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5 min slideshow
Uncharted Animation:
                  An In-depth Look at the Character
                  Animation Workflow and Pipeline




5 min slideshow
Judd Simantov:           Jeremy Yates:
Art Technical Lead   Lead Gameplay Animator
Introduction: What we’re going to cover
       •  Early Considerations
       •  First Part: Tools and Pipeline:
             –  Initial goals for Uncharted animation
             –  First pipeline pass & what we didn’t like about it…
             –  What we finally ended up with!
       •  Second Part: Animation Workflow
          and Runtime:
             –  Workflow Examples – Mocap pipeline demo
                & Keyframe pipeline demo
             –  Run time Animation Post Mortem
       •  Lessons Learned
       •  Q/A?

1:00-1:03
Disclaimer
                              Terminology

            •  Animation rig or control rig
            •  Motion capture rig or motion capture skeleton
            •  Deformation Rig or Game Skeleton
            •  iToons is not the same as iTunes




1:03-1:05
Early Considerations




1:15-1:20
Early Considerations
                Stylized to Realism




1:03-1:05
Early Considerations
            •  Realism is less forgiving…
            •  Integration of motion capture




1:03-1:05
Initial Goals




1:15-1:20
Initial Goals
             Create stable rig and pipeline
             ...Prevent Jak legacy problems
Proportion changes

No symmetry in joints

Eyes textures

IK issues – joints not
on a plane

Cinematic & Game
skeleton separate
        – no animation
        compatibility

No shared skeletons
Initial Goals
                        Make keyframing and selection
                      of characters really quick and intuitive

      Pick in the viewport

      Invisible control boxes

      Less clutter

      Custom pick walk

      Custom Layer manager

      Key-framing & Selection
      Tool




1:05-1:10
Initial Goals
       •  Integrate Motion Capture
          & Motion Builder into our pipeline




1:05-1:10
First pass at our
            pipeline & what we
            didn’t like about it…



1:15-1:20
First pass at our pipeline & what
                 we didn’t like about it…
                   3 Skeleton Rig Setup




1:15-1:20
•  Motion Capture driving offset rig is too
          abstract.




1:05-1:10
•  We decided not to use MotionBuilder…




1:05-1:10
First pass at our pipeline & what
                 we didn’t like about it…

      •  Need a tool to reference
         and link character skeletons.
      •  No way to manage animation data.
      •  Still way too many bottlenecks
         when it comes to everyday tasks.
      •  Tools were a little slow
         (all done in MEL – needed to be
         converted over to plug-ins)

1:05-1:10
Finally what we
            ended up with!



1:15-1:20
The Rig Pipeline




1:15-1:20
Rig Scene Pipeline:
                 Rig Referencing
                                               Skeleton Linking
               in Animation Scene

                                                  Motion Capture
                       Animation
                                                     Skeleton
                         Scene
                       With Rigs
                      Referenced In

                                                Animation/Keyframe
                                                    Skeleton




                                    Game
            Animation Rig                      Game/Deformation
                                 Deformation
              Maya File                           Skeleton
                                  Maya File




1:15-1:20
Proxy Rig:
        •  Lived in the animation rig scene




1:15-1:20
Shared Skeletons:




1:15-1:20
The Tools Pipeline




1:15-1:20
Tools:
            Character Manager Tool




1:15-1:20
Tools:
            Animation Import/Export
                         •  300 frame
                         animation of entire
                         character roughly 1
                         second to import




1:15-1:20
Tools:
            Motion Capture Editing Tools
                     Trace Mocap




                   Flatten to Mocap




1:15-1:20
Motion Capture Editing Tools
               Trace Motion Capture:




1:15-1:20
Motion Capture Editing Tools
             Flatten to Motion Capture:




1:15-1:20
Tools:
            Keyframe/Selection
                Tools (KT)




1:15-1:20
Tools:
            Animation Library (iToons)




1:15-1:20
Tools:
            Animation Time Warping




1:15-1:20
Tools:
            Layer Manager




1:15-1:20
Tools:
            Arc Tool




1:15-1:20
Tools:
            “True” IK/FK Spline Tool




1:15-1:20
Part 2: Animation
                Workflow
               & Runtime



1:15-1:20
12:30-12:40




              The Road to Realism
       •  Crossing over from cartoon to realistic
                       [pre vis]
                                   [cartoon drake]
12:30-12:40




                  Mocap vs. Keyframe
       What we Knew…
       •  Wanted a hyper real look
              –  (Realistic motion with Naughty Dog style)
       •  Needed mocap
              –  Grounding in reality
       •  Needed keyframed motions
              –  Traversal, daily production needs,
                 hard to capture stunts


       •  Film examples: Matrix, LotR
12:30-12:40




                 Mocap vs. Keyframe
       Differences?

