Adopting Virtual Production For Animated Filmaking
Joel Bennett Chris Carter
Creative Industries Faculty: Animation Creative Industries Faculty: Animation Queensland University of Technology (QUT) Queensland University of Technology (QUT) Brisbane, Australia Brisbane, Australia j17.bennett@qut.edu.au chris.carter@qut.edu.au
Abstract—Virtual Production is a rapidly growing approach to A. Research Problem
filmmaking that utilises 3D software, virtual camera systems and motion capture technology to visually interact with a real-time Virtual Production is a relatively recent virtual environment. The use of these technologies has continued development in film making, which has been to increase, however, little has been done to document the various utilised across a range of different projects such as approaches for incorporating this new film making technique into a production. film, TV, Games and live performance. Despite the rapid growth of this film making technique and This practice-led research project outlines the development of improved accessibility to required technology, little virtual production in the entertainment industry and explores possible strategies for adopting aspects of this new film making has been done to outline the various approaches for technique into the production of short animated films. The incorporating this new film making technique into a outcome is an improved understanding of possible strategies that production pipeline. This research contributes to could be utilised to assist producers and directors with the closing this apparent gap by exploring and transition into this new film making technique. documenting possible strategies for using motion Animation; Film; Virtual Production; Virtual Moviemaking; capture in the production of three short films (within Motion Capture; Performance Capture; Virtual Performance; the context of virtual production) . Virtual Environment; Virtual Camera; Virtual Scene; Live-action; Real-Time. B. Central Research Question
I.INTRODUCTION This practice-led research project responded to
one central research question: Virtual Production is a new film making technique that utilises real-time 3D computer ‘What strategies can facilitate the adoption of graphics, virtual camera systems and motion capture virtual production into a production pipeline technology to visually explore, define and for short animated films?’ communicate creative ideas. Through the use of virtual production, filmmakers can visually interact C. Aims with a 3D virtual environment, which allows them to In response to this central research question, this make decisions about the production process and the research project set out to identify, explore and test a ability to implement these decisions in real-time, range of strategies for using virtual production with much like a live-action production [1]. an emphasis on motion capture for animated James Cameron’s Avatar [2] is considered the filmmaking. “birthplace” of virtual production. To create Avatar, Objectives: James Cameron’s team developed new technologies and techniques for incorporating motion capture and Create one film that compares and contrasts virtual cameras into the production process with the hand keyed animation with motion captured aim of permitting the director to work with digital performance. beings in a manner more closely aligned to live- Create one film that explores typical character action film making [3]. This paper documents our actions used to learn character animation experimentation with similar technologies as those including push, pull, lift and jump. used on Avatar for the production of three short and low budget animated films. Create one character driven narrative film that Cycle 1 focused on developing an in depth motion uses motion capture as the primary means of capture plan that included the movements needed to recording human performance. capture for each scene, how many iterations of these movements would be captured and the overall time II. METHODOLOGY for each movement. A. Practice-led Research Cycle 2 used a performer that had no prior This practice-led research project utilised knowledge in motion capture and animation to test qualitative methods commonly associated with the limitations of working under such arrangements. reflective practice to generate research data. That is, Cycle 3 tested the process of retargeting motion this project was carried out through the practice of capture data onto a custom 3D character, which was creating animated works incorporating virtual not developed to handle motion capture data. production as the primary production methodology. This approach aligns with Carole Gray’s definition D. Documenting the Research of practice-led research, which according to Gray, A short documentary video was used as the allows questions, problems and challenges to primary means of documenting the research process. develop through and within the creative practice [5]. This process of reflection helped further refine the B. Reflective-based Analysis analysis of each strategy and informed each step in the next iteration of the action research cycle. Reflective-based analysis was used as the primary means for analyzing research data [6]. III. LITERATURE AND CONTEXTUAL REVIEW Reflective-based analysis allows the practitioner to develop an understanding of the methods and A. Virtual Production strategies ingrained in the practice. Therefore, this Virtual production is rising in popularity because method of research provided a means to gain new of the increasing use of computer-generated understanding about virtual production that has yet characters