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Animation Methodology for Battlefield 3 Tobias Dahl Animation Director Mikael Hgstrm Lead Animator Friday, March 30, 12 AGENDA BF3 on a high level BF3 from an animation perspective New animation technology ANT New animation


  1. Animation Methodology for Battlefield 3 Tobias Dahl Animation Director Mikael Högström Lead Animator Friday, March 30, 12

  2. AGENDA • BF3 on a high level • BF3 from an animation perspective • New animation technology ANT • New animation features • Working as an animator at DICE • Conclusions • Fun stu fg • Questions Friday, March 30, 12

  3. BF3 on a High Level Believable Friday, March 30, 12

  4. Belivable Friday, March 30, 12

  5. BF3 on a High Level Epic Friday, March 30, 12

  6. Epic Friday, March 30, 12

  7. Epic Friday, March 30, 12

  8. BF3 on a High Level Physical Friday, March 30, 12

  9. Physical Friday, March 30, 12

  10. Physical Friday, March 30, 12

  11. Animation Direction • Physical • Urgent • Realistic Friday, March 30, 12

  12. BF3 from an Animation Perspective Everything should (of course) look better than ever seen in any shooter before Friday, March 30, 12

  13. Animation Toolset and Methods • Switch from Granny to ANT Friday, March 30, 12

  14. Animation Toolset and Methods What is ANT? Friday, March 30, 12

  15. Animation Toolset and Methods Friday, March 30, 12

  16. Animation Toolset and Methods Friday, March 30, 12

  17. BF3 what do we need? Realistic Multiplayer animations • Casting • Super realistic AI animations • Animation prototypes • Immersive 1p animations with lower body • IK • Easy AI scripting interface • Streaming of animations • Realistic Facial animations • Turn system for AI • • 4D scanning, FaceForward Realtime blending tweaks • • Performance Capture FIFA locomotion for AI • • Through the gun experience, new weapon spring NBA Street locomotion for MP • Object animation, Canned destruction, gadgets etc. • Seamless blending from Gameplay -> Cutscenes ->Gameplay • Entity space animation, ground -> vehicle -> ground • • 100’s of weapons and gadgets First Person Camera • Etc. Etc. Etc. • Uneven terrain • Foot planting • Friday, March 30, 12

  18. Animation Toolset and Methods • What methods did we use to achieve our animation goals?  Blends  Seamlessness  Input driven animation  Layering  Realtime Feedback Friday, March 30, 12

  19. Animation Toolset and Methods • Blends  Animators are responsible for all blends in the game  Per Joint blending Friday, March 30, 12

  20. • INACTIVE SECTION > INACTIVE SECTION > ACTIVE SECTION Friday, March 30, 12

  21. Animation Toolset and Methods • Seamless  Speed is more important than pose  Aligning over time is a choice made by the animator Friday, March 30, 12

  22. • INACTIVE SECTION > INACTIVE SECTION > ACTIVE SECTION Friday, March 30, 12

  23. Animation Toolset and Methods • Input driven animation (Multiplayer/1st Person)  Multiplayer = Gameplay over realism Friday, March 30, 12

  24. BF3 animation features WeightShift on direction change Friday, March 30, 12

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  26. BF3 Animation Features Sprint to Stop Friday, March 30, 12

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  28. BF3 Animation Features Input Spam Friday, March 30, 12

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  30. BF3 Animation Features Weapon Lag Friday, March 30, 12

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  32. BF3 Animation Features First Person Character with lower body Friday, March 30, 12

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  34. Animation Toolset and Methods • Layering  Photoshop style authoring Friday, March 30, 12

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  38. Animation Toolset and Methods • Layering  Seperate UpperBody/LowerBody  Great for fast prototyping of features  Additative solutions to handle multiple weapons setup Friday, March 30, 12

  39. Animation Toolset and Methods • Realtime Feedback Friday, March 30, 12

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  41. Animation Toolset and Methods  Most features are implemented by animators  Fast prototyping  Not destructive to gameplay Friday, March 30, 12

  42. AI Movement Scripting • Easy intuitive way of making the AI move • Seamless blending into canned animations • Use metaphors like ”Combat” ”Relaxed” instead of picking animations from long lists Friday, March 30, 12

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  44. Object Animation • To animate objects like a toy dinosaur or an earthquake • In-game pre-fab level art objects like vehicles trees etc. Friday, March 30, 12

  45. Friday, March 30, 12

  46. Face Forward (4D Scan) • Realistic facial animation • There is nothing more real than reality • Real time 3D mesh scanning • Real time Diffuse scanning • Real time Bump map scanning Friday, March 30, 12

  47. Motion Capture Body Data Friday, March 30, 12

  48. Face Forward (4D Scan) Friday, March 30, 12

  49. Face Forward (4D Scan) Friday, March 30, 12

  50. Face Forward (4D Scan) Friday, March 30, 12

  51. Face Forward (4D Scan) Friday, March 30, 12

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  54. Animators role at DICE Friday, March 30, 12

  55. Animators role at DICE Friday, March 30, 12

  56. Animators role at DICE There are no animators at DICE... ...in a traditional sense Friday, March 30, 12

  57. Animators role at DICE • Game animators has moved beyond the traditional animator role • From the beginning to the end, game makers instead of animators • Creating Previz for mocap • Planning mocap shoots • Directing actors, stunts and working with military advisors • Combining and tweaking the data after the Animation Directon Friday, March 30, 12

  58. Friday, March 30, 12

  59. Conclusions • We are making games, not animations! • Knowledge of animation principles still important, but directing, clarity, physical etc. Even more important • A lot more responsibility for the animators than ever before • More interesting than ever to work as an animator in the game industry • More fun! Friday, March 30, 12

  60. Friday, March 30, 12

  61. Questions? Tobias.Dahl@dice.se Mikael.Hogstrom@dice.se Friday, March 30, 12

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