       •  Motion capture
              –  Hi fidelity movement
                 •  Dense key data
              –  Real world physics
              –  Slower movement
12:30-12:40




                 Mocap vs. Keyframe


       •  Keyframed animation
              –  Low fidelity movement
                 •  70% interpolated
              –  Smoother motion
              –  Interpreted physics
              –  More exaggerated
12:30-12:40




              Mocap vs. Keyframe
       How do we make this seamless?
       •  Bring quality and fidelity of keyframed
          animations to same level as mocap?
       •  Work with mocap in such a way that it
          looks closer to the keyframed animation?
12:30-12:40




                Mocap vs. Keyframe
       How do we make this seamless?
       •  Keyframe approach:
              –  “Poor Mans Mocap”    [poor-mans-mc]



                •  Video reference
                •  Reference key poses from video (“trace”)
                •  Add “punch” to timing
                •  Accentuate poses
12:30-12:40




                 Mocap vs. Keyframe
       How do we make this seamless?
       •  Mocap approach:
              –  “Snap” extreme poses (trace tool)
                •  Interpolation / smooth motion
              –  Add “punch” to timing
                •  Timing accentuated
                   + remove unnecessary pauses
              –  Accentuate poses
              –  Similar workflow
12:40-12:47




                 Keyframe pipeline
                     walk through:




              “land to run”
12:40-12:47



              Keyframe pipeline
                   walk through:
              Video reference (p/s camera)
                        –  30 fps   [video]
12:40-12:47



                    Keyframe pipeline
                          walk through:
       •  QuickTime Pro (edit/crop)
              –  Export image sequence
12:40-12:47



              Keyframe pipeline
                   walk through:
                 Video reference tool
              Image sequence in Maya viewport
12:40-12:47



                Keyframe pipeline
                      walk through:
              “Trace” extreme poses from video
                         [posing]   [stepped]   [interpolate]
12:40-12:47



                    Keyframe pipeline
                      walk through:
       •  Accentuate timing                  [timing]




              –  Add more snap/impact
              –  Make more responsive, etc
       •  Accentuate poses         [break]




          – More dynamic/interesting
          – Readable silhouettes



1:30-1:35
12:40-12:47



                           Keyframe pipeline
                             walk through:
       •  Transition to branch animation (run)
              –  Import branch anim (library)
                [run mc]



              –  Trace frame range
                [trace]
12:40-12:47



                     Keyframe pipeline
                          walk through:



       •  Fingers (library)
              –  itoons
12:40-12:47



              Keyframe pipeline
                 walk through:




1:30-1:35
Mocap pipeline
   walk through:




“upper-cut”
12:47-12:54



                              Mocap pipeline
                              walk through:
       •  Get it right on the stage
              –    Acting (cast talent) / Direction
              –    Orientation
              –    Origin
              –    Z-axis
              –    Naming convention, etc

       •  Diva View              (House of Moves)
12:47-12:54



                           Mocap pipeline
                           walk through:
       •  Batch mocap data to .jaf
               –  Auto library
               –  Batch Avis
       •  Import onto mocap layer
               –  Prefix
              * [import]




       •  *Move into place
              * [move]
1:35-1:40



                        Mocap pipeline
                        walk through:
       •  Time warp
                •  Great for dense key data
            –  Use to make motion Responsive,
               add Snap / Impact,
                Correct Cadence      [before]   [tw]   [after]




            Dense key data        Timewarp curve                 Timewarp curve
                                     (Before)                        (After)
12:47-12:54



                                  Mocap pipeline
                                  walk through:
       •  Trace poses
              –  Trace extremes
                •  Helps recreate the motion with few keyframes
                •  Easier editing
                •  Smoother interpolation
                  [trace]   [trace after]
12:47-12:54



