You are on page 1of 81

Film vs Game Rigging

Javier Solsona
Lead Character Technical Director - DreamWorks Animation

© 2012 Autodesk
Class Summary

This class will examine the differences and similarities between rigging for
Feature Films and rigging for games.

© 2012 Autodesk
Learning Objectives

At the end of this class you will:

• Understand how a character pipeline truly works


• Understand the core differences between rigging for games, film and
feature animation
• Understand the similarities between rigging for games, film and feature
animation

© 2012 Autodesk
About Me: How I Got Here

• Born in Argentina
• Obtained B.Sc. in Computer Sciences in South Africa
• Studied 3D in Brazil
• Worked in London as Graphic Designer
• Studied Animation in Vancouver
• Worked in Gaming in Vancouver
• Currently working in Feature Animation in California

© 2012 Autodesk
About Me: Work

• VFX
o Lost Boys Studios

• Gaming
o Electronic Arts
o Propaganda Games (Disney Interactive Studios)

• Feature Animation
o DreamWorks Animation

© 2012 Autodesk
Character Pipeline

• There are generally 7 steps that a character goes through from initial
concept to the screen

© 2012 Autodesk
Character Pipeline

Idea Design Model Surface

Engine

Animate Rig

Render

© 2012 Autodesk
Real Character Pipeline

Surface
Render/
Engine

Idea Design Model

Animate

Rig

© 2012 Autodesk
Film vs Games: Pipeline - Differences

Final Output

• Film
o Render - Image

• Games
o Export - Engine

© 2012 Autodesk
Rigging

Idea Design Model Surface

Engine

Animate Rig

Render

© 2012 Autodesk
Why Rigging is Important

• Without the rigging process, animators cannot pose a character and see
it move
• Rigging gives shape and form to a character's movements
• Without rigging a character cannot come to life

© 2012 Autodesk
Who Makes a Good Rigger

• Potentially anybody
• Technically inclined artists
• Artistically inclined software engineers

© 2012 Autodesk
Rigging Steps

• Motion System
o Motion system rigging is the process of creating the control objects
(skeleton) that the animators will use to move the character

• Deformation
o Deformation is the process of attaching the skin of the character to the
skeleton

© 2012 Autodesk
Motion System: Key components

• Simple
• Fast
• Easy/Intuitive to use
• Not be restricting
• Provide all the tools needed for the animator to pose the character

© 2012 Autodesk
Motion System: Uses

• Key-Framing
• Motion-Capture
• Procedural animation

© 2012 Autodesk
Motion System: Key-Framing

• Motion system controlled exclusively by the animator


• Process closest to classical 2D animation
• Animator sets keys in different keyframes and the software interpolates
the poses between these keyframes

© 2012 Autodesk
Motion System: Key-Framing - Who Uses It

• Feature Animation
• Creature work in Visual FX (usually non-humans)
• Games

© 2012 Autodesk
Motion System: Motion-Capture

• Data from a performance capture by an actor is keyed


• Actors often use a special suit so that the computer can capture their
movements precisely
• Keys in every keyframe
• Usually used as an input or guide for key-framing

© 2012 Autodesk
Motion System: Motion-Capture - Who Uses It

• Visual FX
• Games
• Film - Layout

© 2012 Autodesk
Motion System: Procedural Animation

• Constructed using dynamic objects, such as springs


• Often used for secondary motion (i.e. a ponytail)

© 2012 Autodesk
Motion System: Procedural Animation - Who Uses It

• Visual FX
• Feature Animation
• Games

© 2012 Autodesk
Motion System

Geometry Joints Operators Controllers Geometry

© 2012 Autodesk
Motion System: Geometry

© 2012 Autodesk
Motion System: Joints

© 2012 Autodesk
Motion System: Operators

© 2012 Autodesk
Motion System: Controllers

© 2012 Autodesk
Motion System: Geometry

© 2012 Autodesk
Motion System: Video

© 2012 Autodesk
Motion System: Build Process

• Procedural Rigging
• Referencing

© 2012 Autodesk
Motion System: Procedural Rigging

• Involves a substantial amount of code


• Fast iterations
• Reduces time by building common repeatable procedures
• Promotes universality via naming convention, behaviour and structure

© 2012 Autodesk
Motion System: Referencing

• Components (arm, leg, spine) are built mostly by hand


• Each component is referenced in order to build a complete character

© 2012 Autodesk
Film vs Games: Motion System

Potentially no difference
• Film
o Gives freedom to do what is needed for the animators
o Can be fairly complex
o Each character has its own motion system

• Games
o Usually limited bone count to what the deformation will be able to
achieve
o Motion system is often shared among multiple characters
© 2012 Autodesk
Film: Motion System

• Advantages
o Limited only by the tools
o Will often write custom tools
o Can be fairly complex

• Disadvantages
o Can be overly complex
o Hundreds of controllers
o Multiple ways to achieve the same/similar results

© 2012 Autodesk
Film: Motion System

© 2012 Autodesk
Games: Motion System

• Advantages
o Limited only by the tools
o Often, only what is needed is built into the rigs

• Disadvantages
o Engine restrictions
o Bone count

© 2012 Autodesk
Games: Motion System

© 2012 Autodesk
Deformations

Motion
Deformers Geometry
System

© 2012 Autodesk
Real Deformations

Motion
Deformers Deformers Deformers Geometry
System

© 2012 Autodesk
Deformations: Types

• Skeleton
• Pose space deformer (PSD)
• Cage deformer
• Muscle system

© 2012 Autodesk
Deformations: Skeleton

• Most common technique


• Vertex is weighted/attached to different joints

© 2012 Autodesk
Deformations: Skeleton

© 2012 Autodesk
Deformations: Skeleton

• Advantages
o Simple
o Fast

• Disadvantages
o Broad strokes
o Can be hard to have fine control
o Weight painting
o By itself does not provide enough quality for Film or VFX

