The Animago Award is a German CGI Award which has become more and more international in the past years. This time it took place in Potsdam, near Berlin at the Babelsberg Studio. This year there was also a conference which was mostly organized by the reseller Lichtblick.
I've to say that I was very positively surprised by the conference, I enjoyed it a lot – therefore thumbs up! It also allowed me to see some people again. For example Hanno who now works for Naughty Dog and previously at CryTek. He did a talk about Uncharted 2, I've a few notes maybe I can remember something from it … hm… I can barely read 'em 😐 … sorry will be rough!
Creating a Character Driven Game – Hanno Hagedorn, Naughty Dog
- 8000 triangles per hero head
- no manual low-res creation, reduction automated for faster iteration
- Mudbox and Photoshop used (for texturing?)
- I think he sad something about how to have a better look for the skin. I think they controlled the red tones via an extra channel that did the masking. Maybe that was mixing insidea shader via a Fresnel term or so.
- extra ambient lightmap butthat maybe not used in close-up shots (cinematics)
- they used 2 normal maps
- one rough
- one for the skin shader to produce specular highlights
- texture variations for wet/snowy cloths and skin that got blended in dynamically
- dynamic wrinkles using ambient occlusion and normal maps that got dynamically blended in
- hair had around 4000 polygons (i guess triangles)
- per frame light baking for the skin,
- (maybe at 256er resolution)
- which got blurred
- my notes say "red blur edge", not sure what it means 🙁
- faces were hand modelled
- audio (voice) and body motion-cap was done at the same time
- better quality of voice acting and sync
- extra cameras to record facial expressions
- facial animation was manually animated using the reference material from the mo-cap sessions
- all deformations with bones no blend shapes (no morphing)
- 76 bones per face
- level editor and cut scenes inside maya
- pre-process/-production 6 months
- production 1,5 years
- no producers due very experienced and skilled team = flat hierarchy
- PS3 only game
- access to Sony's PS3 expert team
Crowd Simulation – Paul Kanyuk, Pixar
Another interesting talk was from Paul, TD at Pixar. He explained various crowd simulations done for films like Ratatouille, wall•e and Up.
- Secondary animations via signal processing
- creating secondary animations procedurally can become quite processing intensive
- using signal processing on various inputs (transformation, animation etc) creates nice effects at much lesser costs
- example Robots stopping suddenly with spring-like overcompensations
- but phases (i.e sinus phases) should not shift
- massive was used with Maya and Marionette
- flow-fields on terrain to help brains via color maps
- 6 short animation clips
- data transport between different tools (massive, marionette etc) via invisible bones
- different rules combined via weighting
- avoidance
- leader follow
- helps to tweak, fine tune behavior
- 200 to 1000 rules for foreground actors (? hm not sure about my notes here!)
Well, so far for now. These were the highlights. As said a bit rough but maybe you got one or another thing for you out of it.