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what about using mocap to aid the animation process? not totally relying on it, just using it to get those pain in the ass complicated walk sets and movement done.
I would agree that the over reliance of motion capture is lazy and come out with a slightly odd look about it *cough*Beowulf*cough*
The only thing I am using mocap for in my current projects is to get the absolute raw data to work with, it only takes a hour to capture a good few scenes which would take much much longer to keyframe.
Agreed, though keep in mind that most sfm animators are new to 3D animating in general (like myself) I think once people the people who are passionate about animating get more skilled we will see better and better integration between key framing and mocapping. On that note sfm Is not the best program to use mocapped details with yet there are still a lot of bugs to work out with it. It will be interesting to see what animations we see come out at we all grow
Then look at a game like The last of us and half life 2, the developers did use mocap, but they made the effort to build upon it, they used the mocap data as base movements and integrated keyframing very well to make a stunning finished project.
in regards to SFM and mocap, I would give it some time, true most mocapped videos do look rushed and cheap but there are a few around that I've watched that stand out from the crowd in a good way.
However, Mocap feels like a process, rather than an art itself. Mocap videos do have a cheap look to them, and it does take out the originality imo. I think that Mocap is meant to be used rather as a reference, than the final product. These are just my two cents though, and I am a bit new to animation myself.
http://www.youtube.com/watch?v=Y90MYtGI-20
Mocap and hand editing.
Yeah, Max makes it look awesome!
Besides, motion capture can really save you a lot of time and may have stunning results. But pure motion capture is definitely NOT animation, hence they call it different.