© 2012 Autodesk
Deformations: Skeleton - Who Uses It

• Games - Maximum of 3-4 joints depending on engine limitations


• Feature Animation
• Visual FX

© 2012 Autodesk
Deformations: Pose Space Deformer

• Often applied after skeletal deformation


• Poses are stored as offsets in local/joint space
• Poses are sculpted

© 2012 Autodesk
Deformations: Pose Space Deformer

© 2012 Autodesk
Deformations: Pose Space Deformer

• Advantages
o Very art-directable

• Disadvantages
o Hard to maintain
o Can end up with hundreds of poses
o Expensive to evaluate
o Might require in-between poses
o Interpolation can give unexpected results

© 2012 Autodesk
Deformations: Pose Space Deformer - Who Uses It

• Visual FX - Heavy use of PSDs


• Feature Animation
• Games - Hardly use PSDs because of engine limitations

© 2012 Autodesk
Deformations: Cage Deformers - Types

• Lattice
• Clusters
• Wraps
• Wire
• Custom tools

© 2012 Autodesk
Deformations: Cage Deformers

© 2012 Autodesk
Deformations: Cage Deformers

• Advantages
o Allows for detailed control
o Can add detail to specific area of the rig

• Disadvantages
o Can make the rig complex
o Speed (can be very slow)
o Can be too expensive for game engines

© 2012 Autodesk
Deformations: Cage Deformers - Who Uses Them

• Feature Animation - Heavy use


• Visual FX - Heavy use

© 2012 Autodesk
Deformations: Muscle System

• Underlying muscular structure is constructed


• Skin slides on top of muscle system

© 2012 Autodesk
Deformations: Muscle System

© 2012 Autodesk
Deformations: Muscle System

• Advantages
o Physically realistic
o Allows for muscle dynamics

• Disadvantages
o Complicated
o Very time consuming setup
o Slow to compute
o Often too expensive for game engines

© 2012 Autodesk
Deformations: Muscle System - Who Uses It

• Visual FX - Heavy use


• Feature Animation - Uses simplified muscle system

© 2012 Autodesk
Face

• Significant difference in level of complexity between Film and Games

© 2012 Autodesk
Film: Face

• Large amount of time devoted to the face


• Complex and extensive systems
• Joint setups
• Blendshape setups
• Proprietary techniques

© 2012 Autodesk
Film: Face

© 2012 Autodesk
Games: Face

• Not as important as other areas of the character since often seen from
the back
• Mostly joint setups
• Few blendshapes
• Limited by the game engine

© 2012 Autodesk
Games: Face

© 2012 Autodesk
Hair

• One of the biggest differences between Film and Games

© 2012 Autodesk
Film: Hair

• Hair or Fur solvers


• Complex setups
• Posable by animators
• Heavily art-directed
• Slow computation

© 2012 Autodesk
Film: Hair

© 2012 Autodesk
Games: Hair

• Often short hair


• Geometry and texture based
• Very few actual hair setups

© 2012 Autodesk
Games: Hair

© 2012 Autodesk
Cloth

• Historically, very different approaches in Film and Games for cloth


• The gap is narrowing with latest game engines

© 2012 Autodesk
Film: Cloth

• Cloth solvers
• Complex setups
• Slow computation
• Often a whole team is dedicated and specializes in just cloth
• Glued-on clothing for secondary or far off characters

© 2012 Autodesk
Film: Cloth

© 2012 Autodesk
Games: Cloth

• Mostly glued-on clothing


• Geometry based
• Lately more complex real-time solutions

© 2012 Autodesk
Games: Cloth

© 2012 Autodesk
Dynamics

• Mostly used for secondary motion in both Film and Games

© 2012 Autodesk
Film: Dynamics

• Used for secondary motions


• Can be complex
o Large number of joints
o Collision with other objects
o Dynamics can be applied to geometry itself

© 2012 Autodesk
Games: Dynamics

• In-engine dynamics
• Used for secondary motion
• Usually limited to a few joints
• Ragdolls use full body dynamics

© 2012 Autodesk
Wrinkles

• Wrinkles add realism to clothing and/or body deformation

© 2012 Autodesk
Film: Wrinkles

• Clothing algorithm takes care of wrinkles by itself


• Facial
o BlendShape
o Compression based drivers
o Custom tools

© 2012 Autodesk
Games: Wrinkles

• Texture based
• Displacement map or Bump map
• Often used in clothing
• Joint rotation driven

© 2012 Autodesk
Future: Motion Systems

• Not huge changes


• Removal of stand-in geometry for real time deformation
• Newer techniques as developed by riggers around the world

© 2012 Autodesk
Future: Deformation

• Faster computers means more complex setups


• The more computers can handle, the more we put in
• Real-time deformation

© 2012 Autodesk
Questions?

© 2012 Autodesk
Thanks

Special Thanks to:

• Chad Moore
• Joe Van Den Heuvel
• Cameron Fielding
• Rob Vogt
• Larry Cutler
• Sandy Kao
• Sean Nolan
© 2012 Autodesk
Autodesk, AutoCAD* [*if/when mentioned in the pertinent material, followed by an alphabetical list of all other trademarks mentioned in the material] are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product and
services offerings, and specifications and pricing at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document. © 2012 Autodesk, Inc. All rights reserved.
© 2012 Autodesk

You might also like