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	<title>Game Anim &#187; square enix</title>
	<atom:link href="http://www.gameanim.com/tag/square-enix/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gameanim.com</link>
	<description>Jonathan Cooper : Videogame Animation Director</description>
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		<title>The Making of Tomb Raider : Turning Point</title>
		<link>http://www.gameanim.com/2011/07/14/the-making-of-tomb-raider-turning-point/</link>
		<comments>http://www.gameanim.com/2011/07/14/the-making-of-tomb-raider-turning-point/#comments</comments>
		<pubDate>Fri, 15 Jul 2011 01:34:10 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Cutscenes]]></category>
		<category><![CDATA[animatic]]></category>
		<category><![CDATA[cinematic]]></category>
		<category><![CDATA[crystal dynamics]]></category>
		<category><![CDATA[e3]]></category>
		<category><![CDATA[square enix]]></category>
		<category><![CDATA[tomb raider]]></category>
		<category><![CDATA[trailer]]></category>
		<category><![CDATA[visual works]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=2366</guid>
		<description><![CDATA[This trailer passed me by at E3 this year, but knowing Square&#8217;s Visual Works of Final Fantasy fame were involved makes it deserving of another look. Nice comparisons between animatics and final comps. Skip to around 1:15 to get past (at least some of) the Irish marketing man.]]></description>
			<content:encoded><![CDATA[<p>This trailer passed me by at E3 this year, but knowing Square&#8217;s <em>Visual Works</em> of Final Fantasy fame were involved makes it deserving of another look. Nice comparisons between animatics and final comps. Skip to around 1:15 to get past (at least some of) the Irish marketing man.</p>
<p><a href="http://www.gameanim.com/2011/07/14/the-making-of-tomb-raider-turning-point/"><em>Click here to view the embedded video.</em></a></p>
]]></content:encoded>
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		<title>Final Fantasy XIII Cutscene Process</title>
		<link>http://www.gameanim.com/2010/07/25/final-fantasy-xiii-cutscene-process/</link>
		<comments>http://www.gameanim.com/2010/07/25/final-fantasy-xiii-cutscene-process/#comments</comments>
		<pubDate>Sun, 25 Jul 2010 14:56:44 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Cutscenes]]></category>
		<category><![CDATA[Facial Animation]]></category>
		<category><![CDATA[GAME ANIM Articles]]></category>
		<category><![CDATA[final fantasy]]></category>
		<category><![CDATA[square enix]]></category>
		<category><![CDATA[XIII]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1846</guid>
		<description><![CDATA[Once again, the Japanese Softimage site has posted information on another showpiece title &#8211; and they spend a heavy amount of time talking about how Softimage interfaces with Motionbuilder. This is encouraging for me as I&#8217;ve decided to dive fully into Motionbuilder for my current project after finding it to be the most rounded solution for [...]]]></description>
			<content:encoded><![CDATA[<p>Once again, the <a href="http://www.autodesk.co.jp/adsk/servlet/item?siteID=1169823&amp;id=15037624" target="_blank">Japanese Softimage site has posted information on another showpiece title</a> &#8211; and they spend a heavy amount of time talking about how Softimage interfaces with Motionbuilder. This is encouraging for me as I&#8217;ve decided to dive fully into Motionbuilder for my current project after finding it to be the most rounded solution for mocap, keyframe and facial animation out there.</p>
<p style="text-align: center;"><a href="http://www.gameanim.com/2010/07/25/final-fantasy-xiii-cutscene-process/"><img class="aligncenter" title="Final Fantasy XIII Hair Rig" src="http://www.gameanim.com/images/posts/FinalFantasyXIII_01.jpg" alt="Final Fantasy XIII Hair Rig" width="640" height="360" /></a></p>
<p>When we initially showed Mass Effect at E3 2006 I recall a handful of Square developers attending to evaluate the facial animation. While it looks like their production methods are somewhat dated due to the long development cycle, playing FFXIII shows the eventual result to be outstanding &#8211; presumably due to their <a href="http://www.gameanim.com/2008/07/14/final-fantasy-face-driven-technology/" target="_self">dedicated engine for facial closeups</a> and meticulous planning.</p>
