We saw a few videos where characters were walking and had to react and keep their balance after being hit. Some were hit from behind, some from the front; some were merely pushed by an invisible force, and one was even pelted with dodge balls. Some characters did look like they were reacting to being hit, whereas I felt like others looked as if they were trying to avoid being hit, dodging the oncoming forces rather than reacting to them. These motions are pretty similar physically, so what made them look different to me? I don't know. But I find it really interesting how people can differentiate between two extremely similar motions by their intention. When we see a character move, most of the time we are pretty good at guessing what they were trying to do with that motion (so long as the motion is convincing). I don't know what could have been changed in the videos we saw for me to see the correct motions of the characters - reacting vs dodging - but I think it has to do with the fact that, in a simulation, there's really no way to code for a character's intention. Not that I can think of, anyway. You code the simulation to carry out a certain motion, but what if people do that same motion for different reasons? Which reason will be the one audiences see?
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