The earliest mechanism for doing
this was the Rotoscope, a device that projected frames
of film onto the animator’s workspace, providing the
animator with a guide for their drawings.
Computer animation brings the potential for
automating the process of creating animated motion
from observations of real moving objects. Optical,
mechanical, or magnetic sensors record the movements
that can then be transferred to animated characters.
This process is commonly referred to as motion
capture, although the act of “capturing the motion” is
only one aspect of creating animation from
observations of real motion.
This article attempts to provide an overview of the
process of creating animated motion from observations
of real moving objects, and to discuss the potential for
computer vision to contribute to this. My view is that
the needs of the entire process create requirements on
the individual steps; that motion capture for animation
is most useful when the use of that data, including
mapping and editing, is considered. The task of
creating animation has some unique demands, and that
only by considering these demands can a capture
method be a useful tool for motion creation.
This article is organized as follows. We begin with a
discussion of the use of motion capture to create
motion for animation, and look at the alternatives. We
then consider the entire process of creating animation
from motion capture, and consider some of these steps
in detail. Specifically, we examine the current
technologies for capture and issues in working with
motion data. We conclude by discussing the
opportunities for computer vision in the process.
Within the animation community, there is historically a
tension between animators and motion capture
technicians/users [Cameron]. This tension comes from
many factors, some of them real and some of them
perceived. The two main sources of this tension are
unrealistic expectations about what motion capture can
do (that it can automatically produce motion that
displaces animators), and that motion capture
technology development has not considered the use of
the data, leaving animators with data that is difficult to
deal with.
Motion Capture vs. Animation from
Observation
Motion capture is different from the process of
creating animation from observations. For one, motion
capture may be done for a variety of reasons besides
animation, such as biomedical analysis, surveillance,
sports performance analysis, or as an input mechanism
for human-computer interaction. Each of these tasks
has similarities and differences with the problems of
creating animation. At the first stage of each, there is a
need to create the observations that are then
interpreted, e.g. capture the motions. Many of the
methods used in animation have their roots in the biomechanical
or medical domains.
Capturing the motion is only part of the problem of
using this data to create animation. Commonly, the
term motion capture is used to describe the whole
process. This has the problem that it neglects other
aspects of the task, and sets up some unreasonable
expectations about how much work needs to be done to
move from the sensor data to animation.
Let’s begin with the question of what is capture
anyway. In a sense, pointing a video camera at a
person captures their motion. We can play it back and
see what they did. For some reason, this is not what we
commonly mean by motion capture. The distinction
(for me at least) is that motion capture creates a
representation that distills the motion from the
appearance; that it encodes the motion in a form that is
suitable for the kinds of processing or analysis that we
- 2 -
need to perform. This definition of motion capture is
dependent on what we are going to do with the result.
Motion capture for animation implies that we will
somehow be changing something about what we have
recorded–if we did not intend to change something, we
could have simply replayed a video. Almost always,
we will at least change the character to which the
motion is applied from a real person to some graphical
model. By definition, to animate means to bring to life,
so technically, it is the act of making a lifeless object
(a graphics model) move that makes what we’re doing
animation.
There is a range of types of motion capture for
animation. One distinction is between real-time, online
systems where the animation is produced instantly,
and systems that are not real time. While the former
category is best known in applications where it is
required, such as creating characters for live broadcasts
or interactive exhibits, it is also often useful for
creating traditional animation as well. Even if the final
result will require adjustment and production, instant
feedback to the performer is useful. The production of
real-time animation from captured motion is
sometimes referred to as performance animation or
digital puppetteering.
Another distinction in motion capture is between
capturing facial motion and capturing body motion.
Our focus in this article is on full-body motion. Facial
motion capture has a similar set of issues with a
slightly different set of challenges than body
animation.
Motion Capture vs. Animation
On-line motion capture is unique in that it is an
application for which there is no alternative. For offline
production, however, motion capture is only one
of several ways to create motion for animation.
