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Strike authorization has passed by 98.32% and SAG leadership are returning to negotiate with game companies to secure a fair deal for voice actors and mocap actors
This DOES NOT MEAN that a strike is happening, it simply means that members are willing to go on strike and leadership can use this as leverage when negotiating. The deadline to come to a deal is is 9/28. If a deal is not reached THEN will there be a strike.
Please remember that the best outcome is that there is no strike and companies simply give workers a fair deal. A strike is a last resort.
While this does not directly affect developers in the game industry, that does not mean it's not important. Voice actors have been treated like shit in the game industry and are under threat by AI. The more people that are unionized, the easy it is for others to unionize. Do not dismiss it just because it is not developers.
The companies that would be affected by a hypothetical strike are:
Activision Productions Inc.,
Blindlight LLC,
Disney Character Voices Inc.,
Electronic Arts Productions Inc.,
Epic Games, Inc.,
Formosa Interactive LLC,
Insomniac Games Inc.,
Take 2 Productions Inc.,
VoiceWorks Productions Inc., and
WB Games Inc.
At the moment, no boycott has been called so there is nothing for consumers or anyone not involved with SAG-AFTRA to do, other than to be supportive on social media and report unauthorized AI recreation of voice actors work. Otherwise sit tight.
I'd really appreciate it if people who reblogged the last post also reblog the update
Got the beginnings of a motion capture pipeline working. With just a video recording from my phone, in a few clicks I can get something like this!
Still needs cleaning up (there's a fair bit of clipping atm), but it's a promising start!
Ashley Johnson sing and motion capture "Through the Valley" for The Last Of Us Part 2 teaser.
This is the first thing I ever saw of TLOU. Without knowing anything about the game, I felt her fear, I felt her anger, how her voice was shaking. I felt everything. Being able to portray these emotions so amazingly just hit me so hard it was unforgettable.
But Neil didn’t animate Astarion? I don’t understand your post
I wasn’t sure which one this was in reference to, but I’m assuming the one about his performance and the Game Awards!
He didn’t animate Astarion, however he did the motion capture for him! This means that all the movements, a lot of the facial expressions, are from Neil himself! The exception is with any intimate romance scenes, in which a trained intimacy coordinator/director stepped in to motion capture those.
For the scene I was referring to, it’s most likely Neil who was responsible for the motion capture, including facial expressions/subtle eye movements, as it’s past the actual intimacy of the scene, and therefore the voice actors were able to physically act those out as well!
Motion capture is a super cool thing, it really helps bring the characters to life 💕
At what stage of the developing process of a game mocap is recorded? How much time does it usually take? And in case of expansions/DLCs are actors called again or they record this content together with the content for the main game?
Motion/Performance capture usually happens fairly early during development, because animators need time to take the captured data and turn it into actual performances. Despite what some actors might suggest, there's a huge amount of work, skill, and artistry necessary in order to convert a recorded motion and turn it into a performance that reads well from the viewer's perspective. Here's an example:
The raw motion capture looks rather generic but it isn't immediately clear exactly what is happening from a first viewing. The edited animation reads a lot better - the motions are more exaggerated, the struggles of the victim are a lot more readable, the attacker's stab is more pronounced, and so on - the entire action is clearer, more readable, and even a bit faster than the raw mocap. Much of what animators do during production is this performance capture cleanup and modification/adjustment.
We usually try to schedule performance capture sessions as early as we can because they involve aligning many separate schedules - the capture studio, the actors, and the developers who need to oversee all of the action. Usually we aim for around the end of pre-production, but it all depends on the availability of the studio, the actors, and the developers. The performance capture session is usually fairly quick - it usually takes a week or less to capture all of the necessary movements - but expensive because of the scheduling, number of people, equipment, and traveling involved. It normally costs tens of thousands of dollars per hour to pay for all of the time, equipment, and labor for all of the people involved, and everyone has a busy schedule - actors have other jobs lined up, the capture studio has other customers hoping to do their own recording sessions, and the developers have a whole game to build.
Because of the difficulty in scheduling and expense of recording, the art and animation team must put together a move list of all the actions they need to capture before the recording session. They can modify, update, and change the list up until the deadline, but it's pencils down once the session begins. Reshoots are extremely expensive for all of those reasons - aligning the schedules of the recording studio, all of the needed actors, and the developer representatives can be a nightmare in terms of scheduling. For DLC/expansion content, we usually try to reuse as many assets as we can, and schedule any new recording sessions as soon as we get the green light.
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