Release. Pressure. Animate.
Release. Pressure. Animate.
Release. Pressure. Animate.
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
companies have also discovered about straight mocap. Same principle, different<br />
medium. (Kelly in Freeman, 2011a, shaunfreeman.com)<br />
Also, Masahiro Mori, a Japanese researcher, introduced the hypotheses for something<br />
that was called the uncanny valley effect. It states that the audience‟s empathy will<br />
increase as an anthropomorphic entity becomes more humanlike but will decrease<br />
significantly when the entity becomes close to human, effectively becoming creepy. This<br />
sharp decline in empathy was strong in pictures, but is magnified three-fold in<br />
movement, thus affecting animation even more.<br />
Adapted from Mashiro Mori and Karl MacDorman. The image depicts the empathy of the audience on basis of<br />
the human likeness of the entity in still and moving images. (Autodesk Whitepaper – The New Art of Virtual<br />
Moviemaking, 2009, autodesk.com, p. 9)<br />
“Neuroscientists have used fMRI scans to observe the human brain‟s response to various<br />
types of computer-animated characters confirming both the effect and its correlation to<br />
increasing anthropomorphism…” (Autodesk Whitepaper – The New Art of Virtual<br />
Moviemaking, 2009, autodesk.com, p. 9) Motion Capture nowadays offers more finesse<br />
where a „floaty‟ result often becomes less of a problem than with original 2D rotoscopy.<br />
Even more, as likeliness is possible to increase even more as technology advances; the<br />
creepy effect could be overcome. The current detail in motion already seems to fill<br />
(most) gaps of believability. But still it has its own distinct style and for now – also<br />
because of the rendering techniques – still isn‟t real. For me, this isn‟t really a problem as<br />
its just one wonderful new medium that delivers amazing aesthetics that has a<br />
2. The difference in Animation fields<br />
4<br />
8