Perhaps by now you have realised that setting up all the poses
necessary to make an animation of a character with bones is a very
time-consuming process. And it is very difficult to make a motion
that really looks human-like. How then do movie studios manage to do
such a good job making long animations with many characters moving
so smoothly and realistically? The answer is MoCap or
Motion Capture.
Usually this involves a person wearing a special suit covered
with strategically placed reflective balls. Several video cameras
film the person as he executes the desired motion and then a
computer tracks the motion of each ball and converts the motions
into a computer file. This file can then be applied to a rig (a
character with a skeleton or 'armature'), whether that rig happens
to look like a person, a monkey or a rabbit.
Here is a representation of the whole process:
Here is a typical mocap suit. Note how clear the balls are in the
light of the flash.
Here is Tom Hanks in a mocap suit, acting out the motions for his
character in Polar Express:
An actor breathing life into Gollum for the Lord of the Rings:
Last but not least, here is motion capture underway for the most
expensive and most successful film of all time, Avatar:
What Avatar did that no other motion capture technique had done
before was to add an additional camera attached to a boom and thus
to the actor's head. This camera was able to record very accurately
the actor's expressions - note all the tracking dots on the actor's
face. And here is a YouTube video of Avatar in production:
So, are we going to be able to do motion capture at school? I'm
sorry to disappoint you, but my name is not James Cameron and I
don't have a budget to match his (Avatar cost about 300 million
dollars!). The good news is that some motion
capture files are available free on the internet. A popular
format for such files is the BVH format, and this format can
be imported into Blender.
Carnegie Mellon university has professionally produced over 2500
mocap files and has kindly made them available free! They are
available in the BVH format needed by Blender here:
Want more? Then download and unzip this collection of dozens
of BVH files.
Importing BVH files
So how do you get these BVH files into Blender? Start Blender and
delete the default cube, then do File>Import>Motion Capture (.bhv),
navigate to the BVH file and press 'Import BVH'. You should now see
a skeleton (armature) and if you press Alt+A or the play
button in the timeline then you should see it move. Don't forget to
adjust the start and finish frames in the timeline so that they
match the imported motion. You will probably notice that the
animation has an unexpected orientation - it is quite likely that
your character is 'lying down' on the XY plane. Therefore you will
have to rotate your character so that he has a normal orientation in
your 3D world. You must do this in object mode, not pose mode. To
rotate the selected object 90° about the x axis just type RX90 and
press Enter.
Now comes the (very) hard part. The skeleton is always invisible
in the rendered animation so you must make or obtain a body and then
attach it to the armature. This is called 'skinning' We touched on this in the Metaman project
- skinning was rather easy in that case but doing it properly with a
more human-like rig is very difficult and has not been explained in
this course (there are plenty of tutorials about this on YouTube and
elsewhere).
Speaking of Metaman, did you notice how similar the
skeleton of the dancer was to the skeleton we used for Metaman? That
means you have a good chance of being able to make your Metaman
character adopt the dancer skeleton without too much difficulty.
Even better than using the strange Metaman rig would be to use
the Biped rig offered free on the internet by Nathan Vegdahl ('Cessen').
You can see this demonstrated onthis
page and you can download the files there too...