With superheroes soaring over the box office it's no surprise why cgi and special affects are dominant in the industry today. But the question is can there be too much of it? Well lets look at a some examples. If you compare the Star Wars prequels to the original trilogy it is easy to see that the more recent films use a ton of cgi and special affects. And because of that so many fans of the series will immediatley credit that to why the prequels are abysmal compared to the original trilogy. The way I see it is the reason those films are not as great is because of a lot of other issues that could be discussed for hours on end. But in short that is not even close to why those films are not amazing. I'm not saying that there can be bad cgi and special effects. Oh no there can be really bad special affects that can ruin a whole movie (I'm looking at you The Mummy Returns) but as time progresses the use of cgi only helps the film industry.
Showing posts with label motion capture. Show all posts
Showing posts with label motion capture. Show all posts
Friday, September 5, 2014
How Much Special Effects is Too Much?
We are in an odd time for film where many films are created with the use of so much green screen and special affects that it's become frieghtning to some filmmakers. Directors like Quentin Tarantino will one day leave the industry because of the increase in special affects and the decreasing use of film in the medium. Some say it is the death of cinema and to a degree I would agree. Cinema as we knew it is dead, but it is not gone.
With superheroes soaring over the box office it's no surprise why cgi and special affects are dominant in the industry today. But the question is can there be too much of it? Well lets look at a some examples. If you compare the Star Wars prequels to the original trilogy it is easy to see that the more recent films use a ton of cgi and special affects. And because of that so many fans of the series will immediatley credit that to why the prequels are abysmal compared to the original trilogy. The way I see it is the reason those films are not as great is because of a lot of other issues that could be discussed for hours on end. But in short that is not even close to why those films are not amazing. I'm not saying that there can be bad cgi and special effects. Oh no there can be really bad special affects that can ruin a whole movie (I'm looking at you The Mummy Returns) but as time progresses the use of cgi only helps the film industry.
Stories, stories and more stories. I said it now and I will say it again, with more ways and deviations to creating a film the more different stories can be told. Look at Gravity and ask yourself if that movie could have been created ten years ago. Or Life of Pi? Both of these films used so much cgi and special effects that it becomes hard to know what's real and what isn't. Without special effects both of these films would not exist. It's all about how you go about using them really. Look at The Guardians of the Galaxy and Dawn of the Planet of the Apes and their use of special effects. It may sound dumb but both of these films made me cry. And the even worse part is that it wasn't the human actors that made me cry, it was a talking tree, a talking raccoon and a talking monkey (this is just as hard for me to type as it is for you to read). The use of motion capture has advanced so far that these creations have become believable and at times really something special. So at this moment in time it's not about how much special affects you want to use but how you go about using it. Write a good story, with great characters, make a film beautiful, and then you can add as much special affects as your little heart desires.
With superheroes soaring over the box office it's no surprise why cgi and special affects are dominant in the industry today. But the question is can there be too much of it? Well lets look at a some examples. If you compare the Star Wars prequels to the original trilogy it is easy to see that the more recent films use a ton of cgi and special affects. And because of that so many fans of the series will immediatley credit that to why the prequels are abysmal compared to the original trilogy. The way I see it is the reason those films are not as great is because of a lot of other issues that could be discussed for hours on end. But in short that is not even close to why those films are not amazing. I'm not saying that there can be bad cgi and special effects. Oh no there can be really bad special affects that can ruin a whole movie (I'm looking at you The Mummy Returns) but as time progresses the use of cgi only helps the film industry.
Friday, December 7, 2012
Behind the Scenes of The Hobbit.
Judging just by this blog alone, there has been quite a lot of hype around the upcoming film adaptation of The Hobbit. As someone mentioned in an earlier post, the producers have been releasing short clips of how the film has been coming along. Released on youtube just a couple of weeks ago was a featurette that offered some insight into the post production process of the film. As many of us have begun to work on the footage we have shot for our final project, I thought that it would be of interest.
