This post continues to discuss my journey as I run a series of movement workshops for actors in preparation for work in Motion Capture. I have completed the second workshop and the following will be documenting my process and reflection.
When I originally began planning the overall content of the Embodying Your Mocap series, the idea of exploring virtual environments was not a significant part of the preparation process until after I had completed the first phase of the taster workshop. After some reflection, I had realised that a substantial part of the core work I had begun to explore had been centered around Space. However we had only used the explorations as a tool to encourage physical awareness of the working environment. I decided this needed to be explored further and with direct references to realistic shoot considerations in a MoCap context. I wanted to delve deeper into the relationship between the body’s movements and its surroundings, considering both actual and virtual space. This led to the enquiry of ‘how could an actor connect with an environment that could affect or enhance their physical performance?’ I was intrigued to discover ways of how they could transport themselves to an imagined location/virtual scene and what physical implications would emerge.
The second workshop of the series was entitled The Virtual Body and Space. It was important to put an emphasis on the body in relation to the virtual world, and in particular within the context of Video Games but also to indicate the prominence of space as a performance factor as well as suggesting the possibility of exploring the specifics of ‘virtual space’. The workshop was divided into two sections; the first consisted of a detailed exploration of specific video game environments I had created. I wanted the participants to be able to imagine an environment but more importantly the elements within it. In one exercise, the participants were given ‘Environment Factors’, where they were to discover their physical connection to the imagined spaces and experience how this affected their body and movement. In Clip A, you will see the different movement qualities that were created through this exploration. This would later inform more complex character and performance choices.
The second section of the workshop was focused on introducing Idle Poses* and encouraging an embodied understanding of this technical procedure. With it having quite a technical focus, I thought it would be interesting to use a game for the participants to experience a physical state of readiness. I decided to use ‘Grandmother’s Footsteps’ as a way to engage the participants in the physicalisation of readiness. By creating a playful moment, it allowed them to begin to discover a particular essence that was natural and free of inhibitions. As seen in the photos below, the participants began showing evidence of a physical state that was open and responsive with focus on their stance, centre of gravity and placement of breath.
I wanted to use this physicality as a starting point for the participants to develop Idle sequences. In the following exercise, they were asked to put together a sequence of movements or actions that would begin and end with the same Idle Pose. This is similar to a direction an actor would be given in an actual MoCap shoot. In Clip B, some participants can be seen performing their Idle sequences incorporating Environment Factors and movement transitions (such as walking, running, creeping, changing of direction). Through repetition of the sequence, the participant would find proficient ways to move in and out of their Idle, developing a seamless, direct and natural physical performance method.
The workshop participants generally felt that the session allowed them to access their own movement and discover particular movement qualities in a different way. They were able to lay the foundation of character creation and its development using an in-depth and analytical approach but also developing an effective and efficient physical language that enables flexibility within performance work. This supports and strengthens my initial views on movement training benefiting MoCap performance through its applicability. It seems that the participants also picked up on this and one of them commented that the workeshop offered ‘a great opportunity to play and explore a movement quality applicable for Mocap‘.
The main purpose of this workshop was to allow participants to use movement-based approaches to connect their imagination with potential virtual worlds in order to execute thorough performances and gain an embodied understanding of the technical procedure of Idle Poses. I intended for the Virtual Body and Space workshop to explore qualities of movement that reflected certain environments. I wanted the participants to find a physical connection to these elements before contextualizing it within a video game scenario. By doing this, they would have a physical experience and a sensory impression of the ‘space’. However, I had not anticipated that the participants would begin to create characters and scenarios of their own. They had naturally responded to these exercises by creating psychological journeys/stories driven by what was physically initiated to guide them through ‘their’ space. An example of this can be seen in Clip C with the participant on the left. Through his Idle sequence, he has clearly created a character that is moving through a particular environment, and in effect, producing a sequence of actions and a consistent line of intention.
I found this quite refreshing as it was beginning to show evidence of what my following workshop will soon be exploring with building and developing character types. This third and final workshop will continue to utilize technical processes to support and contextualize the performance work created and will be shortly followed by a blog post documenting my discoveries and reflection.
Photography by Sarah Ainslie
Workshop Venue: Fourth Monkey Actor Training Company
* An Idle or Base Pose is a video game animation term, denoting the range of positions the actor performs that will be placed at the beginning and end of an action sequence. For instance, an Idle Pose may be used when the player character is ‘paused’. Each movement would be stationary but still maintain a sense of life within it and would be flexible to move in and out of any action sequence.