Archive for the ‘Rigging’ Category

Sackboy: An Animated Diary

I’m currently playing through this one on my new PS3 slim and must say that of all the unique features Little Big Planet has, the puppet-like emoting is the most fun I’ve had in ages. Here’s a little bit of info on the animation in (I believe the incoming PSP version of) the game.

Looks like a simple rig in Maya to compliment the game nicely, and they use morph shapes for the facial emotes which seems a natural fit given the squashiness of the character.

Street Fighter IV Facial Controls

Still with Capcom’s fighter, the more I play it the more I realise the actual animation is merely “functional”, but I imagine that’s what is required to ship a reboot of a franchise where every animation is subject to timing changes for game balancing throughout the project. What appeals most about this visuals are the incredibly solid models and their accompanying rigging and facial poses, so it’s nice to see that the Japanese Softimage site has a page up regarding both these aspects, (with a link to another page demonstrating Resident Evil 5’s volume-retaining arm rig too). Check it out here.

Via the Google translation I see that the game has 25 characters of around 16,000 polygons each, comprising some 5000 animations. The rigging videos are of most interest however, highlighting both their facial & finger sliders and the unique controls for Dhalsim’s squash and stretch limbs. In a break from what I’m used to , the team take a less modular approach to facial expressions, with broad sliders for various facial expressions as opposed to sliders for each area of the face which can afford greater control for the animator but proves more time consuming and being prone to going off-model. This might be a viable approach with such stylised characters however, and they control the following variables:

Read entire post…

Street Fighter IV Animation Swap

An enterprising player has figured out how to swap out animation sets on the PC version of Streetfighter IV, to great comic effect. What’s most interesting about this is that it’s all handled very gracefully (doesn’t break the system, which could have happened so easily) revealing a little about how their animation is stored. That the animations remap so well displays a consistent skeleton hierarchy (or bone naming convention) across all characters shown, which one would expect given the humanoid shape of each character in the game.

YouTube Preview Image

All body animation appears to be rotation-only, given that the limb lengths do not warp and stretch to assume the positions of the bones in the animations. IK does however appear to be solved for each limb as the arms and legs of the shorter characters hyper-extend (stretch out) to meet the required feet and hand positions of the original animations. The only visual artifacts like this occur in the face, showing that position keys must be involved in creating the facial animations.

The camera animations for intros and special moves are bundled with the animation sets, highlighting that both the sound and visual effects of the chosen character remain intact on the character rather than the animation sets and play out on corresponding actions quite well. This illustrates that there must be identically organised sets of each for every character.

[via GiantBomb]

Soul Calibur’s Breast Bones

In a recent japanese videogame tech magazine, (why don’t we have these?), Namco discusses the optimisation of Soul Calibur’s female skeletons from the PS3 to the PSP:

In both Soul Calibur IV and Soul Calibur Broken Destiny, everything, including fabrics, is animated by “bones”.

On the PS3, there are two separate bones in each breast, giving a total of four, and it is these which give rise to breast motion, whereas on the PSP for the sake of load reduction things had to be simplified. We managed to obtain satisfactory results with only one “bone” across both breasts.

Swaying breasts may be most enjoyable, but from time to time we are warned that they move a little too much.

Via andriasang.com

More Metal Gear Details

At the risk of coming across as a fanboy, here is a second dose of Metal Gear 4 details divulged on the net. It appears that the Kojima Productions team did the rounds quite a bit post-release as it includes yet more images and information on the making of Metal Gear 4.

The image to the side shows the skeleton used for main protagonist Snake, revealing the inclusion of deformation bones to maintain volume on the elbows, knees and wrists on top of the now-standard twist bones for the shoulders, hips and wrists. Unidentifiable, however, are the curious bones at the neck – perhaps to aid shoulder deformation or simply to attach weapons to?

Some stats from the article:

  • 115 bones in total, comprising:
  • 36 in the face.
  • 47 in the body.
  • 32 in the hands, (3 for each finger, with an additional bone on each hand between the thumb and index finger – presumably to maintain volume).
  • 1700 animations, over MGS3’s 1200.
  • 1400 polygons, up from MGS3’s 4400.
  • 5MB of textures, with a 512×512 for the face and 1024×1024 for the body.

Additionally, a higher-res screenshot of the FaceManager facial animation sliders allow us to peer deeper into the variables used to bring their fantastic characters to life. Here’s the modest list of facial expressions to accompany their similarly conservative facial bone-count:

  • Nose_Up
  • Open_Jaw L/R
  • Smile L/R
  • Anger L/R
  • Kiss L/R
  • Frown L/R
  • Extra_A L/R
  • Extra_B L/R

One imagines the last two to be unique to each character, and there are clearly additional tabs for Phonemes, Eyes and Wrinkles.

