Rigblocks: Player- Deformable Objects Lydia Choy, Ryan Ingram, - - PowerPoint PPT Presentation

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Rigblocks: Player- Deformable Objects Lydia Choy, Ryan Ingram, - - PowerPoint PPT Presentation

Rigblocks: Player- Deformable Objects Lydia Choy, Ryan Ingram, Ocean Quigley, Brian Sharp, Andrew Willmott Maxis, Electronic Arts Spore: Recap Want players to be able to create key parts of their game Pollinate player-created things


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Rigblocks: Player- Deformable Objects

Lydia Choy, Ryan Ingram, Ocean Quigley, Brian Sharp, Andrew Willmott Maxis, Electronic Arts

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Spore: Recap

  • Want players to be able to create key parts of

their game

  • Pollinate player-created things via servers, so

your game is made of both your own creations and others’

  • Richer experience, less art work(!)
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Spore: Recap

  • Players create game assets
  • Creatures, Buildings, Vehicles...
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How can players create models?

  • Let player use supplied parts to build model

– Allow stacking, pinning, sliding

  • But, static is boring, requires many blocks to

be expressive. So

– Add animations that deform blocks – Animations driven by player-controlled handles

  • Result: Rigblocks, our LEGO(tm)(R)(whatever)
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Advantages

  • Player interaction with the block is intuitive

and straightforward

  • Rigblock deformations are expressive
  • Provides a balance between enabling player

creativity and amplifying player creativity

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Advantages

  • Aiming for the sweet spot between:

– High-quality, artist-created models, with no player

control

– Lower-quality, effort-intensive, wholly player-driven

approach, such as providing a sculpting tool.

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Example: Maya Model

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Animation Deforms Mesh

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Animation Deforms Mesh

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Animation Deforms Mesh

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The Editors

Demo

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Note: Creatures

  • Base block is a special block: body mesh
  • Allow player control over a basic skeleton

– Adjust spline, glue limbs

  • Mesh generated via metaballs
  • Rigblocks attached to body
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Storyboarding

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Storyboarding

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Storyboarding: A Single Block

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Pipeline

  • Standard workflow: separate author file per

animation

  • Rigblocks: Multiple animations, so use track

editor

  • MEL scripts control addition of handle rigs

– Handles drive animation! (Via expressions) – Artist places handle, so can iterate in-Maya

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Animation Technology

  • Can’t use standard animation blending
  • Use cumulative blending from rest pose

– Match Maya by composing deform matrix at end

from separately accumulate scale, rotate, translate

  • Multiblender

– Handles standard “runtime” animations – Applies deforms on top

50% Def_A + 50% Def_B != Average(A, B)

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Baking

  • Remove all deform animations, producing a

new base mesh

  • Model must be able to be rendered at game

rates

– Single texture page, single material – Generate LODs

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Baking: Animation

  • Desirable for blocks to carry “runtime”

animations through (e.g. mouths)

  • But such rigblocks must be substituted with

low-bone-count versions

  • Requires retargetting composite deform pose

to new runtime skeleton (base pose has changed)

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Authored Block

Runtime Animation

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Runtime Animation

  • Reduced skeleton
  • Skeletal animation
  • Many bones
  • Skeletal animation
  • Blendshape animation

Authored Block Runtime Block

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Runtime Animation

Authored Block

  • Mesh is retargeted to new

(runtime) skeleton

  • Apply deformation handle

Runtime Block

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Runtime Animation

Runtime Block

  • Runtime animations are

retargeted to new skeleton

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Thanks

  • All the Rigblock artists

– Umaru Jalloh, Mike Khoury, Ferby Miguel, Jane Ng,

Holly Ruark, Matt Small

  • The Editor team

– Dave Culbya, Chaim Gingold, Alex Lam, Dan

Moskowitz

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Questions?