Technical Art Techniques: State of the Industry Christopher Evans, Jason Parks, Judd Simantov, Paul...
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Transcript of Technical Art Techniques: State of the Industry Christopher Evans, Jason Parks, Judd Simantov, Paul...
Technical Art Techniques:State of the Industry
Christopher Evans, Jason Parks, Judd Simantov, Paul Thuriot
Inserted Slide
• Data added to the original presentation is in yellow
• 290 people were in attendance, data is as accurate as time allowed
• We will add videos as our respective companies ok them for release.– Check back at: www.ChrisEvans3D.com
Overview
• High level discussion of technical art techniques used in everyday situations
• Overview of current ideas from different perspectives
• Designed to be driven by your interaction and feedback– The second half of the session will not work without
your participation– Because of this; we have organized incentives (read:
prizes!)
This Panel Is Not…
• A ‘normal’ panel presentation
• A group of post mortems or making-of’s
• Or even how-to’s and tutorials
• Packed full of images or videos
• Us dictating ‘how it should be done’
Who We Are..
• Christopher Evans– Technical Art Lead, Crytek
• Jason Parks– Such and Such, SCEA
• Judd Simantov– Art Technical Lead, Naughty Dog
• Paul Thuriot– Senior Technical Artist, Advanced Tech, LucasArts
Why We Are Doing This…
• Developers have roughly similar goals
• Everyone stumbles towards those goals in their own way
• No incentive for sharing knowledge.
• This panel is about Tech Artists sharing ideas and seeing how others dealt with their same problems
Show of Hands: Tech Artists
• How many current Technical Artists/Animators/Directors do we have in the audience? 145
• Aspiring Tech Artimators? 5
• How many working on a title? 217
• Work in R&D? 90
Show of Hands: Tech Artists
• How many feel you focus more on art? 100
• More on programming? 100
• Anyone feel like they are increasingly becoming a tools programmer? joke
Trends
• What has had the most recent impact on our field?
• What do you think will have the most impact in the next 5 years?
Next Gen Pipelines
• Challenges due to increase in quality and magnitude of work needed for next gen
• How automated is your pipeline?– How do you rollout DCC tools updates?
NaughtyDog: Animation Tools
• Getting DCC apps to work together– Math as a common language
Driven relationship example: barycentric blending
Show of Hands: DCC Apps
• Maya 145• 3DS Max 145• XSI 12• Modo 1• Lightwave 5• C4D 0• Blender 0• Mario Paint joke• Did we miss anything?
Show of Hands: Specialty Apps
• MotionBuilder 20
• MudBox 70
• ZBrush 80
• FaceRobot 0
• Deep Paint 3
• CAT 5
• Proprietary asset creation tools 3
Character Rigging
• Animation rigs and 'deforming' rigs– Game characters can deform in realtime, so do you
even separate?– Special non-game 'cinematic' rigs
• Do you lock down rigs?• Syncing DCC functionalities (constraints, etc)
– DCC SDK tools programmer bottleneck?
• Rig PornCrytek: CrysisNaughtyDog: Uncharted/DrakeTippett: Hellboy/Abe Sapien
Deformation
• Helper Joints– Driven at runtime or baked into animations?
• New skinning algorithms– Engine support requires DCC app support!
• Baking arbitrary deformation to bones– Poor man’s solution video– Ideal solution
• Auto-generation of n weighted, pose-driven joints
Animation
• State Machines– animGraph, morpheme, etc
• Blending to simulation– Hit reactions, Fall & play– Runtime IK (HumanIK)Crytek: fall & play
• Interaction with a physical world– Authoring in-game canned anims in a DCC
app
Show of Hands: Animation
• Keyframe only 35
• Primarily mocap 30
• Steady mix of both 30
• Used facial mocap in a shipped title? 1(Heavenly Sword Dev)
Show of Hands: Animation Data
• FBX 25
• COLLADA 10
• BIP 8
• DCC File (MB, MAX, etc) 21
• Proprietary 8
Facial Rigging
• Bones vs. Shapes: The Great DebateNaughtyDog: Bone-Driven Facial Rig, video
LucasArts: Hag’s Head ILM, Hag’s Head x360
Crytek: Crysis shape set (98)
• How do you create your shapes?LucasArts: CloneCam
• Driven facial bones/shapes/mapsCrytek: fleshy eyes
Facial Animation
• Motion capture vs. Hand keyed– Direct control vs. Sliders and Joysticks
Crytek: image-based mocap, video
– Vertex animation (Universal Capture) EA: Fight Night Round 3
• Where do you create/edit animation data?
Physics and Simulation
• Experiences with Havok, Endorphin, etc– How to author behavior through controllers
LucasArts: Endorphin_crate, Endorphin_slope
• Asset creation in a physical world– Proxy detail– Authoring/testing can be tedious
Crytek: rope bridge break, rope bridge ai pathfind
• Cloth and HairLucasArts: Cloth Solver x360
Aesthetic Overkill
• In your experience, what visual technologies have really paid off, and which have been overkill?
Your Turn - You Can:
• Comment on one of the topics pulling examples from industry experience– How did you deal with a similar issue
• Steer the conversation to a new topic
• Ask us a questions– Ask for an image or video to be brought back
• Get your mic privileges revoked by the moderator
But You Said Prizes!?
• If you contributed to the session, come on up afterwards
• You are speaking for the benefit of the audience!