Giving Purpose to First-Person Animation
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1 Giving Purpose to First-Person Animation Ryan Duffin Senior Animator at Electronic Arts
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
10 It s all about PLAYER FEEDBACK
11 Disclaimers On first person philosophy
12
13
14
15 Staging
16 Staging The window through which your player will experience your world.
17 Staging
18 Staging
19 Staging
20 Staging & the Golden Ratio
21 The Golden Section/Spiral
22 Staging & the Golden Ratio
23 First-Person Personality!
24 First-Person Personality! Pain, strain, exertion and weight
25 Pain
26 Pain
27 Strain and Exertion
28 Pain
29 Pain
30 Weight
31 Weight
32 Weight
33 Weight
34 Weight
35 First-Person Personality! Pain, exertion and weight Quality and proficiency
36 First-Person Personality! Pain, exertion and weight Quality and proficiency
37 First-Person Personality! Pain, exertion and weight Quality and proficiency How stuff works
38 How stuff works/backstory
39 How stuff works/backstory
40 How stuff works
41 Reference, reference, reference!
42 Reference, reference, reference!
43 How stuff works
44 Realism Know the rules before you break the rules
45 Realism versus the unique needs of the first-person perspective.
46 Realism versus the unique needs of the first-person perspective. Believability over Realism Player Feedback
47 Realism versus Readability
48 Realism versus Readability
49 Realism versus Stylization
50
51 Motion Capture Motion capture is like keyframed animation but better!
52 Motion Capture Motion capture is like keyframed animation but different!
53 The technical stuff Space-switching
54 The technical stuff Space-switching Left hand, right hand Local object space, body space, world space
55 The technical stuff Space-switching Left hand, right hand Local object space, body space, world space Object World, body, left hand, right hand
56 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
57 The technical stuff Space-switching Don t build assuming you ve anticipated every use case!!!
58 The technical stuff Space-switching IK vs FK
59 The technical stuff Space-switching IK vs FK Don t build assuming you ve anticipated every use case!!!
60 The technical stuff Space-switching IK vs FK Arc-tracking
61 Camera Field of View
62 Camera Field of View
63 Camera Field of View
64 Camera Field of View
65 Camera Field of View
66 Camera Movement
67 Camera Movement
68 Camera Movement The camera as punctuation
69 Camera Movement The camera as punctuation Can t shoot anyway
70 Camera Movement The camera as punctuation Can t shoot anyway Rotation & Translation axis
71 Camera Movement The camera as punctuation Can t shoot anyway Rotation & Translation axis
72 Firearms handling misconceptions
73 Firearms handling misconceptions Trigger discipline
74 1 st Person Body Awareness
75 1 st Person Body Awareness
76 Body Awareness & Gameplay
77 1 st Person Body Awareness
78 Body Awareness & Gameplay
79 1 st Person Legs
80 1 st Person Legs Always on legs
81 1 st Person Legs Always on legs Legs for the occasion
82 1 st Person Shadows
83 1 st Person Shadows Full 1 st Person Rig with body
84 1 st Person Shadows Full 1 st Person Rig with body Synchronized 1 st and 3 rd person animation sets
85 Body Awareness & Inventory
86 Cheating Body Awareness
87 The Future of Body Awareness and the return of Virtual Reality!
88 The Future of Body Awareness
89 Acknowledgements Breakdown Trespasser The Thief series Far Cry 2 & 3 Chronicles of Riddick Dishonored Mirror s Edge The Darkness Metroid Prime series Star Wars: Republic Commando Battlefield 3 Bioshock series Condemned series Dead Island Crysis series
90 Questions
91 Thanks! Ryan Duffin Senior Animator at Electronic Arts
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