                       Mocap pipeline
                       walk through:
       •  Accentuate poses        [enhance]




              –  More dynamic/interesting
              –  Readable silhouettes
       •  Create breakdowns
              –  Any additional keyframed animation
12:47-12:54



                            Mocap pipeline
                            walk through:


       •  Fingers (library)
              * [fingers]




              –  Itoons
12:47-12:54



              Mocap pipeline
              walk through:
12:54-1:04




               Layering Animations
       •  Realistic character
             –  Problem:
                •  Weight vs. responsiveness
             –  Solution: Layers
                •  Overlapping actions
1:45-1:55




              Layering Animations
       •    Full body layers
       •    Blending
       •    Additives
       •    Partials
How Drake Stacks up…
12:54-1:04




                 Layering Animations
       •  Additives: Standard uses
             –  Aiming (up, down, left, right)
             –  Firing animations            [pistol]



             –  Leans     * [run] * [lean]




       •  Additives: New uses
             –  Randomness (run, breathing, etc)        [run] [rnd] [run+rnd] [breath]



             –  Flinches          [flinch]
12:54-1:04




                 Layering Animations
       •  Additives: New uses
             –  Idles (cover, fight, hang, stand)
                 •  Emotional context
              [base]   [pose] [base+pose]   [cover-idles-all]
12:54-1:04




               Layering Animations

       •  Partials
             –  Facial[facial]



             –  Reloads          [pistol] [ak] [gren]   [game-reloads]




       •  Additive/partial combinations
             –  Additive spine
             –  Partial arms


1:45-1:55
12:54-1:04




                Layering Animations

                      For more information on
                 the use of additive animation see:

                          Christian Gyrling’s:
             Creating a Character in DRAKE'S FORTUNE
                          Friday @ 9:00 am
*   Motion capture post mortem
Why not mocap everything?
     –  Mocap stage is a vacuum
     –  Square peg into a round hole (custom)
     –  Timing
       •  Production organic
       •  Specific motions asap
       •  Slow turn around (days)
Lessons Learned
Lessons Learned

•  No politics
  –  Throw office politics and bottlenecks
     out the window!
Lessons Learned

•  Close collaboration between
   animators and programmers
  –  Other studios…
  –  At ND…
     •  Sit together and tune
     •  Make decisions together
Lessons Learned

•  Great big ideas are fine,
   but start out simple and build on it!
Jeremy Yates                            Judd Simantov
www.jeremyyates.com                      www.cgmuscle.com
animationmonkey@gmail.com                     judd@cgmuscle.com

                            5 min slideshow

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Uncharted Animation Workflow

