Autor(es):
Teixeira, Pedro
; Tavares, Paula
; Félix, Maria João
Data: 2011
Identificador Persistente: http://hdl.handle.net/11110/564
Origem: CiencIPCA
Assunto(s): Animation; Character; Cinema; Computer
Descrição
The evolution of computer animation represents one of the most relevant andrevolutionary aspects in the rise of
contemporary digital visual culture (Darlew,2000), in particular, phenomena such as cinema “spectacular “ (Ibidem)
and videogames.
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 result of these
hybrid mixtures and computerized human motion capture techniques - called virtual cinema, universal capture,
motion capture, etc. - cosists mainly on the sophistication of “rotoscoping”, as a new interpretation and appropriation
of the captured image. 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. It is in the fi eld of 3D computer animation
visual that this change is more signifi cant, appearing regularly innovative techniques of image manipulation and
“hyper-cinema” (Lamarre, 2006: 31) character’s control with deeper sense of emotions. This shift in the culture that
Manovich (2006: 27) calls “photo-GRAPHICS” - and Mulvey (2007) argue that creates a new form of possessive
relationship with the viewer, in that it can analyze in detail the image, it can acquire it and modify it - is one of the
most important aspects in the rise of Cubbit’s (2007) “cinema of attraction”. This article delves intrinsically into the
analyze of virtual character animation — particularly in the fi eld of 3D computer animation and human digital acting.