Giving Purpose to First-Person Animation



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Transcription:

Giving Purpose to First-Person Animation Ryan Duffin Senior Animator at Electronic Arts Twitter: @AnimationMerc

First, second & third person

First, second & third person

First, second & third person

Perspective matters!

Why does this matter? There are a couple of ways to look at 1 st person (1P) Animation:

What kind of bullets you re going to shoot the bad guys with

or the window through which your player interacts with your world

It s all about PLAYER FEEDBACK

Disclaimers On first person philosophy

Staging

Staging The window through which your player will experience your world.

Staging

Staging

Staging

Staging & the Golden Ratio

The Golden Section/Spiral

Staging & the Golden Ratio

First-Person Personality!

First-Person Personality! Pain, strain, exertion and weight

Pain

Pain

Strain and Exertion

Pain

Pain

Weight

Weight

Weight

Weight

Weight

First-Person Personality! Pain, exertion and weight Quality and proficiency

First-Person Personality! Pain, exertion and weight Quality and proficiency

First-Person Personality! Pain, exertion and weight Quality and proficiency How stuff works

How stuff works/backstory

How stuff works/backstory

How stuff works

Reference, reference, reference!

Reference, reference, reference!

How stuff works

Realism Know the rules before you break the rules

Realism versus the unique needs of the first-person perspective.

Realism versus the unique needs of the first-person perspective. Believability over Realism Player Feedback

Realism versus Readability

Realism versus Readability

Realism versus Stylization

Motion Capture Motion capture is like keyframed animation but better!

Motion Capture Motion capture is like keyframed animation but different!

The technical stuff Space-switching

The technical stuff Space-switching Left hand, right hand Local object space, body space, world space

The technical stuff Space-switching Left hand, right hand Local object space, body space, world space Object World, body, left hand, right hand

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

The technical stuff Space-switching Don t build assuming you ve anticipated every use case!!!

The technical stuff Space-switching IK vs FK

The technical stuff Space-switching IK vs FK Don t build assuming you ve anticipated every use case!!!

The technical stuff Space-switching IK vs FK Arc-tracking

Camera Field of View

Camera Field of View

Camera Field of View

Camera Field of View

Camera Field of View

Camera Movement

Camera Movement

Camera Movement The camera as punctuation

Camera Movement The camera as punctuation Can t shoot anyway

Camera Movement The camera as punctuation Can t shoot anyway Rotation & Translation axis

Camera Movement The camera as punctuation Can t shoot anyway Rotation & Translation axis

Firearms handling misconceptions

Firearms handling misconceptions Trigger discipline

1 st Person Body Awareness

1 st Person Body Awareness

Body Awareness & Gameplay

1 st Person Body Awareness

Body Awareness & Gameplay

1 st Person Legs

1 st Person Legs Always on legs

1 st Person Legs Always on legs Legs for the occasion

1 st Person Shadows

1 st Person Shadows Full 1 st Person Rig with body

1 st Person Shadows Full 1 st Person Rig with body Synchronized 1 st and 3 rd person animation sets

Body Awareness & Inventory

Cheating Body Awareness

The Future of Body Awareness and the return of Virtual Reality!

The Future of Body Awareness

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

Questions

Thanks! Ryan Duffin Senior Animator at Electronic Arts Twitter: @AnimationMerc www.reanimators.net