  • 2. Uncharted Animation: An In-depth Look at the Character Animation Workflow and Pipeline 5 min slideshow
  • 3. Judd Simantov: Jeremy Yates: Art Technical Lead Lead Gameplay Animator
  • 4. Introduction: What we’re going to cover •  Early Considerations •  First Part: Tools and Pipeline: –  Initial goals for Uncharted animation –  First pipeline pass & what we didn’t like about it… –  What we finally ended up with! •  Second Part: Animation Workflow and Runtime: –  Workflow Examples – Mocap pipeline demo & Keyframe pipeline demo –  Run time Animation Post Mortem •  Lessons Learned •  Q/A? 1:00-1:03
  • 5. Disclaimer Terminology •  Animation rig or control rig •  Motion capture rig or motion capture skeleton •  Deformation Rig or Game Skeleton •  iToons is not the same as iTunes 1:03-1:05
  • 7. Early Considerations Stylized to Realism 1:03-1:05
  • 8. Early Considerations •  Realism is less forgiving… •  Integration of motion capture 1:03-1:05
  • 10. Initial Goals Create stable rig and pipeline ...Prevent Jak legacy problems Proportion changes No symmetry in joints Eyes textures IK issues – joints not on a plane Cinematic & Game skeleton separate – no animation compatibility No shared skeletons
  • 11. Initial Goals Make keyframing and selection of characters really quick and intuitive Pick in the viewport Invisible control boxes Less clutter Custom pick walk Custom Layer manager Key-framing & Selection Tool 1:05-1:10
  • 12. Initial Goals •  Integrate Motion Capture & Motion Builder into our pipeline 1:05-1:10
  • 13. First pass at our pipeline & what we didn’t like about it… 1:15-1:20
  • 14. First pass at our pipeline & what we didn’t like about it… 3 Skeleton Rig Setup 1:15-1:20
  • 15. •  Motion Capture driving offset rig is too abstract. 1:05-1:10
  • 16. •  We decided not to use MotionBuilder… 1:05-1:10
  • 17. First pass at our pipeline & what we didn’t like about it… •  Need a tool to reference and link character skeletons. •  No way to manage animation data. •  Still way too many bottlenecks when it comes to everyday tasks. •  Tools were a little slow (all done in MEL – needed to be converted over to plug-ins) 1:05-1:10
  • 18. Finally what we ended up with! 1:15-1:20
  • 20. Rig Scene Pipeline: Rig Referencing Skeleton Linking in Animation Scene Motion Capture Animation Skeleton Scene With Rigs Referenced In Animation/Keyframe Skeleton Game Animation Rig Game/Deformation Deformation Maya File Skeleton Maya File 1:15-1:20
  • 21. Proxy Rig: •  Lived in the animation rig scene 1:15-1:20
  • 24. Tools: Character Manager Tool 1:15-1:20
  • 25. Tools: Animation Import/Export •  300 frame animation of entire character roughly 1 second to import 1:15-1:20
  • 26. Tools: Motion Capture Editing Tools Trace Mocap Flatten to Mocap 1:15-1:20
  • 27. Motion Capture Editing Tools Trace Motion Capture: 1:15-1:20
  • 28. Motion Capture Editing Tools Flatten to Motion Capture: 1:15-1:20
  • 29. Tools: Keyframe/Selection Tools (KT) 1:15-1:20
  • 30. Tools: Animation Library (iToons) 1:15-1:20
  • 31. Tools: Animation Time Warping 1:15-1:20
  • 32. Tools: Layer Manager 1:15-1:20
  • 33. Tools: Arc Tool 1:15-1:20
  • 34. Tools: “True” IK/FK Spline Tool 1:15-1:20
  • 35. Part 2: Animation Workflow & Runtime 1:15-1:20
  • 36. 12:30-12:40 The Road to Realism •  Crossing over from cartoon to realistic [pre vis] [cartoon drake]
  • 37. 12:30-12:40 Mocap vs. Keyframe What we Knew… •  Wanted a hyper real look –  (Realistic motion with Naughty Dog style) •  Needed mocap –  Grounding in reality •  Needed keyframed motions –  Traversal, daily production needs, hard to capture stunts •  Film examples: Matrix, LotR
  • 38. 12:30-12:40 Mocap vs. Keyframe Differences? •  Motion capture –  Hi fidelity movement •  Dense key data –  Real world physics –  Slower movement
  • 39. 12:30-12:40 Mocap vs. Keyframe •  Keyframed animation –  Low fidelity movement •  70% interpolated –  Smoother motion –  Interpreted physics –  More exaggerated
  • 40. 12:30-12:40 Mocap vs. Keyframe How do we make this seamless? •  Bring quality and fidelity of keyframed animations to same level as mocap? •  Work with mocap in such a way that it looks closer to the keyframed animation?
  • 41. 12:30-12:40 Mocap vs. Keyframe How do we make this seamless? •  Keyframe approach: –  “Poor Mans Mocap” [poor-mans-mc] •  Video reference •  Reference key poses from video (“trace”) •  Add “punch” to timing •  Accentuate poses
