Yes.
Well perhaps I over-paraphrased what he was trying to say. The way he really framed it was as a warning that in photorealism you can’t rely on 2D cartoon “tricks” to bring your characters to life. As you said, a lot of it is exageration. Stretching the length of an arm in the act of throwing a ball exagerates the effort of the activity. Backing your character up before walking him forward exagerates the initial thrust.
But some tricks are substitutes for realism that, for whatever reason, is not able to be achieved. For example, in Jurassic Park the T. Rex ran by pounding its feet into the ground. I don’t know about you but I thought it looked pretty good. It sure looked massive and powerful and dangerous. But then I saw the spinasaurus in Jurassic Park III and that looked so much better! What happened between those two movies was the development of dynamic muscle sims. Apparently, the exagerated pounding was a deliberate artistic conceit to make up for the lack of dynamic musculature. Once their rigging technology grew to include rippling muscles they could forego the “interpretive” animation and go for the real McCoy (and feature the dinosaur in daylight, to boot).
I think that’s what Randy was trying to say. In cartoons (and dinosaur scenes that take place at night), where some things are lacking you can make up for them by substituting something else. But you usually can’t get away with that in photoreal stuff. Or you can try it on anyway and risk a trip to Uncanny Valley.
Speaking of which, I have a theory!
I think the Uncanny Valley is not a chasm that needs to be leapt over in a single bound, but rather, it’s more like uneven ground that requires the CG team to form a line abreast and advance in synchronised paces, one step at a time :o)
Let me explain:
As a representation of a human being, Homer Simpson is not much better than a stick figure. Let’s say he rates only 10% on the realism scale. But he works. That’s because his proportions are 10% real, his texturing is 10% real, his movements are 10% real, his behaviour is 10% real, etc.
Similarly, you can look at a more realistic animated human like Max Steel (from the kids TV show). He was much more realistic: say, 60%. But once again, he was 60% all the way through: 60% realism in modelling, 60% realism in texturing, 60% in facial animation, etc. So, for me at least, he worked.
The problems start to occur when there’s a mismatch in one or more of those realism factors. If you look around at some of the CG humans viewable on the net, there’s really nothing more creepy than a cartoonishly modelled human (even if only ever-so-slightly cartoonish), but with photoreal skin texture… br-r-r-r-r! What happens when you get even closer to the photoreal end of the scale is that the matchups between those component parts need to have so much more parity.
So steering realistic characters around the Uncanny Valley doesn’t mean a sudden exponential increase in realism on all fronts, merely that you maintain tight control of all your design factors and don’t let one aspect get ahead of the others - even if a technological advance in that one area allows it to.
As you can probably tell, I spend far too much time thinking about things like this. Anyway, that my theory, of which I reserve the right to disown at any time :o)
cheers
Tim