and visual effects in films. Filmmakers to be defined. want to be able to scout locations or direct a Practice-led research and reflective-based performance of characters regardless of whether analysis are iterative research methods that follow they are real or virtual. the Kemmis-McTaggart action research model. This Prior to contemporary postproduction entails planning, actioning, observing and reflecting technologies, if a director wanted to shoot a special on each research cycle. Using this method ensures effect or add a creature to a shot they would have to that new questions, problems and challenges will figure out a way to shoot it on camera. This imposed arise with each cycle of practice [7]. limitations on what could be realistically achieved. Early techniques developed by visual effects artists such as Ray Harryhausen made it possible to combine animated creatures and characters within the same diegetic space as live action actors, however, the director had very little control over the Figure 1. Action Plan Research Model [7]. effect as live action performance and animated characters were separate processes. C. Research Design By the late 1980s high-resolution image scanners An action research cycle incorporating three and high performance computers made it possible to cycles of creative practice were used to conduct this create more realistic visual effects. Thanks to research. This research design was based on Computer-Generated Imagery (CGI) it was now Kemmis-McTaggart’s Action Plan Research [7] possible to create what had long been considered shown in figure 1. impossible. Despite the advantages of CGI, much Each research cycle responded to a clear plan of like the earlier techniques, live action recording and investigation: character animation were still separate parts of the creative process. The director would only be able to review the pre-rendered shots for approval, thus their production studios are already designing and removing the creative process and control of the building digital capture volumes. Today, the outcome of the visual effects [1]. technology is mainly used by large-budget One of the first films with CGI was Westworld productions. However, given the rapid evolution of [8], they used two-dimensional computer images to computer performance and its capabilities, virtual give the infrared point of view of Yul Brynner's production will likely become more accessible to a gunslinger. The frequency of CGI effects in films broader range of production budgets. continued to increase over time to eventually The most prominent large scale production is become prolific. By 1995, PIXAR animation Avatar [2] because it is considered to be the released the first CGI feature length film, Toy Story birthplace of virtual production. Together with a [9]. team of technicians, James Cameron pioneered this The increased use of digital visual effects new film making technique in Avatar by bringing resulted in a need for more effective planning and together and further developing key technologies visualisation as a part of the creative process. that could provide the creative freedom he required Preparation and planning of the visual effects, when working within a virtual world [3]. creative ideas and identifying credible problems One of the key technologies developed for Avatar before going into production enabled the director to was a custom tablet computer that could see into the have greater control in achieving the final result. virtual world of Pandora. This technology is what This process is more commonly known as pre- makes virtual production possible as it allows the visualisation (previs). Despite the benefits previs director to see the actors as aliens within the CG set provides to the director, there was still no correlation in real-time. This technology makes filming a virtual to the post-production stage, impeding the director would interactive, nonlinear and can span the whole from being involved in the direct outcome of the production [14]. visual effects [1]. Avatar [2] set the stage for virtual production Virtual production solves the issue of the director however movies like The Adventures of Tintin [11] being disconnected from creative process because it further explored the possibilities of this new film is an interactive and iterative process that starts with making technique. In The Adventures of Tintin a previs and continues through to post-production. complete 360-degree virtual world for each location Virtual production differs from traditional CGI was developed before any filming took place. This because it is driven by the director in real-time, as allowed the director, Steven Spielberg, to scout opposed to being done by animators and artists in locations for each shot much like you would in a post-production. This allows the director to make live-action film [15]. creative decisions regarding the film on set rather than waiting for an indefinite period for the CG shots [10]. Now with the use of virtual production, CGI and visual effects shots can be experienced more like a live-action shoot, yet still offer creative flexibility Figure 2. Adventures of Tintin Production Pipeline [11]. because they are based in a virtual world. Due to the flexibility, virtual production is gaining traction with Virtual production uses a range of technologies a broader range of film production professionals from the film production and gaming industries that from directors, art directors, cinematographers and were originally independent. The synergy of using visual effects supervisors. these technologies in conjunction with each other resulted in a