  • 42. 12:30-12:40 Mocap vs. Keyframe How do we make this seamless? •  Mocap approach: –  “Snap” extreme poses (trace tool) •  Interpolation / smooth motion –  Add “punch” to timing •  Timing accentuated + remove unnecessary pauses –  Accentuate poses –  Similar workflow
  • 43. 12:40-12:47 Keyframe pipeline walk through: “land to run”
  • 44. 12:40-12:47 Keyframe pipeline walk through: Video reference (p/s camera) –  30 fps [video]
  • 45. 12:40-12:47 Keyframe pipeline walk through: •  QuickTime Pro (edit/crop) –  Export image sequence
  • 46. 12:40-12:47 Keyframe pipeline walk through: Video reference tool Image sequence in Maya viewport
  • 47. 12:40-12:47 Keyframe pipeline walk through: “Trace” extreme poses from video [posing] [stepped] [interpolate]
  • 48. 12:40-12:47 Keyframe pipeline walk through: •  Accentuate timing [timing] –  Add more snap/impact –  Make more responsive, etc •  Accentuate poses [break] – More dynamic/interesting – Readable silhouettes 1:30-1:35
  • 49. 12:40-12:47 Keyframe pipeline walk through: •  Transition to branch animation (run) –  Import branch anim (library) [run mc] –  Trace frame range [trace]
  • 50. 12:40-12:47 Keyframe pipeline walk through: •  Fingers (library) –  itoons
  • 51. 12:40-12:47 Keyframe pipeline walk through: 1:30-1:35
  • 52. Mocap pipeline walk through: “upper-cut”
  • 53. 12:47-12:54 Mocap pipeline walk through: •  Get it right on the stage –  Acting (cast talent) / Direction –  Orientation –  Origin –  Z-axis –  Naming convention, etc •  Diva View (House of Moves)
  • 54. 12:47-12:54 Mocap pipeline walk through: •  Batch mocap data to .jaf –  Auto library –  Batch Avis •  Import onto mocap layer –  Prefix * [import] •  *Move into place * [move]
  • 55. 1:35-1:40 Mocap pipeline walk through: •  Time warp •  Great for dense key data –  Use to make motion Responsive, add Snap / Impact, Correct Cadence [before] [tw] [after] Dense key data Timewarp curve Timewarp curve (Before) (After)
  • 56. 12:47-12:54 Mocap pipeline walk through: •  Trace poses –  Trace extremes •  Helps recreate the motion with few keyframes •  Easier editing •  Smoother interpolation [trace] [trace after]
  • 57. 12:47-12:54 Mocap pipeline walk through: •  Accentuate poses [enhance] –  More dynamic/interesting –  Readable silhouettes •  Create breakdowns –  Any additional keyframed animation
  • 58. 12:47-12:54 Mocap pipeline walk through: •  Fingers (library) * [fingers] –  Itoons
  • 59. 12:47-12:54 Mocap pipeline walk through:
  • 60. 12:54-1:04 Layering Animations •  Realistic character –  Problem: •  Weight vs. responsiveness –  Solution: Layers •  Overlapping actions
  • 61. 1:45-1:55 Layering Animations •  Full body layers •  Blending •  Additives •  Partials
  • 63. 12:54-1:04 Layering Animations •  Additives: Standard uses –  Aiming (up, down, left, right) –  Firing animations [pistol] –  Leans * [run] * [lean] •  Additives: New uses –  Randomness (run, breathing, etc) [run] [rnd] [run+rnd] [breath] –  Flinches [flinch]
  • 64. 12:54-1:04 Layering Animations •  Additives: New uses –  Idles (cover, fight, hang, stand) •  Emotional context [base] [pose] [base+pose] [cover-idles-all]
  • 65. 12:54-1:04 Layering Animations •  Partials –  Facial[facial] –  Reloads [pistol] [ak] [gren] [game-reloads] •  Additive/partial combinations –  Additive spine –  Partial arms 1:45-1:55
  • 66. 12:54-1:04 Layering Animations For more information on the use of additive animation see: Christian Gyrling’s: Creating a Character in DRAKE'S FORTUNE Friday @ 9:00 am
  • 67. * Motion capture post mortem Why not mocap everything? –  Mocap stage is a vacuum –  Square peg into a round hole (custom) –  Timing •  Production organic •  Specific motions asap •  Slow turn around (days)
  • 69. Lessons Learned •  No politics –  Throw office politics and bottlenecks out the window!
  • 70. Lessons Learned •  Close collaboration between animators and programmers –  Other studios… –  At ND… •  Sit together and tune •  Make decisions together
  • 71. Lessons Learned •  Great big ideas are fine, but start out simple and build on it!
  • 72. Jeremy Yates Judd Simantov www.jeremyyates.com www.cgmuscle.com animationmonkey@gmail.com judd@cgmuscle.com 5 min slideshow