It is in the field of 3D computer animation visual that this change is more significant, appearing regularly innovative techniques of image manipulation and “hyper-cinema” (Lamarre, 2006: 31) character’s control with deeper sense of emotions. This human motion capture technology, used largely by cinema and digital games, is one of the reasons why the authenticity of the animation is sometimes questioned. – consists mainly on the sophistication of “rotoscoping”, as a new interpretation and appropriation of the captured image. The result of these hybrid mixtures and computerized human motion capture techniques – called virtual cinema, universal capture, motion capture, etc. This article analyzes the characteristics of this “culture of simulation” (Turkle, 1995: 20) relating the multidisciplinary and spectrum of technical and stylistic choices to the dimension of virtual characters acting. The evolution of computer animation represents one of the most relevant and revolutionary aspects in the rise of contemporary digital visual culture (Darlew, 2000), in particular, phenomena such as cinema “spectacular ” (Ibidem) and videogames.
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