Japanese Softimage Pages Translated

The other week the industry awoke to the shocking news that the last bastion of competition to Autodesk’s domination of the CG market, Softimage, was finally consumed alongside the earlier aquisition of Maya. What this kind of monopoly over the CG Industry will bring to artists in the long-term is still unclear, but the minimal increase in features of the last couple of Maya iterations point to this not being a good thing.

On a positive note though, the “Customer Stories” section of the Japanese Softimage site have now been translated, so offer insights in the production of not just MGS4, but also a handful of other major Japanese games such as Capcom’s Devil May Cry 4 pictured above. Go check it out.

Disney: Locator-Driven Morph Targets

OK, back to business. The first of two sessions from ADAPT 2008 – members of the Disney team working on incoming CG film Bolt talk about their road to enlightenment regarding an intelligent solution for driving blendshapes to maintain a high quality of deformation on a character lacking clearly defined limbs and a neck area. Of note, TD Hide Yosumi was actually a former member of SquareEnix, having worked on Final Fantasy X and the Disney-collaborated Kingdom Hearts series.

Walt Disney Animation Studios: Building A Hamster Named Rhino

Clay Kaytis, Philippe Brochu & Hidetaka Yosumi – Lead Animator, Lead Modeller and Technical Director for the character Rhino.

This presentation could easily be split into two parts, with the first concerning the solution achieved to maintain model fidelity in a character that could easily move between biped and quadruped movement, and the second on their general deformation solution for all areas of body/limb movement.

Beginning with an exclusive new trailer, the speakers began by describing the requirements of the rig which required the dual functionality of quadruped rodent-like movement and bipedal anthropomorphic acting. The character Rhino was described as essentially a ball of fat covered in fur that exists primarily inside a hamster-ball. While the ball-rig setup may have proven an interesting topic enough, with the TD writing special software for this alone, it proved enough of a challenge to overcome the transition between 4 and 2-leg stances.

Read entire post…

Metal Gear Solid 4: Facial Rig & More

I’ve been feeling for some time now that Japanese developers have been falling behind their western counterparts in the technology side of game development, so it’s always good to hear that the Metal Gear Solid team still stand up as a cutting-edge developer – even more so when you learn this via a huge drop of “behind-the-scenes” images from one of the largest games to be released this year.

A few weeks back, details of the facial animation rig and other workflow info had been posted on the Japanese XSI website and I was planning to extract information via the google tranlation and observation alone, but someone beat me to it, (and managed to do a much better job than I would ever have). Head on over to Chris Evans’ (Tech-Art Lead at Crytek) blog for full translations of the following sections:

Regarding the  facial setup, it looks very reminiscent of the same method I saw presented at ADAPT 2007 by Aaron Holly of Disney. This involved a similar setup of a bone rig driven by a mesh giving the two following important advantages.

  1. It was highly flexible and able to be moved between multiple similar faces as the animation is stored on a nurbs mesh that drives the bones rather than the bones directly, therefore allowing for varying bone positions.
  2. If using a pose-based facial animation solution such as FaceFX, the bones travel along the curve of a nurbs surface rather than a simple linear translation, therefore better mimicking the movement of skin across the skull.

This is certainly something I’d be keen to try in the near future given that it now appears to have successfully been put through a full videogame production.

Spore: Animation White Paper

Siggraph starts tomorrow, so now would be a good time to post a link to Chris Hecker (et al)’s White Paper on the solution arrived at to animate user-created creatures in their upcoming release, Spore. I hadn’t considered the challenge of animating characters that don’t actually exist, and the solution they came up with is very impressive indeed.

Unable to animate actual existing objects such as bones they had to create IK-based animations objects described by a process of elimination, relative to the body, then had a team of animation testers evaluate the animations on as many different character extremes as possible. Though I rarely play PC games, I’m really looking forward to giving Spore a spin not least to evaluate how successful a solution it really was, (but that’s only if I can overcome the urge to solely make penis monsters).

Post Archives

  • March 2010
  • February 2010
  • January 2010
  • December 2009
  • November 2009
  • October 2009
  • September 2009
  • August 2009
  • July 2009
  • June 2009
  • May 2009
  • April 2009
  • March 2009
  • February 2009
  • January 2009
  • December 2008
  • November 2008
  • October 2008
  • September 2008
  • August 2008
  • July 2008
  • June 2008
  • May 2008
  • April 2008
  • March 2008
  • February 2008
  • January 2008
  • December 2007
  • November 2007
  • October 2007
  • September 2007
  • August 2007
  • July 2007
  • June 2007
  • May 2007
  • April 2007
  • November 2006
  • October 2006
  • September 2006
  • August 2006
  • July 2006
  • June 2006
  • May 2006
  • April 2006
  • March 2006
  • February 2006
  • January 2006
  • December 2005
  • November 2005
  • October 2005
  • August 2005
  • July 2005
  • June 2005
  • May 2005