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 Porn Crytek: Crysis NaughtyDog: Uncharted/Drake Tippett: 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 Debate NaughtyDog: 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/maps Crytek: 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 Hair LucasArts: Cloth Solver x360 Aesthetic Overkill • In your experience, what visual technologies have really paid off, and which have been overkill? Show of Hands: 10 Min Break • “Sure, I could stretch the legs” • “No, it’s our turn now!” 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! Rate Our Talk! • Especially if: – You want more technical art sessions at GDC – You thought you (audience) did a good job – You liked the session • Things to remember: – We gave you prizes • Show of hands numbers and slides are online at GDC site.