Modular Rigging in Battlefield 3

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For Battlefield 3, DICE took on its most difficult challenge so far. To raise the bar for character quality in games we developed our own deformation rig, combined it with the powerful ANT animation system (used in FIFA) and extensive motion capture usage. To create a believable experience we built and managed enormous amount of assets and ways of keeping these organized. The rigging process was one of the most challenging aspects of production, with the smallest change requiring an update for almost every single asset. With a modular rigging system and a flexible animation pipeline the production team could deliver on time and quality.

Citation preview

MODULAR RIGGINGIN BATTLEFIELD 3

› Rigging in pre-production› Character builder› Weapon builder› Face poser› Animation pipeline› The way forward

AGENDA

MOVIE TIME!

› Design WILL change› Make sure you rig can handle it

› Keep it simple› Test your rig on animators and get feedback

› Anatomy reference› Lock down the anatomy with Art Director› Show how concept art will behave in motion › YOU are responsible (Riggers)

Rigging in pre-production

Rigging in pre-production

Character Builder

Character Builder

Character Builder

Character Builder

Character BuilderRigging modules used:› Grouping/hierarchy› Spine IK/FK› Head› Face Poser› Arm/Leg IK/FK

Character Builder› Using shared rigging modules› Quickly rig and prototype

Weapon Builder

Weapon Builder

Face Poser

Face Poser› Based on FACS› Each head has unique poses› Animation only contain attributes› Poses are loaded in game

Face Poser

Face Poser - Movie

Animation pipeline› Quick load/save animation› Perforce integration› Import MotionCapture› Batch all animations› Right-click in Maya

Way forward

› More Python› More Modular› Interactive building› Monkey farm unit testing

WAY FORWARD

THANK YOU!

Johan.ramstrom@dice.se

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