Labels:
cgi,
motion capture,
peter jackson,
post production,
sound design,
The Hobbit
Monday, December 3, 2012
The Hobbit
As we get closer and closer to december 16th, all i hear about these days is The Hobbit. It seems that the day this movie comes out Park is going to explode with excited film students ready for the next installment of JRR Tolkiens saga. All throughout production, the crew has been releasing progress video's, showing each step of the process in making this behemoth of a production. As someone who is extremely interested in this as a career path, these video's are like crack to me. In these video's they show a lot. They don't show to much of anything actually finished but they show almost every specific department working. This was incredible. I loved watching the entire crew work. It really made me appreciate all of the work that is going into this film. There are so many people working on this, it is incredible. However there is one thing that bother's me about these videos. A lot of the shots that they show being shot, are done on green screens or done with motion capture technology. I did not mind the fact that they have been using green screen's or mocap technology until i had seen some of the actual scenes. Granted i have not seen much yet because most of the scenes are being held until the actual film comes out but of the scenes i have seen so far, a lot of it looks fake. Now i know this is a fictional universe where there are lots of things that don't actually exist but there are still parts of it that i am not entirely sure about it. I am still planning on seeing the film and i am extremely excited for it but i am a bit worried that in this day and age of hyped up 3D technology and other weird gimmicks coming out with every new film, i am worried about what The Hobbit is going to look like. Hopefully i am not disappointed.
Labels:
3d,
Bilbo Baggins,
Lord of the Rings,
motion capture,
peter jackson,
The Hobbit
Friday, September 28, 2012
Capturing the Actor in Film: Motion Capture/ Performance Capture
Over the last week, we have spoken a lot about acting in class. This art has a special place in my heart, and my pursuit of this career has already taken six years of my life. Through workshops with casting directors, like Paul Weber from Weber Casting, and working with an acting coach out in L.A., I have learned much in those six years. Yet, I have found there is always some new tip or rule to the art. It is a constant learning process that is mostly acquired through experience, especially since theatre acting truly is a completely different concept than film acting.
So what happens when technology changes and the way films can be made reaches a new climax? Do actor's have to reshape how they perform their craft? Answer: Not at all.
When motion capture was first starting to be used, I remember hearing how worried professional actors had become. Would this new technology replace "the actor" in film, losing the face as well as the performance? Would this technology make acting even harder than it can already be? Again, I think everyone was amazed with the answer, especially when it went beyond motion capture and into performance capture. This new, amazing technology has been seen in so many recent films including The Lord of the Rings, King Kong, Avatar, Rise of the Planet of the Apes.
It started out very new in The Lord of the Rings through Andy Serkis' performance of Gollum. This was an amazing development in film: allowing actors to even become the most different of creatures without all of the make-up and prosthetics that can sometimes come across as very fake. What a freeing experience!
The technology itself is astounding as well. Through the use of a body suit, dots and many, many cameras, an actor's performance can be converted over into a completed CGI character. This character then embodies the soul of the actor that performs the role, even down to facial characteristics.
At the time of Lord of the Rings, I was so entranced with this concept of motion capture/performance capture that I didn't think it could get any better. I was really wrong. Andy Serkis then appeared in both King Kong and Rise of the Planet of the Apes, using this similar technology. His performances were stunning, and the characters truly took on a life of their own. Something about motion capture/performance capture brings a real life to these characters that creates an emotional draw as an audience member. I truly believe it has to do with the fact that there is a real person behind the CGI, a mind that can understand and convey the depth of the character it portrays.
I can't imagine the amount of time Andy Serkis had to spend studying ape behavior to get the facial and body movements to the point where they are so believable. This is another aspect of performance capture that is so exciting. It takes a lot of work to learn the behaviors and movements of other creatures. Sometimes actors even have to take months of "classes" just learning how to perform their characters for performance capture. Take it from the cast of Avatar directed by James Cameron.
I absolutely love this movie. I still remember sitting in the theatre, completely drawn into the film in awestruck wonder at how "real" the Na'vi of Pandora seemed. I know Avatar creates a mix of emotions regarding plot, but one thing no one can argue about is how revolutionizing this film truly is in just how a movie can be filmed. Not only did they use performance capture for the acting, but they literally created the world of Pandora as they went along. This extended even to the point where they made a special camera for James Cameron to use that allowed him to see a rough outline of the CGI world even though it was just an actor in a motion capture suit and a set of boxes around him. When I watched the behind the scenes sections for avatar, I couldn't help but be both amazed and excited about all the possibilities that performance capture offers. After seeing all of Andy Serkis' performances, and now all of the actors on Avatar, this technology have the ability to allow a greater opportunity to both actors and filmmakers in the future. Having minimal, but acting experience nonetheless, I can have nothing but a great admiration and excitement for actors who have been able to be a part of this new style of filming.
