There has been something bothering me as both a Gamer and a Game Designer for a long time now.
I hate how we pride ourselfs in technology, throwing buzzwords around that half of the people we know do not understand. 1080p! Normal Mapping! Per-Pixle Lighting! Mip-Mapping! Vertex Shaders! Multi-Core! We pride ourselfs if we can se every pore in a character and how many shadows can be rendered in a sceen.
However, there is one thing that we keep on missing every time. Its the reason why most games I have ever played in 3D look like Rockem Sockem Robots to this day
Character Animation and Design.
What happend to it? Why did good Character Design and Animation leave? Doing numbers of test and interviews I would like to make this statement: People would rather watch something that is animated amazing than renderd amazing.
Think of Shrek. Why do people like Shrek? Ask most people if they care that you can see every grove in Fiona's Lips, or that you can see every hair on Donkey. I have asked this, most people do not even remember this stuff! They like Shrek because of the silly scotish accent and the way he belows around. Donkey is himself because of the hyperactive voice Eddy Murphy brings to the table, witch is matched by the large mouth movements and sparatic facal characters.
The design is perfict too. I mean, look at this and tell me by the layout of his face and the huge eyes you do not get a responce:
We rarely have this in games today. We miss out in this because we are too focused on "teh 1337 graphix!!!"
Normally when I show people that Heavy Rain tech demo about how "real" the PS3 can render stuff, peoples first responce is how fake and not real she looks. I mean look at this picture, it looks like she is wearing a mask. We don't feel sad or happy, we just feel that this image is not genuine. We have no emotional attachment to the character. Look at the lips and how perfictly formed they are, lok at her eyes and how they are to clear, look at her horribly plastic skin. Who outside of plastic surgery do you know that looks like this:
Now, here is the funny part. I show these two images to people:
Obviously, they are not as renderd real as that woman above, but I get instant results from people on the last two images....normaly discust and giggling. They identify with the relieved expression of the rabbit, the suprised gulp of the worm, and the shear maddness that is in Wario's eyes.
Both examples expecally fall apart when adding motion. Look:
(look at the horrible lips, stiff motion and the arms/hands in the video)
Why dose this happen?
Here are some samples of a blog I agree with that for the most part, explains why:
If you checked out the Newsweek article that I mentioned last time, you were subjected to the above image, with multiple Oscar-winning actor Tom Hanks all dolled up in hi-tech mo-cap gear. Here is where Warner Bros' marketing was really banking on the prestige of Hanks getting all dirty, showing that he's willing to go the extra mile to give us, the audience, something worth watching. But, unfortunately, we are given the actual image from the movie from where this performance was captured. A "before and after" scenario, I guess. It's all too telling, if you ask me. Do you see what's happened from Point A to Point B? Somehow they spent millions of dollars to literally take the soul out of an Oscar-winning actor's performance. That's quite a feat!
I sat there just staring at this image, trying to figure out what happened. What exactly is going on here? Why does the image on the top look so engaging, so vibrant, so full of life, but the image on the bottom - which is supposed to be the exact same performance of the actor "captured" by the computer - look so dead and puppet-like? I went around the internet searching for anyone who might've tried to explain this. I found nothing. There were many who talked about it, who went on about The Uncanny Valley and such (which I mentioned in my previous post), but never anyone who really sat down and analyzed the movie and its characters, frame-by-frame. This is when I decided to do some investigating on my own.
With a vigilant eye, I studied Hanks and his avatar, nit-picking all the most minute details. I noticed several things. First, his brow and the area around the eyes did not have that same subtle intensity that you see from the original image. (What's happening here in the story is Hank's character, the Engineer, is singing into an intercom, while the children on the train are being served hot chocolate. Oh, and keep in mind that this is not a scientific study, just me having some fun, trying to figure some stuff out. And I feel I should say that all images from the film are copyright Warner Bros. So there.) There's a slight twinge in Hank's eye that you cannot make out in the Engineer's image. I know that the glasses are in the way, but even still. Also, the area around the mouth is not as emotive either. There's some stretching going on with the real Hanks that is not picked up in the fake Hanks, just outside the edge of the mouth. I understand that they added some weight to the Engineer, and it's reflected here, but I also know that bigger people are just as capable of emotion, so I'm not going to let that by. Even with weight, you should be able to feel the intensity of the Engineer singing into the intercom. And I'm not seeing that here.
Also, when Hanks pulls his head up to belt into the mic, there's some straining going on in his neck area. This, again, is lost in the digital version. The way he thrusts his head up and out, with his shoulders going down, and the way his right arm is positioned all get mussed up, and become stiff and weak. There must be something in the way that the characters are created, or "modeled", that no matter how much the digital artists tried to tweak to get the body just right, the CG model would still win. All the characters I've seen in FINAL FANTASY and THE POLAR EXPRESS have a puppet-like, marionette-style of construction. The shoulders, the way they walk, the way the head is held in turns, etc. - even when you are capturing real live action for the performances - all have a stiffness to them that apparently cannot be tamed.
My experimenting did not stop with Tom and the Engineer. I decided to grab some images from the film of the main Hero Boy (yes, that's his official name), and his friends to see if I could do better. Now, I am not a CG animator, nor have I ever done any CG modeling or shading and lighting, so these experiments are just that - experiments. I know that there are many many things involved when the animators and digital artists created these scenes in the movie. I'm very familiar with the CG realm as I see it in action on a daily basis here at Primal Screen. So, I'm just going into Photoshop and tweaking the characters to see what could've been. That's all.