<p><span id="more-1846"></span>The google translation for the piece is especially bad, but so far I can gather:</p>
<p>Like Square Enix <a href="http://www.gameanim.com/2008/07/02/lost-odysseys-cutscene-consistency/" target="_self">studio-offshoot Feelplus</a>, cutscenes are divided into 4 categories depending on importance. A &amp; B level cutscenes employ full keyframed facial animation (with lip-sync done individually for both Japanese and English versions). C &amp; D level cutscenes just use procedurally-generated facial and lip-sync animation.</p>
<p>Similarly, the cutscene team is divided into four distinct teams that handle each progressive stage of creating a full cutscene. They are:</p>
<p><strong>Motion Capture Group:</strong> Shooting and cleaning up motion-capture data.</p>
<p><strong>Body Motion Team:</strong> Creature keyframe animation, and human motions that cannot be captured.</p>
<p><strong>Facial Group:</strong> Facial acting and lip-sync.</p>
<p><strong>Simulation Team:</strong> Hair and cloth simulations.</p>
<p>Cutscene shoots are meticulously planned ahead of time. Beyond storyboards, clean layout boards that contain descriptions of the actors, props and set layouts required for each scene are created.</p>
<p style="text-align: center;"><img class="aligncenter" title="Final Fantasy XIII Layout Board" src="http://www.gameanim.com/images/posts/FinalFantasyXIII_03.jpg" alt="Final Fantasy XIII Layout Board" width="640" height="360" /></p>
<p style="text-align: left;">Temporary voice-over was used on the set with full ADR done later. Interestingly, it appears that animatics were projected on the walls during the shoots to give the actors a better sense of their virtual counterparts and surroundings.</p>
<p style="text-align: left;">Within Motionbuilder, additional tools were created to easily allow editing and exporting of complex scenes via a check-box matrix of assets vs shots, seen at the lower-right of the image below &#8211; something I&#8217;ve had in mind for some time as the best solution for working on scenes that require a lengthy full export only very occasionally.</p>
<p style="text-align: center;"><a href="http://www.gameanim.com/images/posts/FinalFantasyXIII_02_large.jpg" rel="thumbnail"><img class="aligncenter" title="Final Fantasy XIII in Motionbuilder" src="http://www.gameanim.com/images/posts/FinalFantasyXIII_02.jpg" alt="Final Fantasy XIII in Motionbuilder" width="640" height="390" /></a></p>
<p style="text-align: left;">Character-wise, the highest resolution characters (Lightning and Snow) consist of up to 223 bones, covering the basic skeleton, auxiliary (corrective and simulation), facial and hair bones.</p>
<p style="text-align: left;">The keyframed facial animation was done via a traditional slider setup. The image below shows the numerous attributes, which must have become quite unwieldy and therefore given rise to the need for a dedicated team to specialise in this area.</p>
<p style="text-align: center;"><a href="http://www.gameanim.com/images/posts/FinalFantasyXIII_04_large.jpg" rel="thumbnail"><img class="aligncenter" title="Final Fantasy XIII Face Sliders" src="http://www.gameanim.com/images/posts/FinalFantasyXIII_04.jpg" alt="Final Fantasy XIII Face Sliders" width="640" height="360" /></a></p>
<p style="text-align: left;">For simulations, the wind level is initially set for each scene to provide the requisite amount of movement in the simulated assets.</p>
<p style="text-align: left;">Around 20 bones are used for hair, employing a spring system that dampens as a character&#8217;s inertia increases to prevent crashing with the head.</p>
]]></content:encoded>
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		<title>Final Fantasy XIII: English Localisation 1st Pass</title>
		<link>http://www.gameanim.com/2009/06/15/final-fantasy-xiii-english-localisation-1st-pass/</link>
		<comments>http://www.gameanim.com/2009/06/15/final-fantasy-xiii-english-localisation-1st-pass/#comments</comments>
		<pubDate>Tue, 16 Jun 2009 00:09:50 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Cutscenes]]></category>
		<category><![CDATA[comedy]]></category>
		<category><![CDATA[final fantasy]]></category>
		<category><![CDATA[square enix]]></category>
		<category><![CDATA[XIII]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=649</guid>
		<description><![CDATA[&#8220;I normally don&#8217;t give guns to little girls, know what I&#8217;m saying, I usually give something else, but you know hey, don&#8217;t tell anyone I said that&#8230;&#8221;]]></description>