Understanding the alternatives is useful to see where
motion capture is most useful, and what it must be able
to do to serve as a mechanism for creating animated
motion. Taxonomies of motion creation, including
[Hodgins], usually divide methods into three
categories: manual specification, procedural and
simulation, and motion capture.
Traditionally, motion for animation has been created
by specifying the position of objects at each instant in
time [Lutz]. These methods became highly evolved as
the art developed [TJ]. Manual specification has the
obvious drawback of being laborious, but also requires
a great deal of skill to create convincing motion by
specifying a series of individual poses as properties of
the motion are created over many individual poses.
While computers can reduce some of the labor by
automatically interpolating between keyframes,
manual specification of motion still requires talent and
training [Lasseter]. It is particularly difficult to create
motions that are realistic and/or accurately mimic
subtle characteristics, such as a particular person.
Another strategy uses algorithmic or simulation
methods to generate motions based on descriptions of
goals. While such methods have the promise of
generating motions for non-experts by allowing them
to simply specify their needs, they are, at present, of
limited use, as there has been no systematic way
provided to create new behaviors. One key problem
facing algorithmic methods is how to describe a
complicated motion or a subtle nuance.
An alternative to the above three methods is not a
motion creation method per se, but rather is to avoid
creating a new motion. Instead the needed motion can
be created by re-using an existing motion. In practice,
such an approach requires two pieces: a library of
motions to re-use, and techniques to adapt motions to
new needs. The limitations of this approach come from
its two components, the library of motions available to
adapt, and the quality of the tools available for
adapting motions.
In a performance setting, there really is no alternative
for motion capture. For off-line production, motion
capture must provide an advantage over other available
methods. In order to be a viable alternative, motion
capture must provide a sufficient quality of service,
both in terms of quality of resulting motions and in
range. For example, if motion capture does not provide
sufficient fidelity to distinguish the subtle differences
between different performers, a standard motion from
a database may be sufficient. Or, if a motion capture
system can only capture a limited range of motions,
this range may be covered by a library. The existing
approaches to motion creation set a high standard that
a new tool must meet.
Motion Capture for Animation
The steps in creating animation from observation are:
1. Plan the motion capture shoot and subsequent
production. Good planning is amazingly important
to make motion capture work in practice [Kines].
2. Capture the motion.
3. Clean the data.
4. Edit the motions.
5. Map the motions to the animated characters.
The order of steps 4 and 5 are often varied, depending
on the tools. Sometimes, these steps are actually
iterated.
- 3 -
While the production pipeline provides opportunities
to fix problems created in earlier stages, it also means
that these problems cause additional work later on.
Therefore, we prefer motion capture to have problems
that are easily addressed in later stages than to have
fewer, but harder to correct problems.
Capturing the Motion
A variety of methods have been used successfully to
“capture” motions. At one level, the actual technology
for sensing and recording a person’s perf
