The uncanny valley is a concept that has been known for a very long period of time now, but it is still considered one of the biggest problems in animation and VFX today. In this video, we are going to talk about what it is, look at some examples of it in history, and probably some ways for how to overcome it if possible.
This concept suggests that humanoid objects which imperfectly resemble actual human beings provoke uncanny or strangely familiar feelings of eeriness and revulsion in observers.
Examples can be found in robotics, 3D computer animations, and lifelike dolls. The problem with the uncanny valley is the more we try to create something that comes close to what a human being looks like the more we are prone to fall into the uncanny valley and people’s admiration and love for artistic creation turns into strange feelings of revulsion as some people describe it.
There are a lot of examples that show us how people react to the uncanny valley effect over the years through many animation projects and films.
And some of the examples include:
Another called elements of the animation “grotesque”, writing, “Tintin, Captain Haddock, and the others exist in settings that are almost photo-realistic, and nearly all of their features are those of flesh-and-blood people. And yet they still have the sausage fingers and distended noses of comic-strip characters.
However, other reviewers felt that the film avoided the uncanny valley despite its animated characters’ realism. one Critic wrote, “With the possible exception of the title character, the animated cast of Tintin narrowly escapes entrapment in the so-called ‘uncanny valley'”. and another wrote of the film, “we have passed beyond the uncanny valley into the plains of hyperreality”.
Also, Multiple commentators cited the CGI half-human half-cat characters in the 2019 movie Cats as an example of the uncanny valley effect, first after the release of the trailer for the film and then after the film’s actual release.
These days there are a lot of video games that try to be as realistic as possible, which increases the possibility of falling into the uncanny valley, but somehow people don’t talk about it and they don’t care.
There are some reasons why the uncanny valley is not a thing in video games, but probably one of the most important reasons is because we are used to motion-capturing stiffness in games. Every game would be critically destroyed if it were a feature film. Plus the quality of the actors and the script are often good, which can bring you to overlook the lack of realism. But this again only proves that you don’t need the characters to look realistic in the first place to make the audience emotionally invested in a video game or any other project by the way.
The uncanny valley is a concept that was first introduced in the 1970s by Masahiro Mori, then a professor at the Tokyo Institute of Technology. Mori coined the term “uncanny valley” to describe his observation that as robots appear more humanlike, they become more appealing—but only up to a certain point. Upon reaching the uncanny valley, our affinity descends into a feeling of strangeness, a sense of unease, and a tendency to be scared or freaked out.
So, the uncanny valley was actually first defined as people’s negative reaction to certain lifelike robots, and then after many years, people in other industries such as VFX and animation started to take the uncanny valley effect seriously after they have seen people react to it and when they started losing money.
So, how can you get around the Uncanny Valley? Unless you intend to create creepy characters or evoke a feeling of unease, you can follow certain design principles to avoid the uncanny valley. The easiest answer is simple: Stay away from very realistic designs! In most cases, your film can benefit from a design that moves away from realism and into something that emphasizes the tone, theme, or some other aspect of your film.
Of course, another way to avoid the Uncanny Valley would be to actually overcome it. But even if we were able to do that – portraying every little detail of our world will always require an insane amount of work and computer power. So why not use our mind’s ability to see life in not-so-realistic designs? In the end, it’s emotional believability and authenticity that will make a story work.
But if you want to do it, make a character more realistic and move it beyond the valley, make sure that a character’s facial expressions match its emotive tones of speech, and that its body movements are responsive and reflect its hypothetical emotional state. Special attention must also be paid to facial elements such as the forehead, eyes, and mouth, which depict the complexities of emotion and thought. “The mouth must be modeled and animated correctly so the character doesn’t appear aggressive or portray a ‘false smile’ when they should be genuinely happy.
If you’re really sure that you cannot film real people with VFX elements on them, you should still try to step away from exactly copying a human. One great way to do this is to slightly change the proportions away from human anatomy. Take the Avatar aliens, for example, Gollum from Lord of the Rings or Alita the battle angle. In these cases realistic textures and elaborated bone and muscle systems make them belong in a realistic environment – but the slight changes in anatomy (bigger eyes, longer limbs) kept them out of the Uncanny Valley. This way the control of appeal is back in the hands of designers. On top of that, the bigger eyes are an excellent stage for an emotional performance.
A professor in this field said that the goal is not to avoid the uncanny valley but to avoid bad character animations or behaviors, stressing the importance of matching the appearance of a robot with its ability. because we as human beings are trained to spot even the slightest divergence from ‘normal’ human movements or behavior. Hence, we often fail in creating highly realistic, humanlike characters.”
But that the uncanny valley appears to be more of an uncanny cliff. We find the likability to increase and then crash once robots or characters become humanlike. But we have rarely observed them overcome the valley.
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