The Human Footprint in 3D Character Animation

Authors

DOI:

https://doi.org/10.62161/revvisual.v18.6390

Keywords:

3D Animation, Motion capture, Uncanny valley, Virtual characters, Artificial Intelligence, CGI, Virtual reality, Metaverse

Abstract

This article investigates the relationship between three-dimensional character animation and human presence in audiovisual production. Through a diachronic analysis of motion capture technologies —from rotoscoping to diffusion models based on artificial intelligence— it examines how the real performer's imprint remains essential for generating empathy in the viewer. The theoretical framework of the uncanny valley proposed by Mori (1970) is integrated, along with recent empirical evidence on the perception of artificial agents (Diel et al., 2021; MacDorman, 2024), to argue that human movement possesses qualities unimitable by current technology. The film analysis of seven reference productions illustrates the different modalities of interaction between real actors and virtual scenarios. The results confirm the hypothesis that human presence is a determining factor in the emotional credibility of animated characters.

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Published

2026-08-05

How to Cite

del Valle Morilla, A. M., Liberal Ormaechea, S., & Vázquez Sancristán, I. A. (2026). The Human Footprint in 3D Character Animation. VISUAL REVIEW. International Visual Culture Review Revista Internacional De Cultura Visual, 18(4), 309–320. https://doi.org/10.62161/revvisual.v18.6390