This Notorious Flop Was the First Film to Use Motion Capture

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Kelcie Mattson is just a small town girl and a senior features writer for Collider. A lifelong lover of storytelling, she has over a decade of professional experience writing about entertainment through a critical, analytical lens. She earned a Bachelor of Fine Arts degree in Digital Filmmaking from Stephens College in 2013.

The Big Picture Poor Final Fantasy: The Spirits Within. Its production team poured enormous effort into a film that was a dire box office failure. After years of breaking ground in the video game space, The Spirits Within was the first time Square Co., the developers behind the revolutionary Final Fantasy game series, took a financial hit. The Spirits Within's $137M budget bombed by earning only $85M worldwide. The disappointment was severe enough that it temporarily put Square Co.

Release Date July 11, 2001 Director Hironobu Sakaguchi Cast Ming-Na Wen , Alec Baldwin , James Woods , Donald Sutherland , Ving Rhames , Steve Buscemi , Peri Gilpin Runtime 106 Minutes Main Genre Sci-Fi Writers Al Reinert , Jeff Vintar , Hironobu Sakaguchi Budget $137 Million Studio Square Pictures , Columbia Pictures Distributor Sony Pictures Releasing What Is ‘Final Fantasy: The Spirits Within’ About? Directed by franchise creator Hironobu Sakaguchi, Final Fantasy: The Spirits Within retains...

"On a sound stage outside the city, actors wearing Ping-Pong balls all over their bodies run around in a circle of red-lit cameras. The cameras bounce signals off the balls and create a framework for the computer to replicate their bodies. This is called motion capture, and it tends to be used sparingly in video games to clone, say, the slam-dunk moves of an NBA player.

"First, an actor would be motion-captured for the broad movement and blocking of a scene. Next, an animator would tweak that performance in Maya using an optimized set of data that had been reduced from the original mo-cap data. If the character had flowing clothes, like General Hein in his trench coat, or long hair, like Aki Ross, these objects would receive secondary animation through dynamics and keyframing. Lastly, the facial animation would be implemented.

 

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