Showing posts with label research. Show all posts
Showing posts with label research. Show all posts

Monday, April 08, 2024

Experimental Digital Shadow Puppets in Blender

Lyle at LJ Puppetry recently shared this digital puppetry experiment. Lyle was inspired by the Henson Digital Puppetry Studio and its use of a Waldo, but wanted to see if he could create digital shadow puppets that were controlled in real-time via motion capture inside Blender. Lyle himself admits that his results were mixed, but I think his project may indirectly suggest some really interesting technological possibilities.

Of course, experimenting with digital shadow puppets is a well-trodden path. I began my own journey in to real-time animation experimenting with digital shadow puppets when I first started writing Machin-X, although back then we had to rely on colour blob tracking and custom scripting in Adobe Director because there were no off the shelf tools. 

Today, it's much, much easier to do this with off-shelf open source software like Blender, which is what Lyle used to perform this multi-scene shadow story - a magi, a tiger that transforms into a woman, a figure that coalesces from stars - entirely through hand and finger movements captured by a webcam:

The shadow characters in the video are flat black figures built using Blender's grease pencil tool. Lyle controlled them in real time by mapping specific finger positions to specific puppet movements — thumb open stands the magi up, a closed fist brings him to his knees. What we're seeing in the video isn't playback; it's a live performance into Blender, with the puppeteer off-camera and the output on screen.

Although his experiment wasn't entirely successful, Lyle's documentation is an excellent starting point for someone else who wants to try experimenting with this on their own. You can read an in-depth write-up of his workflow here

This might be the right approach with the wrong tool

I've been following motion capture developments in Blender for a long time. I was very excited by the BlendArMocap plugin when I first heard about it, but I've since discovered that it has some real limitations. Dropped frames (the "jerky mocap" that Lyle mentions) and the ability to only perform one puppet at a time are two of the known issues.

Personally, I suspect that BlendArMocap might be the wrong implementation of the right technology. It's notoriously difficult to manage motion tracking inside Blender itself (which is what BlendArMocap does), but the underlying technology that makes that markerless motion tracking on a standard webcam possible, Google's open source Mediapipe framework, is brilliant.

TouchDesigner's node-based interface can look intimidating, but it's a popular tool used by artists all over the world.

Mediapipe offers real possibilities for digital puppetry. The ability to use markerless motion capture - especially in a tool like Blender's innovative Grease Pencil - is tantalizing, but a better way of utilizing it might be with a program like TouchDesigner. TouchDesigner is used by artists and performers to process, and react to live data — from motion capture to audio to video — in real time. If you've seen a live concert where the visuals pulse and shift in sync with the music, that was likely done with TouchDesigner, and it can also send clean motion data directly into Blender in real time, via OSC. 

Frankly, it's much easier to fix problems like "jerky mocap" in TouchDesigner before the data ever reaches Blender, which in turn creates a much more streamlined workflow.

We need more experiments like this 

I love what Lyle has shared here, and that he is encouraging others to learn from his project. He's given me some things to think about, and I'm very excited to see what others do with Blender and tools like TouchDesigner and Mediapipe.

More than anything though, this experiment serves to remind us that creating great puppetry is hard, creating digital puppetry is especially hard...and recreating shadow puppetry in particular is deceptively hard. 

Wednesday, July 03, 2013

Animatic Digital Puppetry System



A look at "Animatic", a digital puppetry system that was developed by Luis Leite (see previous post) using 3D Studio Max and Macromedia Director in 2006. The system was developed as part of his research thesis Marionetas Virtuais.

Sunday, March 31, 2013

Activision unveils impressive real-time character demo



Activision unveiled some new real-time rendering technology for human characters at the Game Developers Conference last week.This is the result of several years of research in to creating photo realistic human characters for video games. Although the animation itself a bit off and suffers from the infamous "Uncanny Valley" effect, just on a purely technical level this is pretty impressive.

From the video's description on YouTube:

This animated character is being rendered in real-time on current video card hardware, using standard bone animation. The rendering techniques, as well as the animation pipeline are being presented at GDC 2013, "Next Generation Character Rendering" on March 27.

The original high resolution data was acquired from Light Stage Facial Scanning and Performance Capture by USC Institute for Creative Technologies, then converted to a 70 bones rig, while preserving the high frequency detail in diffuse, normal and displacement composite maps.

It is being rendered in a DirectX11 environment, using advanced techniques to faithfully represent the character's skin and eyes.

More technical details can be found here.

Via Cartoon Brew.

Friday, February 22, 2013

Digital Puppetry with the PS4



Earlier this week game development studio Media Molecule gave a R&D presentation at the launch event for Sony's new PlayStation 4 (PS4) video game console, which appears to have some amazing new capabilities like the ability to sculpt, create and animate in real time that offer phenomenal potential for digital puppetry applications. Media Molecule won't too much about what they're working on (yet), but their demo utilizing the PS4 and the often-derided PlayStation Move controller looks amazing (skip ahead to the 5:15 mark to see all the digital puppetry goodness).

Very exciting!

Via Puppeteers Unite.

Wednesday, December 05, 2012

Digital Wayang Kulit Music Video



We don't see a lot of music videos that feature digital puppetry, so when one comes along it's worth noting!

This video for Boshra Al Saadi's Snowyman was created using a modified version of Antonius Wiriadjaja's Java-based Wayang Kinect project. Hit the link to learn more about his work and download the digital Wayang Kulit applet so you can try it out yourself!

Wednesday, August 15, 2012

Georgia Tech unveils new way to control CG characters without skeletons



A team of researchers at Georgia Tech have developed an innovative new way to control CG characters and objects without a skeletal structure like worms, Jello-like blobs of goo and even the human tongue. The system eschews the typical bones-based skeleton control approach that is commonly used in computer animation in favour of a new approach that involves simulating soft bodies.

The researchers claim that the result is non-skeletal characters that can be easily animated using simple point-and-click mouse movements and/or touchscreen gestures, which opens up all kinds of exciting possibilities for accessible animation including possible applications for real-time animation. You can find more information and a detailed technical explanation here.

Via Cartoon Brew Biz.