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Giving Purpose to First-Person Animation Ryan Duffin Senior Animator at Electronic Arts Twitter: @AnimationMerc First, second & third person First, second & third person First, second & third person Perspective matters! Why does


  1. Giving Purpose to First-Person Animation Ryan Duffin Senior Animator at Electronic Arts Twitter: @AnimationMerc

  2. First, second & third person

  3. First, second & third person

  4. First, second & third person

  5. Perspective matters!

  6. Why does this matter? ● There are a couple of ways to look at 1 st person (1P) Animation:

  7. What kind of bullets you’re going to shoot the bad guys with…

  8. …or the window through which your player interacts with your world

  9. It’s all about… PLAYER FEEDBACK

  10. Disclaimers ● On first person “philosophy”…

  11. Staging

  12. Staging “The window through which your player will experience your world.”

  13. Staging

  14. Staging

  15. Staging

  16. Staging & the Golden Ratio

  17. The Golden Section/Spiral

  18. Staging & the Golden Ratio

  19. First-Person Personality!

  20. First-Person Personality! ● Pain, strain, exertion and weight

  21. Pain

  22. Pain

  23. Strain and Exertion

  24. Pain

  25. Pain

  26. Weight

  27. Weight

  28. Weight

  29. Weight

  30. Weight

  31. First-Person Personality! ● Pain, exertion and weight ● Quality and proficiency

  32. First-Person Personality! ● Pain, exertion and weight ● Quality and proficiency

  33. First-Person Personality! ● Pain, exertion and weight ● Quality and proficiency ● How stuff works

  34. How stuff works/backstory

  35. How stuff works/backstory

  36. How stuff works

  37. Reference, reference, reference!

  38. Reference, reference, reference!

  39. How stuff works

  40. Realism “Know the rules before you break the rules”

  41. Realism versus… …the unique needs of the first -person perspective.

  42. Realism versus… …the unique needs of the first -person perspective. ● Believability over Realism ● Player Feedback

  43. Realism versus Readability

  44. Realism versus Readability

  45. Realism versus Stylization

  46. Motion Capture “Motion capture is like keyframed animation… but better!”

  47. Motion Capture “Motion capture is like keyframed animation… but different !”

  48. The technical stuff… ● Space-switching

  49. The technical stuff… ● Space-switching ● Left hand, right hand ● Local object space, body space, world space

  50. The technical stuff… ● Space-switching ● Left hand, right hand ● Local object space, body space, world space ● Object ● World, body, left hand, right hand

  51. The technical stuff… ● Space-switching ● Left hand, right hand ● Local object space, body space, world space ● Object ● World, body, left hand, right hand ● Sub-Object ● Object, world, body, left hand, right hand

  52. The technical stuff… ● Space-switching “Don’t build assuming you’ve anticipated every use case!!!”

  53. The technical stuff… ● Space-switching ● IK vs FK

  54. The technical stuff… ● Space-switching ● IK vs FK “Don’t build assuming you’ve anticipated every use case!!!”

  55. The technical stuff… ● Space-switching ● IK vs FK ● Arc-tracking

  56. Camera Field of View

  57. Camera Field of View

  58. Camera Field of View

  59. Camera Field of View

  60. Camera Field of View

  61. Camera Movement

  62. Camera Movement

  63. Camera Movement ● The camera as punctuation

  64. Camera Movement ● The camera as punctuation ● “Can’t shoot anyway”

  65. Camera Movement ● The camera as punctuation ● “Can’t shoot anyway” ● Rotation & Translation axis

  66. Camera Movement ● The camera as punctuation ● “Can’t shoot anyway” ● Rotation & Translation axis

  67. Firearms handling misconceptions

  68. Firearms handling misconceptions ● Trigger discipline

  69. 1 st Person Body Awareness

  70. 1 st Person Body Awareness

  71. Body Awareness & Gameplay

  72. 1 st Person Body Awareness

  73. Body Awareness & Gameplay

  74. 1 st Person Legs

  75. 1 st Person Legs ● “Always on” legs

  76. 1 st Person Legs ● “Always on” legs ● Legs for the occasion

  77. 1 st Person Shadows

  78. 1 st Person Shadows ● Full 1 st Person Rig with body

  79. 1 st Person Shadows ● Full 1 st Person Rig with body ● Synchronized 1 st and 3 rd person animation sets

  80. Body Awareness & Inventory

  81. Cheating Body Awareness

  82. The Future of Body Awareness and the return of Virtual Reality!

  83. The Future of Body Awareness

  84. Acknowledgements ● Breakdown ● Metroid Prime series ● Trespasser ● Star Wars: Republic Commando ● The Thief series ● Battlefield 3 ● Far Cry 2 & 3 ● Bioshock series ● Chronicles of Riddick ● Condemned series ● Dishonored ● Dead Island ● Mirror’s Edge ● Crysis series ● The Darkness

  85. Questions

  86. Thanks! Ryan Duffin Senior Animator at Electronic Arts Twitter: @AnimationMerc www.reanimators.net

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