Biped”: a Dance with Virtual and Company Dancers, Part 1
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Editor: Dorée Duncan Seligmann Artful Media Bell Labs “Biped”: A Dance with Virtual and Company Dancers, Part 1 Jeffrey Abouaf hose of us with the luck to attend the debut of deserve the reviewers’ critical acclaim as to the TMerce Cunningham’s “Biped” performance dance, credit for the entire work must be shared (on 23 April 1999 at the University of California among the principal collaborators, in particular at Berkeley’s Zellerbach Theatre) left knowing those who created the software, those who took we’d witnessed something new and unique in the software and motion-capture data and inter- modern dance. Cunningham’s choreography preted it with hand-drawn graphics, and those embraced and integrated computer-captured vir- responsible for the score, costumes, and lighting. tual dance movement so directly and naturally as to root the entire piece in today’s time and space, What we see with today’s sensibility. We expect this from our The stage decor is minimalist, with dark side upcoming generations of artists, not from a and back curtains and a few vertical reflective revered icon of American contemporary dance materials placed against the back curtain. Between who charted the path over the last half century. the front of the stage and the audience lies a trans- Yet “Biped” reveals an openness and curiosity parent, reflective scrim. Animated real and applied to computer technology that makes us abstracted dance characters projected onto the anticipate new possibilities rather than honor the scrim create the illusion of the animation(s) mov- past. This was a dance conceived entirely for per- ing with and among the real dancers—they formance as much within a computer as on stage, become part of the set (see Figure 1). In fact, each yet executed without sacrificing any of the human element—choreography, music, and decor (in this emotion and movement that makes dance survive case, projections)—is created separately and unit- Figure 1. Animated real as a fine-art form. ed at the dress rehearsal for the first time (usually and abstracted dance Cunningham designed, edited, supervised, and the day before the opening). This follows a time- characters are projected had final cut over all choreography for the real and honored Cunningham tradition—Cunnigham onto the scrim virtual dancers. The Merce Cunningham Dance and composer John Cage collaborated this way separating stage and Company performed the piece with their custom- starting in the late forties. And, true to tradition, audience. ary grace. While Cunningham and his team there’s a feeling of randomness, although the final mix is quite deliberate and reproducible. The ani- mated projections vary from simple dots or straight lines driven by distinctly human move- ment to very specific, ghostly human forms appearing to dance with the dancers on stage. What takes place The animations derive from a complex process, beginning with computerized motion-capture ses- sions. These took place at the Modern Uprising Motion Capture Studios in New York on 6 Febru- ary 1999, using Motion Analysis’ optical motion- capture technology. (See Figure 2.) Wearing a collection of strategically placed optical sensors, two of the Merce Cunningham Dance Company © 1999 Stephanie Berger dancers, Jeannie Steele and Robert Winston, per- 4 1070-986X/99/$10.00 © 1999 IEEE formed a series of short choreographed move- Figure 2. Dancers’ ments—sometimes alone, sometimes together. The wearing strategically 10-camera system tracks the position transforms placed motion-capture for each sensor at the rate of 60 frames per second, sensors. recording and reproducing the position of each sensor at any given moment within the computer. Keith Robinson and Chuck Mongelli own and operate the studio (http://www.modernupris- ing.com). Before opening up this space in October 1998 at the Brooklyn Navy Yard, they worked at Acclaim Entertainment doing motion capture work for video games. They believe motion- capture technology will become the accepted archival process for dance. For example, notation (that is, Laban notation) gets you only so close to the source before the dancer must interpret it; film Courtesy of Modern Uprising Studios, New York and video are two-dimensional and impermanent. character and the biped skeleton are invisible. The motion-capture process accommodates per- Eshkar used the same technique—chalky lines manent, 3D recording at high sampling rates, with against black—to make the texture map. Because results that can be examined from any vantage the texture map is transparent (except for gestur- point, at any speed, and at any degree of accuracy. al hand-drawn effects), these “drawings” wrap The entire motion-capture session for “Biped” around the 3D character. Unlike the 2D approach, took one afternoon. Robinson noted that with the this 3D method reveals both the front and back of exception of some minor problems encountered the character as it moves. To