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Cascadeur - is it possible to replace stuntmen?

Once it seemed that movie tricks would be done without stuntmen and it would be possible to realize almost any idea. But this is still not the case. For computer animation, capturing of motion of stunt using the motion capture technology is almost always used.

At the same time, even in the most advanced blockbusters, in order to create animation that exceeds the capabilities of stuntmen, they use cables, trampolines and other tricks when shooting motion capture. Are the animation possibilities limited by this?

We want to tell about Cascadeur - our program for creating 3d-animation. The main idea is that animators can take into account the laws of physics when working on animation. Physics allows you to make the animation more realistic without the help of motion capture. In the future, if you can do without stuntmen, then you can try and surpass them - to do movements and tricks that no other stuntman in the world can do. At least we set ourselves such a goal.
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At the moment we used the program Cascadeur for animation in our game Shadow Fight, and now we use it for our new project about parkour. In the process of working on these games, it turned out that the program is fairly easy to learn, compared to professional software, and it also weighs only 2 MB. That is, even a person without experience after a few months begins to make animation of good quality, if there are references.

Our character model consists of joints (each of which has a mass) and bones connecting these joints. The character also has muscles - in the picture they look like strained strings, but the essence is the same as that of a living person: by changing the length of the muscles, the character can take on any position.

The animators are assisted in the work by a tool showing the required tension of the character’s muscles on each frame of the animation. The more muscle is strained, the brighter the color. According to the distribution of the load on the body, animators can find their mistakes.
At the same time there are tools that allow you to correct most of the errors related to physics. For example, an animator can directly control the character’s center of mass and moment of momentum.



But the video from the Vector game, which we are currently developing for social and mobile platforms. Despite the fact that the graphics in the game are 2d and the character is represented by a silhouette, the character animation is done in 3d. Game animation imposes its own conventions, but the effect of realism is still present.



In one of the next posts we will try to tell you more about the process of working in Cascadeur.

Source: https://habr.com/ru/post/142055/


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