~Amber Capogrossi
~Amber Capogrossi
Tuesday, April 20, 2010
eComm in San Francisco
I hope all of you are doing great and your projects are in the final stretch without too much stress (a little is OK:-)
The conference is great, lots of good speakers and ideas. We are ready for ours tomorrow...
But for all of you here is a premiere peek:
The conference is great, lots of good speakers and ideas. We are ready for ours tomorrow...
But for all of you here is a premiere peek:
Monday, October 26, 2009
AR, VR, MAR, MVR, ISMAR and other acronyms

ISMAR 2009 was a mixed bag, some awesome talks and demonstrations and on the other hand very few vendor kiosks with disappointing demos that looked more like 2001. Yes, some AR headgear was almost tolerable but with poor image quality (basically little low-res tv's hung in front of your eyes). Although there are already working prototypes of retinal projection none was available, and this is the technology which I believe will be both less intrusive (almost ubiquitous) and at the same time totally invasive with a direct path to your brain.
I think that all head worn displays suffer from an extreme case of risk-aversion, incrementing oh so slowly, sensors and devices that are already mainstream, like accelerometers, magnetic compasses etc. They need a serious garage-shock! anybody there?
The conferences, on the other hand, were fabulous. It was hard to choose which one to attend, but we stayed with the Arts&Humanities chapter most of the time, except when some very well known presenters gave their demos, like Pattie Maes from MIT wearable computing lab which demonstrated the "SixthSense""a device developed by Pranav Mistry that we had already seen in a TED video, or the HitLab guys from New Zealand with which we had very interesting conversations about their various tools and projects. We also found out that they are already working very closely with UF's department of Engineering.
Augmented Reality (AR) Joiner series, Waterfall - Outdoors from Augmented Stories on Vimeo.
And talking about projects, I was really impressed by Helen Papagiannis from York University in Toronto. She presented work utilizing marker tracking with a custom library created at their Augmented Reality Lab in the Department of Film. This was the first time that I have seen a truly creative an original work which has gone beyond technology and in the process of becoming a new language, a new form that she might not even be aware of. I am sure we will hear more from her in the future. The video above is only a small taste. But in a shorter term she agreed to make a virtual presentation to our class, just need to coordinate times! Very exciting.
The other high point for me was the presence of Natasha Tsakos, whose work we have also seen in class. She too agreed to visit us online. It was nice to see her after almost seven years, from a theater student to a full fledged international performer and media star. We had a chance to talk about the ethics of technology and our responsibility as technoartists in this world and time that will be crucial to our survival as a species, not to mention other life forms that we are decimating as we boldly go where no one has been before.
Our presentation of the virtual alien controlled real-time from Digital Worlds was a smashing success. Eyes and mouths open, plenty of smiles and excitement. To be honest I myself was surprised of the enthusiastic response, being a very techie and sophisticated audience. That made me realize that we are on the right place at the right time...! Using an Open Source game engine running code by Anton Yudi and my 3D character and environment we were able to advance a few steps towards physical-virtual avatar control. Still a long way to go to be completely untethered.
Jarrel Pair, the organizer who introduced us, said we had taken a great risk by presenting something live, in real-time and involving so many variables. In reality it was nerve wrecking! Internet connectivity via ethernet, which we needed because wireless was so spotty, was non existent until about 4 minutes before our group began (we were 3 presenters in a panel). But once we started everything went absolutely smooth, even beyond our expectations.
Pictures coming soon...
Labels:
ar,
augmented reality,
avatar,
game engine,
Helen Papagiannis,
ismar,
mocap,
motion capture,
Natasha Tsakos,
UP WAKE,
virtual reality,
VR,
ZERO
Subscribe to:
Posts (Atom)