ภาพเคลื่อนไหวจากการสังเกต: จับภาพเคลื่อนไหวและการเคลื่อนไหวแก้ไขMichael Gleicherมหาวิทยาลัยวิสคอนซิน เมดิสันภาพเคลื่อนไหวเป็นแบบศิลปะที่แสดงออกโดยเฉพาะ: มันให้ผู้ที่ควบคุมทั้งนี้ลักษณะและการเคลื่อนไหวของตัวอักษร และวัตถุ ซึ่งทำให้ศิลปินอิสระอย่างมาก ซึ่งเมื่อใช้ดี สามารถสร้างงาน ด้วยอย่างมากผลกระทบ เสรีภาพนี้ อย่างไรก็ตาม ยังกลาย เป็น:ในขณะที่สามารถควบคุมทุกสิ่งทุกอย่าง ทุกอย่างต้องควบคุม ควบคุมการเคลื่อนที่ของวัตถุเป็นการงานที่ยาก ต้องใช้ทักษะและแรงงานตั้งแต่วันแรกสุดของศิลปะแบบ [แลนลุตซ์], animatorsได้สังเกตการเคลื่อนที่ของสิ่งมีชีวิตจริงในใบสั่งการสร้างภาพเคลื่อนไหวเคลื่อนไหว นี้บางครั้ง แค่ใช้แบบฟอร์มของศิลปินอย่างระมัดระวังสังเกตธรรมชาติสำหรับแรงบันดาลใจ กระบวนการอื่นคือการ โอนย้ายการย้ายจากการบันทึกการเคลื่อนไหวเพื่อการวัตถุที่เคลื่อนไหว กลไกแรกสุดสำหรับการทำนี้เป็น Rotoscope อุปกรณ์ที่คาดว่าเฟรมฟิล์มลงบนพื้นที่ทำงานของเป็น ให้การเป็น มีคำแนะนำสำหรับภาพวาดของพวกเขาศักยภาพในการนำภาพเคลื่อนไหวคอมพิวเตอร์กระบวนการสร้างภาพเคลื่อนไหวเคลื่อนไหวอัตโนมัติจากการสังเกตของจริงในการย้ายวัตถุ ออปติคอลเซนเซอร์ของเครื่องจักรกล หรือบันทึกความเคลื่อนไหวที่แล้วตัวอักษรเคลื่อนไหวกระบวนการนี้โดยทั่วไปเรียกว่าเคลื่อนไหวจับภาพ แม้ว่าการกระทำของการ "จับภาพการเคลื่อนไหว"only one aspect of creating animation fromobservations of real motion.This article attempts to provide an overview of theprocess of creating animated motion from observationsof real moving objects, and to discuss the potential forcomputer vision to contribute to this. My view is thatthe needs of the entire process create requirements onthe individual steps; that motion capture for animationis most useful when the use of that data, includingmapping and editing, is considered. The task ofcreating animation has some unique demands, and thatonly by considering these demands can a capturemethod be a useful tool for motion creation.This article is organized as follows. We begin with adiscussion of the use of motion capture to createmotion for animation, and look at the alternatives. Wethen consider the entire process of creating animationfrom motion capture, and consider some of these stepsin detail. Specifically, we examine the currenttechnologies for capture and issues in working withmotion data. We conclude by discussing theopportunities for computer vision in the process.Within the animation community, there is historically atension between animators and motion capturetechnicians/users [Cameron]. This tension comes frommany factors, some of them real and some of themperceived. The two main sources of this tension areunrealistic expectations about what motion capture cando (that it can automatically produce motion thatdisplaces animators), and that motion capturetechnology development has not considered the use ofthe data, leaving animators with data that is difficult todeal with.Motion Capture vs. Animation fromObservationMotion capture is different from the process ofcreating animation from observations. For one, motioncapture may be done for a variety of reasons besidesanimation, such as biomedical analysis, surveillance,sports performance analysis, or as an input mechanismfor human-computer interaction. Each of these taskshas similarities and differences with the problems ofcreating animation. At the first stage of each, there is aneed to create the observations that are theninterpreted, e.g. capture the motions. Many of themethods used in animation have their roots in the biomechanicalor medical domains.Capturing the motion is only part of the problem ofusing this data to create animation. Commonly, theterm motion capture is used to describe the wholeprocess. This has the problem that it neglects otheraspects of the task, and sets up some unreasonableexpectations about how much work needs to be done tomove from the sensor data to animation.Let’s begin with the question of what is captureanyway. In a sense, pointing a video camera at aperson captures their motion. We can play it back andsee what they did. For some reason, this is not what wecommonly mean by motion capture. The distinction(for me at least) is that motion capture creates a
representation that distills the motion from the
appearance; that it encodes the motion in a form that is
suitable for the kinds of processing or analysis that we
- 2 -
need to perform. This definition of motion capture is
dependent on what we are going to do with the result.
