The Face
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Foundation
Imaging relies on mo-cap for shows like "Max Steel"
(top), combined with character animation tools found in packages
like LightWave (bottom).
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Although facial
motion capture has made strides in recent years, most character-heavy
projects still do the bulk of their facial work with a keyframe approach.
"[PDI] has taken a different facial approach with Shrek
than we did with Antz," says Hui. "In Antz,
we did not have all major facial muscles built in, under the skin. But
for Shrek, we have more advanced proprietary tools for this purpose,
so the characters have more muscles working in their faces and even
down their necks. When Shrek moves his head, you see the fat rotating
and bulging on his neck. We spent a long time writing code to improve
this aspect. We also wrote a new lip-synch software, with a facial library
that lets animators lock mouth moves to the soundtrack and then simply
nuance those moves as needed. Our most photo-real human character, Princess
Fiona, has more muscles around her eyes and mouth than anything we've
ever done before."
But the biggest breakthrough on Shrek may be its most subtle.
"Fiona's mouth features that characteristic that happens when your
lips stick together and then come apart for a second when you open your
mouth," says Adamson. "We feel we made her speech and mouth
convincing by adding this characteristic. We did it with a proprietary
tool we call 'Lipstick,' which controls the opening of the mouth, the
compression of the lips, and how much and for how long they adhere to
each other."
Final Fantasy's Jones is also proud of that film's progress in
the area of the human eye. He says such advances resulted from years
of observation combined with proprietary tools.
"The big challenge with eyes, we found, was in timing-when people
move their eyes in the middle of a sentence, how often they blink, and
so on," says Jones. "In particular, animators often make a
common mistake of thinking that when a head scans across a room, the
eyes move in concert with the head. Actually, the eyes make a lot of
subtle 'hits' as the head is moving, darting in different directions.
We built a proprietary system that drives that movement, moistens the
eyes, and moves the skin around the eyes as the eyeball itself moves."
What's Real?
All these issues, of course, are central to the ongoing industry
debate over so-called "photo-realism," and whether it's even
a worthwhile goal.
Certainly, recent experiments -- such as the LifeFX motion-capture breakthrough
a couple of years ago to create an impressive, completely digital face
of actor Jim Carrey for the currently shelved feature film The Incredible
Mr. Limpett -- have proven how tantalizing such a goal is.
On the other hand, leaving aside questions about whether such complicated
and time-consuming approaches are cost-effective in modern production
settings, many industry professionals consider photo-realism a moot
search. Even Jones admits that, despite publicity suggesting that Final
Fantasy features "photo-real" characters, they are really
"as close as possible to photo-real, but it's still obvious this
is an animated movie."
According to Pixar's Catmull, photo-realism is "simply not relevant."
"Anything animated, you know it's an artistic creation, and therefore
not reality in these films," says Catmull. "Therefore, from
an animation point of view, why bother worrying about photo-realism?
It's not important. At Pixar, we'll make whatever image we need to make
to tell the story, but we aren't about to pretend they aren't animated."
© 2001, Intertec
Publishing, A Primedia Company All Rights Reserved
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