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through
the
process of creating a believable,
computer generated character by
going behind
the scenes at
Medialab Studio
LA
in
Los
A n g e l e s ,
California. We are
going to meet
Drew Massey, a
p e r f o r m e r,
Marcus Clarke,
who has specifically trained people to work in the
motion-capture industry and one of
Medialabs foremost technical developers, Herve Tardif.
Motion-capture is a great outlet for a traditional puppeteer. Drew Massey
Medialab
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Actor Paul Pistore gives the voice and facial expressions to the character Broz.
Medialab
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tends to work better for not-so-talented or not-so-experienced puppeteers. The system will allow us to
detect even more mouth forms than
roundness and opening. We are
currently talking with these people
in France in order to improve an
automatic lip-synch system so that it
can detect more mouth positions.
It is our belief that this technique
will work better for realistic characters. We do not plan on using this
technique for non-realistic characters. We will stick to the first technique that is done totally by puppeteers.
HK: What kind of hardware are you
using to render these images in realtime?
HT: We are using, expansively, SGI.
We have a decent product because
SGI goes from not-so-cheap to very
expensive. We have characters that
can work on the Octane workstation which costs roughly 400,000
French francs [US $80,000]. We
have some character working on
Octane which is mid-range, and we
also have some very well refined
and detailed characters that run on
Onyx workstations. This is the top
of the line.
HK: How are these electro-magnetic signals fed from the person to
these machines?
HT: This is another part of the equipment. Basically, the system provides
you with position and orientation
of a certain number of sensors. We
feed this information into the SGI
machine. We have our software on
the SGI machine that reads these
values and adapts them.
HK: So this is predominately proprietary software?
HT: Yes. Except for hardware, the
February 1998
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