			<content:encoded><![CDATA[<p><em>&#8220;I normally don&#8217;t give guns to little girls, know what I&#8217;m saying, I usually give something else, but you know hey, don&#8217;t tell anyone I said that&#8230;&#8221;</em></p>
<p><a href="http://www.gameanim.com/2009/06/15/final-fantasy-xiii-english-localisation-1st-pass/"><em>Click here to view the embedded video.</em></a></p>
]]></content:encoded>
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		<title>Final Fantasy Face-Driven Technology</title>
		<link>http://www.gameanim.com/2008/07/14/final-fantasy-face-driven-technology/</link>
		<comments>http://www.gameanim.com/2008/07/14/final-fantasy-face-driven-technology/#comments</comments>
		<pubDate>Mon, 14 Jul 2008 21:56:41 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Cutscenes]]></category>
		<category><![CDATA[Facial Animation]]></category>
		<category><![CDATA[GAME ANIM Notes]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[character]]></category>
		<category><![CDATA[cinematics]]></category>
		<category><![CDATA[crystal tools]]></category>
		<category><![CDATA[engine]]></category>
		<category><![CDATA[facial]]></category>
		<category><![CDATA[fantasy]]></category>
		<category><![CDATA[final]]></category>
		<category><![CDATA[final fantasy xiii]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[models]]></category>
		<category><![CDATA[square enix]]></category>
		<category><![CDATA[technology]]></category>
		<category><![CDATA[versus]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/2008/07/14/final-fantasy-face-driven-technology/</guid>
		<description><![CDATA[This, the final talk I&#8217;ll post from GDC&#8217;08, centred on the development of the first company-wide technology platform (or engine) for Square Enix. Despite the heavy tech-focus, this was the largest lineup I attended at the conference due to the chance of gleaning any information from these Japanese RPG masters. Square Enix: The Technology of [...]]]></description>
			<content:encoded><![CDATA[<p>This, the final talk I&#8217;ll post from GDC&#8217;08, centred on the development of the first company-wide technology platform (or engine) for Square Enix. Despite the heavy tech-focus, this was the largest lineup I attended at the conference due to the chance of gleaning any information from these Japanese RPG masters.</p>
<p><a href="http://www.square-enix.com/jp/" target="_blank"></a><strong class="subhead"><a href="http://www.square-enix.com/jp/" target="_blank">Square Enix:</a> The Technology of FINAL FANTASY</strong></p>
<p><em><span class="bodytext"><span class="bodytext">Taku  Murata</span> &#8211; General Manager, Technical Research Division</span></em></p>
<p style="text-align: center"><a href="http://www.gameanim.com/images/posts/FinalFantasyXIIIVersus_Large.jpg" rel="thumbnail"><img src="http://www.gameanim.com/images/posts/FinalFantasyXIIIVersus_Small.jpg" alt="" width="480" height="270" /></a></p>
<p>Traditionally, a new platform was created for each title, with the game first made in Japanese and translations following much later. This looks set to change with the latest upcoming releases which will be very exciting to many western fans, and the target platforms (for the engine) are PS3, PC and XBOX360.</p>
<p>Murata&#8217;s history reads like something of a chronology of technological breakthroughs in Japanese game development, with much of his work driven by animation &#8211; in particular facial animation. Of interest most of all was the admission that several of the driving forces for this new engine centred on displaying characters&#8217; faces to a very high fidelity in close-up.</p>
<p><span id="more-210"></span><strong>1997 &#8211; <em>Final Fantasy Tactics</em>:</strong> First time using real-time previewing on the console, convincing Murata of the power of this approach. The game was edited on PS1 in realtime, driven by the artists&#8217; requests.</p>
<p><strong>2000 &#8211; <em>Vagrant Story</em>:</strong> Used a unified tool to create cutscenes, preview textures and visual effects. Apart from the opening FMV, every cinematic was in-game and featured skeleton/bone animation for the first time. One requirement was that the team had to preview facial texture animations to ensure they looked good without anti-aliasing. Murata spoke at length about what he called &#8220;peak-points&#8221;, which are presumably normals. Apparently they had to change the peak-points relative to the camera to maintain the facial integrity. Lots of post-effect and field-of-view corrections, such as a fish-eye lens filter, were employed in order to promote a wide range of facial expressions.</p>