make this work, the when affixing the sensors to the dancers’ skin, the line drawings had to be simpler and less expres- capture session went easily. It’s not just that the sive (see Figure 4, next page). clients knew what they wanted; the dance con- A third variation was to scatter dots along the tained few movements that could cause problems, surface of the invisible spline character (resem- such as falling or wrestling movements that could bling placement of the motion-capture sensors, occlude or knock sensors loose. only without the body). A fourth was to scatter Using technology invented by Michael Girard straight lines the same way, pointing away from and Susan Amkraut, this raw motion data is fil- sections of the “skin.” Notwithstanding the tered, simplified, and mapped onto a virtual skele- abstract nature of these forms, we immediately ton, or biped. This results in a translation of recognize this as a dancer once the computer Figure 3. Artists physical dance movements onto the biped, but we movement is applied. rotoscoped drawings don’t see the biped in the final animations. Using Biped’s Motion Flow capability (invent- that when animated Two distinct methods generate the animations ed during the course of this project), entire clips look like a chalk based on the biped’s movements. Earlier efforts and parts of clips could be dissected, combined, skeleton on a black used 2D animation. Artists Paul Kaiser and Shelly and recombined into unique movement se- ground. Eshkar rotoscoped (that is, traced frame by frame) a series of highly gestural, nonsolid 2D hand drawings intended to capture the expression and emotion in the virtual choreography. These looked like an expressive chalk skeleton against a black background. Playing the animation, we see fluid line drawings moving loosely in sync with July–September 1999 the invisible biped (see Figure 3). Later Kaiser and Eshkar designed, built, and texture-mapped a very simple spline-based 3D dance character, which they tethered to the skele- ton using Biped’s companion module, Physique. The Physique technology enables Biped’s skeletal moves to properly influence and deform the spline-based character. In this case, the spline Courtesy of Riverbed 5 Artful Media computer graphics, and with a strong background in drawing, painting, sculpture, and photography, he is adept at making gestural drawings from mov- ing figures. This type of drawing works well when the end result is 2D cell animation. However, a problem arises when the gesture drawing is going to be mapped onto a 3D model—the lines that implied movement are now moving themselves. Eshkar concluded that he had to pare down my vocabulary of marks to those that seemed internally motivated by the dancing—some lines felt true, others didn’t ... Each hand-drawn Courtesy of Riverbed dancer was to be a lens for seeing the body in motion differently—to give a sense of bilateral Figure 4. Wrapping the quences. From Cunningham’s choreography in symmetry ... texture-mapped the capture session and his motion editing, Kaiser drawings around a 3D and Eshkar rendered a series of ethereal projec- Girard/Amkraut and Character Studio character required tions. They categorized these by type and project- Michael Girard and Susan Amkraut have simpler, less expressive ed them onto the scrim as part of the performance. worked together since the late 70s, when Amkraut drawings than the 2D was a printmaker and Girard was starting to work approach. Bringing in the talent in software in the computer arts. They soon real- Paul Kaiser, Shelly Eshkar, Michael Girard, and ized that what they sought in computer anima- Susan Amkraut are highly trained visual artists tion was quite different from what had been whose friendship and association date back to the produced with 2D cell animation. As they point- early 90s, and whose overlapping artistic journeys ed out in a 1998 interview, traditional animators predate that. use conventions like squash, stretch, exaggera- tion, anticipation, and so on to convey meaning. Kaiser/Eshkar and Riverbed “They perfected a type of moving caricature. By The ideas driving Kaiser’s work during the early contrast, what we’ve sought in computer anima- 90s concerned drawing as performance and men- tion is to open the door to a new type of anima- tal spaces (exploring the effect or implication of tion—one in which we can focus on the subtleties “entering” a drawing like any other 3D space). and the micro-structure of motion.” Several individuals influenced the development of By the fall of 1984 they began collaboration on Kaiser’s ideas into what became his contributions a new system of character-motion software, out of to the recent works “Hand-Drawn Spaces,” step with their contemporaries who had been “Ghostcatching,” and “Biped.” In “Biped,” Kaiser striving for photorealism in computer animation. focuses on the unexpected types of movement To model creatures effectively, they had to move that derive from ballet—not the motion of the beyond the visual and focus on the physical.