Performance Capture: Split between the Fictitious and Physical World
Performance Capture (PCap) is the process of capturing a continuous recording of an actor’s movements and emotions using motion capture technology, typically in a 3D virtual world. This presents a somewhat unique situation for the actor in that they are challenged to imagine their virtual counterparts and a completely abstract, computer-generated world whilst delivering their performance. Central to this paper is the identification of the various implications that affect the actor's abilities during a performance by investigating professionals’ experiences when using performance capture and through the exploration of the implications of performance capture in the creation of a short experimental animation.
Adopting Virtual Production for Animated Film-making
Virtual Production is a rapidly growing approach to film-making that utilises 3D software, virtual camera systems and motion capture technology to visually interact with a real-time virtual environment. The use of these technologies has continued to increase; however, little has been done to document the various approaches for incorporating this new film-making technique into a production.
This practice-led research project outlines the development of virtual production in the entertainment industry and explores possible strategies for adopting aspects of this new film-making technique into the production of short animated films. The outcome is an improved understanding of possible strategies that could be utilised to assist producers and directors with the transition into this new film-making technique.
Establishing Virtual Production as a Research and Teaching Activity at QUT
Located within the Creative Industries Faculty, the Animation team at the Queensland University of Technology (QUT) recently acquired a full-body inertial motion capture system. Our research to date has been predominantly concerned with interdisciplinary practice and the benefits this could bring to undergraduate teaching. From early experimental tests it was identified that there was a need to develop a framework for best practice and an efficient production workflow to ensure the system was being used to its full potential. Through our ongoing investigation we have identified at least three areas that stand to have long-term benefits from universities engaging in motion capture related research activity. This includes interdisciplinary collaborative research, undergraduate teaching and improved production processes. This paper reports the early stages of our research, which explores the use of a full-body inertial motion capture (MoCap) solution in collaboration with performing artists.