Here we have our Hero Boy, just getting on the train and looking out at his neighborhood. For this scene he's unsure about this strange vision of a huge steam locomotive barreling through his town, and so he's excited, yet very wary. So what's up with his face? He looks like he's pissed off at the Engineer for forcing him to get onboard.
Here is my version. Nothing too major, just some subtlety added to the eyebrows and mouth. Now he looks like he's engaged with what's going on, and not angry.
This was a doozy for me. I got this image from the teaser trailer, when the boy is gazing out at the lights and sounds of the train going by in front of his home. Since this trailer came out a full year before the movie was released, there's a slight possibility that they had changed some details in this particular scene, so I dunno. The boy looks downright freaky. Here, you see what I was talking about his irises being lit up to the point that they are oddly illuminating. Almost like they're about to vaporize you.
After many attempts, I finally came up with something that was halfway decent to me. After working on this one, I came to the conclusion that this character was simply designed poorly. I understand that the filmmakers used real kids for the look and image scans for all the characters, but sometimes what is real does not transpire well into animation, or rather, digitally. There has to be some tweaking to get it to look right. And my main problem with the Hero Boy (besides his eyes) were his eyebrows and his mouth. Maybe the original boy from whom they used to model for the CG character had downturned eyebrows, but I guarantee you that he did not look pissed off and mad at everybody all day. If the filmmakers could've just raised the eyebrows a bit, especially in this scene as he's watching in amazement at this fantastical event, then there could've been some more humanity put into the boy. Just these subtle touches make all the difference in the world.
Here, the boy has gotten his ticket and is apparently mesmerized by the darn thing. He looks so vapid. The one thing that I noticed in the movie, was that it seemed like they wanted to light Hero Boy's eyes with such intensity that we would be in constant awe of them. But in reality, they looked like doll eyes. It's just not natural to be able to see all of the iris all of the time. There will always be some shadows present, even with the most dramatic, intense eyes.
And thus, I softened the intensity of his irises and pupils by adding a little bit of shadow just underneath the upper eyelid. Also, I widened his mouth, and again, tweaked his eyebrows.
You get the picture.
We get the same sort of thing in videogames. Have you notice when you look around with a gun in a First Person Shooter your aim is always pixle perfict strait even when running at full speed. Try aiming a gun in real life. Look at the way you are holding the gun and how it shifts around while still being aimed at the target zone.
In everygame I have ever played, the terain is all the same too. No matter if you are walking into a puddle, mud, dip, grass, wood, you always run flat like you are on a floor in Ikea!
If this is the "amazing advancement" in videogames, I am not impressed.
For more stuff, take a look at real boxing:
Note the fluidty in the movement. There is a certant sponinanity, a messyness that makes it humane. Look in the faces, you can see the emotion boil as they punch and the suprise look when they get clobberd in the face.
Now look at Fight Night Round 3:
Oh good lord, it looks like two T-800's fighting. Look at the jerkyness, everything is pre-programmed and pre-robotic. And we are talking about the 360 here!
To me, this is not Next-Gen. It might be Next-Gen technology, but its not Next-Gen design.
I think the Wii will be very interesting in influencing stuff on this. Without the buzz term gloss, developers will have to focus on the character designs and animation rather than the detail of the image itself.
My example are the Rabbids. They look all wacky cartoony, and they are expressive as heck even without realistic rabbit faces. That to me, is why I can connect and enjoy them. The animation and the character design had unlocked a whole new world to me, one that I wanted to dive into.
Looking through that wonderful book, The Art of The Incredibles, I came across some interesting quotes:
"In my opinion it's always been a fallacy, the notion that human characters have to look photo-realistic in CG. You can do so much more with stylized human characters. Audiences innately know how humans move and gravity works, so if a human character doesn't feel right, they'll feel something's wrong. But if the weight works for stylized characters, the audience doesn't question it - like the Dwarfs in SNOW WHITE AND THE SEVEN DWARFS, which were so cartoony and stylized. In THE INCREDIBLES, the characters are cartoony heroes but they can be hurt and they have this family dynamic that makes them believable." Ralph Eggleston, Artistic Director for THE INCREDIBLES
There is so much leeway given to stylized human characters, so when you get into that uncanny valley of photo-real digital humans, the audience will notice even the slightest of quirks. Here's another quote:
"From the beginning, we all wanted the cast of characters to look like cartoon people instead of photo-realistic people. In animation, it really takes a bit of exaggeration to make something look convincing. The great caricaturist Al Hirshfeld most typified this. He could perfectly capture a person's identity by simply sketching curlicues for hair and pinholes for eyes. The faces and attitudes he drew were often more recognizable in the abstract than if they had been rendered out realistically." Teddy Newton, Character Designer on THE INCREDIBLES
Now I am not condemming at all photo realistic characters. There are some games and situations were real is the way to go.
The problem is that I feel that with such real rendering, we are lacking in real motion and real acting. Voice Acting and Animation has always been sticklers in videogames, and I am out to say that if we need to truly make a revolution, to push gaming to the next level....
This HAS to change!
( Edited on 21.02.2007 13:11 by Sidepocket )
( Edited on 21.02.2007 13:12 by Sidepocket )
( Edited on 21.02.2007 13:13 by Sidepocket )
( Edited on 21.02.2007 13:15 by Sidepocket )