<p><strong>2004 &#8211; Data Standardisation:</strong> Established a common 3D data format. Within the company there was a big debate over whether to use COLLADA, FBX or a proprietary file format, with each team previously using a different format. They eventually decided on their own proprietary data format, but the integration process wasn&#8217;t easy, especially when convincing certain entrenched teams.</p>
<p><strong>2005 &#8211; Tech Division Established:</strong> Murata&#8217;s team was formally created with the objective of establishing a company-wide technology.</p>
<p><strong>2006 &#8211; Final Fantasy XII: </strong>Team sizes by this time were incomparable to previous projects and as such brought with them large volumes of assets required to be created by staff with diverse skill levels. To aid this, Murata&#8217;s team created separate tool sets for different needs and skill levels.</p>
<p style="text-align: center"><a href="http://www.gameanim.com/images/posts/FinalFantasyXIII_Large.jpg" rel="thumbnail"><img src="http://www.gameanim.com/images/posts/FinalFantasyXIII_Small.jpg" alt="" width="480" height="270" /></a></p>
<p><strong>2007 &#8211; Crystal Tools:</strong> The company-wide technology was finally rolled out. Previously named the &#8220;White Engine&#8221; , the Crystal Tools platform is the result of Murata&#8217;s team&#8217;s work. The essence of the Crystal Tools was described as thus:</p>
<ul>
<li>Must support extensive use of character close-ups.</li>
<li>Focus on stylised facial expressions designed to promote the anime style.</li>
<li>Must allow detailed control of characters.</li>
<li>Specialises in physics, visual effects, post-effects and Graphical User Interface.</li>
<li>Must support a large team, with a detailed division of work.</li>
<li>Contains seperate tools for different functions.</li>
</ul>
<p>With an extensive use of GUI to accommodate veterans and novices alike and focusing on ease of use, the Crystal Tools are currently being used for the production of <em>Final Fantasy XIII</em>, <em>Final Fantasy XIII Versus</em> and unannounced next-gen MMORPG. Separate teams for separate tools allowed v1.0 to be created in a year, though as is often the case in engine development they did not employ a technical writer so the documentation suffered. This is an area that game developers are slowly coming around to, where complex tools and system are created on an almost daily basis but oftentimes their power is not realised due to bad or lacking documentation.</p>
<p>Apparently, after one post-session questioner inquired, Murata admitted that Square Enix cannot currently license tools due to documentation, but possibly in the future &#8211; something very interesting indeed should the chance to work with their tools arise. Of all the tools mentioned, (Character Viewer, Effects Editor, Cutscene Editor, Layout Tool and Sound Maker), I fortunately managed to find screens online of the two most interesting to videogame animators.</p>
<p><strong>Character Viewer:</strong> The Character Viewer is only for previewing of textures and animation and exists on PC only, with modeling and animation still created in Maya or XSI. It clearly displays a hierarchy view though, hinting towards additional character set-up that could be performed and maintained from within this external viewer.</p>
<p style="text-align: center"><img src="http://www.gameanim.com/images/posts/CrystalTools1.jpg" alt="" /></p>
<p><strong>Cutscene Editor:</strong> Bearing a resemblance to Unreal Engine 3&#8242;s &#8220;Matinee&#8221;, the Cutscene Editor offers timeline control over cinematography, visual effects and audio all in a single editor. The multi-screen view shows that this is an editor and not simply a tool in which to re-construct pre-exported cameras and cutscene assets, with an asset browser and animation curves clearly visible towards the lower right.</p>
<p style="text-align: center"><img src="http://www.gameanim.com/images/posts/CrystalTools2.jpg" alt="" /></p>
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