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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
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