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Disney's Animatronics Are On Point - Amazing Na'vi Shaman

Mr. Plinkett Talks About Rogue One

Arnouth says...

Mr. Plinckett is right as usual. I watched it in IMAX 3D yesterday, but didn't feel immersed into the story all that much. While watching it I couldn't help but think that a panel of Disney marketing geniuses meticulously thought out what we wanted to see, to guess our expectations, more than the brain child of someone with a vision, with a true story to tell. The girl-that-every-girl-wants-to-be with great athletic prowess and wit as the main character to try and get women to go and see it. The two popular Chinese actors were obviously there to appeal to the ever more important Chinese market. Nostalgic re-enactment (or pre-enactment?) of the ROTJ final battle. Darth Vader! Tarkin! The Death Star! There's someone and/or something for everybody in this movie. Maximum appeal to go and see it.

I think all characters did have potential, but there wasn't any time for them to really come alive, as we were introduced to too many locations and too many people. On the topic of coming alive, resurrected Peter Cushing was very clearly stuck deep into uncanny valley, and watching him was a little... morbid I think.

Like with the Force Awakens, I left the cinema not really unsatisfied, but not really happy either. Just kind of... okay. That was something all pre-Disney SW films did way better for me.

How 'Rogue One's' Princess Leia, Grand Moff Tarkin Were Crea

How 'Rogue One's' Princess Leia, Grand Moff Tarkin Were Crea

MilkmanDan says...

To me, they were 100% acceptable, and *almost* entirely out of uncanny valley territory.

Two possible sources for my tolerance are lots of time spent playing video games, and a highly introverted nature. Would be interesting to see survey results to see if there is any positive correlation between those or other factors and being generally easier to impress / satisfy with CG movie effects.

entr0py said:

An amazing amount of work and cleverness went into it, but those characters still look like creepy sadness robots. It would have been so much better to just use lookalikes like they did with Mon Mothma.

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Virtual Reality (games) May Be More Real Than You Think.

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going with the flow

Curious says...

I'm sorry, I know they have a list of credits at the end, but I'm pretty sure that the diver is CG. It's in the uncanny valley with the body movements. I bet in a week they will come back and say, "See? We tricked you all. Hire us for your next animation." They cut away before the foot goes into the sand because not for cinematic purposes, but instead because of the complexity of such a simulation.

Ex Machina Trailer

Babymech says...

This seems good enough that it reaches the uncanny valley-analogue of movie scripts; it's so smart that you actually realize how damn dumb it is. If it was your broadly dumb, average scifi movie, you wouldn't have to think about it, but now you have to confront that if we ever do invent AI's, we'll have to own up to the fact that we once spent time and resources worrying over the hypothetical scenario: will they want to bone us?

The Witcher 3 The Wild Hunt cinematic intro video

Thumper says...

It's not an uncanny valley issue here. It's poor animation. Specifically the animation of the characters. The character artists made stylized looking character (keeping with the feel of the witcher) while the animators didn't feel as though they had it together on this one. Additionally composition of the shots lead to poor pacing as a whole.

The game however will be awesome. I really enjoyed the second one and I could care less what the cutscenes look like.

Very Realistic Robot at Tokyo Designers Week

The Witcher 3 The Wild Hunt cinematic intro video

artician says...

Actually, you might not understand what the "Uncanny Valley" hypothesis is. It's not simply CG/Humanoid Traits that are not quite realistic. What you're possibly interpreting as "Uncanny Valley" is that the visuals are attempting to appear realistic, but not fooling anyone. There are some elements of the Uncanny Valley here, but possibly not what you were thinking of or what the original poster meant by how it "looks".
The difference between what the Uncanny Valley and this video is that the characters are not meant to be mimicking realism. There are many, many traits here that are cues to an intentionally stylized art direction. The anatomy of the characters is exaggerated, both in the facial forms and body structure. The lighting and materials are certainly drawing from real-world principles, but is far off the mark if you're attempting to portray photo-realistic CG. These are intentional choices by the artists and art directors. It would be a mistake to look at this for how it "fails" to convince you it's real, because it's not meant to.
Where it does enter the Uncanny Valley is in the animation. The immediate loss of inertia displayed by the beheaded horse at the beginning. The animation after the witch jumps onto the horse (is that supposed to be Merigold? They give her less character every time), are physically inaccurate. The best way to describe the Uncanny Valley is to look at things from 20 years hence. In that time, people who may play this game would look at the lighting and rendering as simply early CG, whereas anyone paying attention to the animation, particularly the layman, would see it as "just wrong" because it violates what we subconsciously understand about how the universe works.

Disclaimer: I'm an artist and animator with a lot of experience, and it's not my intention to be offensive, and it's not my intention to say it's not my intention to be offensive while still knowingly being offensive, so I hope that my comment makes a difference.

mxxcon said:

I don't think you ever played The Witcher games...

CGI is getting better, but still this is extremely deep in the uncanny valey.

Very Realistic Computer Graphics



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