revolutionary new interactive film Today, virtual production technology is being making technique. These technologies include pioneered by directors working on large-scale motion capture and virtual cameras, without either blockbusters, some of these include Avatar [2], The of these technologies virtual production would not Adventures of Tintin [11], Rise Of the Guardians be possible. Whilst virtual production as a [12] and Wreck-It Ralph [13]. These directors and production concept is only new, these technologies digital cameras to triangulate the position in relative have been developing over the last few decades. space. The cameras are calibrated to capture a specific area called the digital volume. The size of B. Motion Capture the volume is proportionate to the number and Motion capture involves measuring an object’s quality of cameras used. Optical systems are the position and orientation in physical space and then most prominent in the entertainment industry recording said information for the use in a virtual because they have the ability to capture facial world that is developed through 3D programs on movements, finger movements and multiple performers. It has no real limitations to the objects it computers. In most circumstances a performer is can capture, ranging from bipeds to quadrupeds and used to capture data. However, motion capture is not even inanimate objects. However, it is currently the limited to capturing the movement of the performer most expensive system when compared to the [16]. alternative systems available [18]. C. Types of Motion Capture Systems There are many different types of motion capture systems. However, the most prominent systems available are mechanical, magnetic, optical and inertial. 1) Mechanical Motion Capture: Or often referred Figure 5. Opti-Track Optical Motion Capture System. to as exoskeletons are a skeleton like structure that 4) Inertial Motion Capture: Uses miniature attaches to the performer’s body and as they move inertial sensors that are commonly attached to the the mechanical parts measure the relative motion joints of the performer, similar to the Magnetic and and transmit the movement in real-time. Mechanical Optical systems. The sensors transmit the location systems are commonly used in the medical industry in relative space wirelessly to receivers. This system [17]. is portable because it does not require cameras or markers to be setup which makes it possible to make a digital volume anywhere. The inertial motion capture system is the latest development in motion capture technology and is currently the cheapest, however it is restricted to one performer and is unable to capture facial or finger movements Figure 3. Gypsy7 Mechanical Motion Capture. [18]. 2) Magnetic Motion Capture: Uses a series of sensors that magnetically measure the relationship in space to a nearby transmitter. The sensors are commonly placed at each joint on the performer to capture appropriate movement. This system is susceptible to electrical interference from metal objects and electrical sources within the Figure 6. Xsens MVN Inertial Motion Capture System. environment. Magnetic systems are rarely used today as optical and Inertial systems are more D. Virtual Cameras effective [17]. Filmmakers use cameras to record the visual images in the form of movie film to capture the performance of their actors. Virtual cameras are very similar to cameras that are used in film; however, virtual cameras are used within the virtual world to capture the performance of the virtual characters. Figure 4. Animazoo IGS150 Magnetic Motion Capture System. A virtual camera can be controlled in the virtual world using a tangible object or familiar device such 3) Optical Motion Capture: Uses a series of as a modified camera body. The movements of the reflective markers which are tracked by a number of camera are then captured using motion capture and displayed in the virtual world in real-time. This Using a non-standardised virtual character allows performers and filmmakers to shoot digital that was not developed for motion capture performances in ways that are intuitively similar to data. live-action shooting [19]. 2) Act/Observe: The first strategy was the implementation of an in-depth motion capture plan during the motion capture session that would develop into animation loops. This plan included the movements needed for capture of each loop, how many iterations of these movements would be captured and the overall time needed for each Figure 7. Game Caster, Intersense and Opti-Track Virtual Cameras. movement. This plan helped optimise the use of the motion capture technology and ensured that the IV.RESULTS AND ANALYSIS system would only need to be utilised for one What follows are the results and analysis of the session. three action research cycles used in this study. The second strategy was using a performer that A. Practice Cycle 1: Comparison had no prior knowledge in motion capture and 1) Plan: The overall plan for this cycle was to animation. Overall the performer only required a create an animated short film that compares and short induction into the system and a period of time contrasts standard animation with motion captured to explore their movements and how that translated performance. Standard animation is a term adopted into the virtual world. This strategy had a slight for this study to describe an animation technique impact on the motion capture session due to the time where the animator would develop a character’s required to train the performer and directions movement by hand. Motion capture data removes required to capture the appropriate movements to