The title “Motion Capture” suggests there’s importance placed on the motion of the performing body.
In the beginning…
This post discusses my initial interest in Motion Capture leading to the creation of a series of workshops that I have called – Embodying Your Mocap.
My interest in “mocap” began to take form whilst studying at the Royal Central School of Speech and Drama for a Masters in Movement: Directing and Teaching (previously Movement Studies). I had initially expressed this interest to my fellow classmates and tutors and in time I had come across a past student’s dissertation on the subject surrounding the actor’s preparation for work with mocap technology. At this point it was evident that there was awareness, however small it was, that actors had to enter this particular field with a slightly different approach than when working in film or theatre and that movement training could be beneficial to mocap performance.
Andy Serkis was, and still is in some respects, the face of motion and performance capture and although his performances are fascinating, I was hoping to find examples of a deeper analysis of his physical work. Looking on YouTube, I found that many clips of motion capture performances featured scenes from Avatar and Lord of the Rings discussing the relationship between performance and animation but not an in depth examination of the aspects of the performance from a physical perspective. There was no real acknowledgement that there might be a different approach to working with mocap, that actors would need to consider how their performance was being perceived or “captured” and how this would affect them creatively. The title – Motion Capture – suggests that there is significance placed in the actor’s movements (motion) and the process of how this data is collected (capture). However, I felt that there was more emphasis on the capturing of the actor’s motion rather than the actual performance itself. I had discovered that during a typical shoot for a video game, it was most likely that any suggestions on the performance would come from the animator/supervisor who would be commenting from a technical perspective. Furthermore, there definitely was not a movement director present in the studio. This was something I had to investigate further and over the next few years I took part in various workshops and intensive courses that allowed me to get a deeper insight into the actor’s performance and what would be required due to the nature of this very unique industry.
Developing the Workshops
The inspiration behind the Embodying Your Mocap workshop series came from the need to create a regular movement training opportunity that concentrated on motion capture performance. Solely the physical performance. With this specific focus, there would be a natural separation from the specialized skills that are usually associated with motion capture in film and video games such as martial arts, stage combat, sword fighting and animal work. I wanted to delve deeper into the aspects of the actor’s physical work regarding the moving, performing body and how this could be utilized to create characters and enhance the general performance. Much like the way I’d approach a regular movement class, I wanted to explore the similarities between actor movement for theatre and motion capture performance. I also wanted to discover if the specific demands of the technology would make an impact on the performance.
As well as researching the more technical side and working procedures of a typical mocap shoot, I began a line of enquiry by sending out a questionnaire to whom I identified as my “mocap contacts”. This consisted mainly of actors who had either experienced a professional shoot or those who were aspiring to enter this industry. The questions were based around the level of experience, what training they were currently doing to prepare themselves for work and the reasons why they felt movement sessions could benefit their on-going training. The response I received was very insightful. The more experienced actors noted the importance of the creative aspects of their work such as the creating of characters, imagining environments and ultimately their physical acting performance skills as a whole. Generally, I learnt that actors wanted specificity regarding the technical requirements of the movements that were captured. They craved opportunities that would allow them to engage in created environments with various characterisations that encouraged full immersion into virtual world scenarios physically and psychologically. Some actors also wanted opportunities that would prepare them for working with physical obstacles such as suits/markers, camera angle awareness, props etc.
On the basis of these responses, I decided that multiple workshops could be more beneficial than trying to squeeze all the material in one session. Only 3-4 sessions, mind you, but nevertheless each one covering a particular area in a fruitful and productive way. These would include exploring movement components such as weight, space and body shape in performance, character types and imagining virtual environments. Thenceforth the Embodying Your Mocap workshop series was created with the taster workshop being launched on 21st May 2017. Within the taster, I wanted to create movement exercises that were influenced and informed by particular mocap procedures so that the material had noticeable reference points. For example, I used the process of ROMs* to create the basis of the warm up, highlighting areas of the body (mobilising joints/strengthening muscles) that would be in use within the work that we’d continue to explore. For instance, lubricating the ankle joint and engaging with the soles of the feet informed the movement seen in the picture below where the participant is jumping during a travelling exercise. The main aim was to release the body, opening the ‘backspace’ and using the floor for take off and landing.
I had also used the T-Pose** (as seen in the picture below), as a way of connecting the participants with the sensations of their movement and drawing attention to the surfaces and core structure of their body.
The overall content of the workshop was based on movement components that I felt were the main factors of a well executed motion capture performance. This included the awareness of the space surrounding the body and performing 3-dimensional organic movement. Using an analytical approach in these explorations, I wanted to provide a space for the participants to investigate their own natural movement to understand how this can be applied to performance and character work in Motion Capture.
Reflections and Future endeavours
The Motion Capture industry is not as accessible as other art forms and because of this, artists and performers are intrigued to know ‘how does it work?’ and specifically ‘how does it work in relation to my work?’ My intention is to develop an accessible approach to motion capture performance and thus, by giving a little insight into the world of mocap, allow performers to stretch their physical performance skills to a new dimension.
My ultimate aim with the Embodying Your Mocap series is to provide a seamless merging of technical knowledge with movement exploration and self-discovery. This then allows the participants to inform their performance through a clear understanding of what the technology requires of their physical work. Furthermore, I am using these workshops as a way to formalise a method to approach motion capture performance that considers significant technical factors which could have an impact on the performance quality. The next workshop I will be running will be looking at using some of the tools introduced in the first session to explore virtual environments and creating in-game content and procedures linked to video games. The blog post will be another sharing of my reflections on the workshop and its outcome. Overall I hope to use these blogs as a platform to start a dialogue with others interested in Motion Capture, actor performance and movement training.
Photo credit: Chloe Knott
Workshop Venue: Fourth Monkey Actor Training Company
* ROM stands for Range Of Motion where the actor moves each body part for the animator to track the markers on the body and see how they move in relation to the rest of the body.
** A T-Pose is the position the actor stands in for the animator to locate the markers on the body in order to create a digital skeleton.