Motion capture for animation implies that we will
somehow be changing something about what we have
recorded–if we did not intend to change something, we
could have simply replayed a video. Almost always,
we will at least change the character to which the
motion is applied from a real person to some graphical
model. By definition, to animate means to bring to life,
so technically, it is the act of making a lifeless object
(a graphics model) move that makes what we’re doing
animation.
There is a range of types of motion capture for
animation. One distinction is between real-time, online
systems where the animation is produced instantly,
and systems that are not real time. While the former
category is best known in applications where it is
required, such as creating characters for live broadcasts
or interactive exhibits, it is also often useful for
creating traditional animation as well. Even if the final
result will require adjustment and production, instant
feedback to the performer is useful. The production of
real-time animation from captured motion is
sometimes referred to as performance animation or
digital puppetteering.
Another distinction in motion capture is between
capturing facial motion and capturing body motion.
Our focus in this article is on full-body motion. Facial
motion capture has a similar set of issues with a
slightly different set of challenges than body
animation.
Motion Capture vs. Animation
On-line motion capture is unique in that it is an
application for which there is no alternative. For offline
production, however, motion capture is only one
of several ways to create motion for animation.
Understanding the alternatives is useful to see where
motion capture is most useful, and what it must be able
to do to serve as a mechanism for creating animated
motion. Taxonomies of motion creation, including
[Hodgins], usually divide methods into three
categories: manual specification, procedural and
simulation, and motion capture.
Traditionally, motion for animation has been created
by specifying the position of objects at each instant in
time [Lutz]. These methods became highly evolved as
the art developed [TJ]. Manual specification has the
obvious drawback of being laborious, but also requires
a great deal of skill to create convincing motion by
specifying a series of individual poses as properties of
the motion are created over many individual poses.
While computers can reduce some of the labor by
automatically interpolating between keyframes,
manual specification of motion still requires talent and
training [Lasseter]. It is particularly difficult to create
motions that are realistic and/or accurately mimic
subtle characteristics, such as a particular person.
Another strategy uses algorithmic or simulation
methods to generate motions based on descriptions of
goals. While such methods have the promise of
generating motions for non-experts by allowing them
to simply specify their needs, they are, at present, of
limited use, as there has been no systematic way
provided to create new behaviors. One key problem
facing algorithmic methods is how to describe a
complicated motion or a subtle nuance.
An alternative to the above three methods is not a
motion creation method per se, but rather is to avoid
creating a new motion. Instead the needed motion can
be created by re-using an existing motion. In practice,
such an approach requires two pieces: a library of
motions to re-use, and techniques to adapt motions to
new needs. The limitations of this approach come from
its two components, the library of motions available to
adapt, and the quality of the tools available for
adapting motions.
In a performance setting, there really is no alternative
for motion capture. For off-line production, motion
capture must provide an advantage over other available
methods. In order to be a viable alternative, motion
capture must provide a sufficient quality of service,
both in terms of quality of resulting motions and in
range. For example, if motion capture does not provide
sufficient fidelity to distinguish the subtle differences
between different performers, a standard motion from
a database may be sufficient. Or, if a motion capture
system can only capture a limited range of motions,
this range may be covered by a library. The existing
approaches to motion creation set a high standard that
a new tool must meet.
Motion Capture for Animation
The steps in creating animation from observation are:
1. Plan the motion capture shoot and subsequent
production. Good planning is amazingly important
to make motion capture work in practice [Kines].
2. Capture the motion.
3. Clean the data.
4. Edit the motions.
5. Map the motions to the animated characters.
The order of steps 4 and 5 are often varied, depending
on the tools. Sometimes, these steps are actually
iterated.
- 3 -
While the production pipeline provides opportunities
to fix problems created in earlier stages, it also means
that these problems cause additional work later on.
Therefore, we prefer motion capture to have problems
that are easily addressed in later stages than to have
fewer, but harder to correct problems.
Capturing the Motion
A variety of methods have been used successfully to
“capture” motions. At one level, the actual technology
for sensing and recording a person’s perf
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