this process because you have already captured the develop into animation loops. movements of a character by using a performer and motion-capture technology. However, the captured The final strategy explored involved working data is often imperfect and abundant, which pushed with a non-standardised character that was not computer memory to its limits and often looks developed for motion capture data. The process of messy. There may also be parts of the character applying motion capture data to a virtual character is missing from the data capture such as hands and called retargeting and these virtual characters are not feet. Consequently, motion-capture data needs to be always designed to handle the retargeting process. reduced, retargeted onto a character and then This strategy proved to be difficult; however, a cleaned up by an animator. For example, the solution was found by using a custom tool in the systems utilised throughout this research captured massive quantities of data yet were unable to capture form of a MEL Script [20]. This tool allows motion facial or finger movements, so standard animation capture data to be applied to any custom 3D was required to achieve the final performance that is character in 3D software used throughout this study. shown in the animated short films. 3) Reflection: Upon reflection it was found that The process of this animation was to develop 4 using an in-depth motion capture plan ensured that animation loops for standard animation and virtual all the require motion was captured during the first production. These were limited to 4hrs of production capture session and eliminated any additional costs for setting up a second capture session. Overall this time and included a jump, walk, push and lift. animated short was only a test and proved to be During the development of these loops the following extremely short which actually prevented the strategies were used to test their impact on the audience from appreciating the quality of motion- production pipeline. capture that was showcased. To rectify this issue, in the second research cycle, the short film was Development of an in-depth motion capture designed to be over one minute and focused on a plan. story driven narrative. Working with a performer with no prior 4) External Link: https://vimeo.com/70713528 knowledge in motion capture or virtual production. of dynamic camera movements within postproduction, commissioning a sound designer to develop sound and music for the animation and developing and creating a virtual environment to further engage the narrative of the animation. Figure 8. Comparison Creative Work. 3) Reflection: There were obvious benefits to working with an experience motion capture B. Practice Cycle 2: The Next Meal performer, the capture session remained tightly 1) Plan: The overall plan for this cycle of focussed on the animation and removed any need practice was to create an animated short film that for induction to the system. Overall the outcome of explored typical character actions used to learn this animated film was a strong representation of character animation. These included a walk, push, what is possible with virtual production. The whole pull, lift and jump action developed in the context of production was completed within one week. a character driven narrative. Following a process of splitting the motion The process of this animation was to develop a capture into separate files reduced the load on the narrative, which included 5 animations that are computing system. This removed many of the normally used to develop an understanding of complications within the production pipeline that character animation. A simple narrative was were experienced in the first cycle of practice. developed in order to keep the focus on virtual production. During the development of this short film an in- depth motion plan strategy was used due to its success in the first research cycle. The following strategies were used to test their impact on the Figure 9. Next Meal Creative Work. production pipeline. 4) External Link: https://vimeo.com/71195615 Working with a performer with prior knowledge in motion capture or virtual C. Practice Cycle 3: Crystalised production. 1) Plan: The overall plan for this cycle was to create an animated short film that featured one Working with separated motion capture character in an abstract story driven narrative using tracks for each scene or shot. motion capture as the primary means of recording Increasing the audiences engagement to human performance. showcase what is possible with virtual The process involved collaboration with the production performer in developing an abstract story driven 2) Act/Observe: The first strategy was working narrative. This production was started with very with a performer with prior knowledge in motion little preproduction planning. Only a vague idea on capture or virtual production unlike our first the story and central idea around humankind’s animation when we worked with a performer with curiosity and our pursuit for knowledge were taken no prior knowledge. into the creative process. Working collaboratively The second strategy was exploring the impact of with a performer, we developed a narrative around a separating the motion capture data into individual crystal and captured the scene after the story was tracks for each scene or shot and seeing how that finalized. would affect the clean-up process. These scenes or The following strategies were employed to test shots included the intro, walk, push, jump, lift, pull their impact on the production pipeline. and ending. Using a standardised virtual character that The final strategy was trying to increase the was developed for motion capture data. audience’s engagement through a range of different techniques. These techniques included development Working with large motion-capture tracks. Working with a Virtual Camera. D. Documentary 2) Act/Observe: The first strategy was working Throughout the development of this research a with a standardised character that was developed for short documentary series was filmed to visually motion capture data. Working with a non- support the theory and increase the understanding of standardised virtual character was explored in the how virtual production can be adopted into a first animated short and proved to be difficult but production pipeline. achievable. This strategy tested the benefits of working with a standardised character that was External Link: http://goo.gl/rGW3jR developed to handle retargeting. The character chosen utilised a feature in the software that is V. CONCLUSION referred to as Human IK. This research set out to explore virtual production The second strategy was exploring the impact of and strategies that could be used to assist filmmakers not separating the motion capture data into to adopt this new film making technique into a individual tracks and keeping it as one track for the production pipeline. This was achieved through the whole animation. development of 3 animated short films that utilised The final strategy was working with a virtual virtual production and explored possible strategies camera to be fully immersed in the virtual that could be used to help with its adoption. production process. This process was completed in a The most significant strategy that was discovered separate motion capture session. Unfortunately, was developing an understanding of the advantages there were complications in this session with the and disadvantages of the motion capture systems rotation of the virtual camera. To rectify this available. This strategy would establish a strong complication the final outcome of the camera was a foundation for virtual production and understanding combination of the data captured and standard what is possible. However a range of strategies were animation within the 3D program. tested and some yielded positive results and some 3) Reflection: By not separating the motion negative. capture data major problems surfaced throughout Positive Strategies: Negative Strategies: the development of the short film. This indicates that motion capture data should be separated into Development of Working with an each movement or scene. The main problem caused in‐depth motion untrained by working with large files was the impact it had on capture plans. professional the computer performance, with such a large file the performer. computer was constantly struggling to process the Working with a data in real-time which impacted the production trained Working with efficiency. professional large motion Using this character combined with the Human performer. capture files. IK feature was more effective and more intuitive than working with a non-standardised character due Working with Working with to the features available to help the clean-up process. standardize non‐standardized characters characters that Overall the outcome of the short film was very designed for were not successful and proved that separating motion capture motion capture designed for tracks will help a production. data. motion capture data. Working with a virtual camera.
Virtual production offers greater creative options
Figure 10. Crystalised Creative Work and fosters a new collaborative and interactive 4) External Link: https://vimeo.com/74420084 environment to explore the filmmaking process. This impact is not only felt by the director but also [9] J. Lasseter, Toy Story. Walt Disney Animation across all departments and all levels of production. Studios, 1995. However we are still only scratching the surface on [10] P. Society, Previsualization. 2010. what is possible with virtual production. [11] S. Spielberg, The Adventures of Tintin. ACKNOWLEDGMENT Columbia Pictures, 2011. [12] P. Ramsey, Rise of the Guardians. I would like to acknowledge and thank the QUT DreamWorks Animation, 2012. creative industries especially my supervisor Chris [13] R. Moore, Wreck-It Ralph. Walt Disney Carter for their guidance, mentoring and inspiration Animation Studios, 2012. during the course of this research project. [14] R. Newton, “Autodesk developing virtual REFERENCES production with James Cameron and Weta [1] Autodesk, “The New Art of Virtual Digital,” 2012. Moviemaking,” 2009. [15] B. Robertson, “Tintin’s Virtual Art,” 2012. [2] J. Cameron, Avatar. 20th Centary Fox, 2009. [16] M. Furniss, “Motion Capture,” 1999. [3] J. Thacker, “In Search of Virtual Production,” [17] W. Trager, “A Practical Approach To Motion CG Channel, 2012. Capture,” 1994. [4] N. K. Denzin and Y. Lincoln, “Qualitative [18] C. Carter, P. Van Opdenbosch, and J. Bennett, research,” Thousand Oaks Ua, 2000. “Establishing Virtual Production As A [5] C. Gray, “Inquiry Through Practice,” 1996. Research And Teaching Activity At Qut,” [6] D. A. Schon and V. DeSanctis, “The INTED2013, 2013. Reflective Practitioner: How Professionals [19] E. Duff, “Touch Driven Communication For Think In Action,” pp. 29–30, 1986. Virtual Movie Making,” University Of [7] R. McTaggart and S. Kemmis, The Action Southern California, 2011, 2011. Research Planner. Deakin university, 1988. [20] D. Athias, “Retargeting MoCap to Custom [8] M. Crichton, Westworld. Metro-Goldwyn- Rigs,” Digital Tutors, 12-Jan-2013. [Online]. Mayer, 1973.
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