Title: Technical Issues: Animation
1Technical IssuesAnimation
2Technical IssuesAnimation
- While graphical effects can visualize a game
world, animation effects are what actually
breathe life into it. - Otherwise, you only have a static and motionless
world. - Properly animating a game can be costly, but the
results can be well worth it. - Hiring of animators and actors.
- Purchase of modeling tools.
- Purchase of motion data or motion capture
sessions. - Additional software and hardware resources.
3Technical IssuesAnimation
Screen shot and video of Unreal Tournament 2003.
This game introduced us to some of the best
animation effects at the time.
4Animation Requirementsfor Video Games
- Like graphics, animation is used to support the
representation element of a video game. - Animation captures all motions and actions within
a game and conveys this information to the
player. - Animation has the same general requirements as
graphics, plus a few more resulting from its
dynamic nature.
5Animation RequirementsBe Smooth
- Sudden or jerky motions in a game can be very
distracting and very annoying. - This applies not only to any character or object
animations, but also to any camera movement in
the game. - Remember that the player identifies with the
viewpoint of the game sudden changes have been
known to induce motion sickness! - Instead, animation should be as smooth and fluid
as possible.
6Animation RequirementsBe Smooth
Screen shot from Mortal Kombat Deadly Alliance.
While graphically impressive, this latest Mortal
Kombat has been criticized for animation thatis
best described as stilted and choppy. Not a
good thing.
7Animation RequirementsBe Smooth
Screen shot from Unreal II The Awakening. The
co-op multiplayer modeis a nice feature to have,
but the animation is so choppy and the frame
rateis so bad that it is very hard to play. Not
up to player expectations at all.
8Animation RequirementsMake Use of Ambient
Effects
- Animation should be used to bring life to
ambient entities in the game world. This
includes - Non player characters.
- Animals, birds, insects, and other critters.
- Plant life.
- Water, clouds, and other terrain effects.
- Other game world entities including doors,
furnishings, computers, and other objects. - By animating these entities, the game world will
seem more vibrant and life-like.
9Animation RequirementsMake Use of Ambient
Effects
Screen shot from the Legend of Zelda The Ocarina
of Time. The world is full of lively animated
entities, including the characters wandering
around, animals, and so on.
10Animation RequirementsStage Action Properly
- It is important to stage action properly for all
animation in a game. - This includes
- Choosing a viewpoint that conveys the most
information about events being animated. - Isolating events as much as possible so that only
one thing at a time occupies the players
attention. - If this staging is not done properly, the player
can easily get confused or miss out on vital game
information.
11Animation RequirementsStage Action Properly
Screen shot from Killer Instinct Gold. TJ
Combos level has interestinganimated effects.
This includes a train that rumbles through every
10-20seconds. If that doesnt distract you, I
dont know what will!
12Animation RequirementsTiming is Everything
- The timing of animation is critically important
to its success in a game. - If it is too slow or too fast, it will appear out
of sync with the rest of the game. - This can be quite annoying and frustrating,
especially if it has an impact on gameplay. - Sometimes, however, playing with timing can lead
to some interesting special effects and gameplay
situations.
13Animation RequirementsTiming is Everything
Screen shot from Max Payne. With its
revolutionary bullet time, you canhave John
Woo style animations with slow motion action,
bullets zippingover your head, and so on. Just
like the movies!
14Animation RequirementsTiming is Everything
Screen shot from Jet Li Rise to Honor. A cool
fighting game with lots of features, including
bullet time (that lets you change directions
mid-flight). Some have called this the most
flagrant abuse of bullet time ever seen.
15Animation RequirementsAnticipate and
Follow-through
- Anticipation is an indication of action to come.
- Follow-through is the reaction that happens after
the action. - In most cases, realistic actions have both an
anticipation and a follow-through. - For example, a character should bend its knees
both before jumping and when landing. - The absence of anticipation and follow-through
removes some of the realism and consistency of
your game.
16Animation RequirementsAnticipate and
Follow-through
Screen shot and animation from NBA Live. Jumping
is done properly, as one can see a player prepare
to jump and also see them stickthe landing
properly. Anticipation and follow-through are
donenicely in this case.
17Animation RequirementsSecondary Motion
- When animating a character, you should first
focus on animating its primary motion, such as
arms and legs moving. - Be sure, however, not to ignore a characters
secondary motions. - This includes things such as hair and clothing
movement, and so on. - While this can take lots of time to do, it can be
well worth it in the end.
18Animation RequirementsSecondary Motion
Screen shot from Dead or Alive 3. A lot of
attention is paid to animating secondary motion
of hair, clothing, and so on.
19Animation RequirementsBe Representative
- The animations of a character or an object should
reveal or reflect their various properties and
behaviours. - For example, a rubber ball would distort when
bounced on the floor, whereas a metal ball would
perhaps only wobble or resonate. - This helps reinforce consistency and immersion in
a game, as characters and objects would act in a
way that is fitting and suitable to themselves.
20Animation RequirementsBe Representative
Screen shot and video from Dead or Alive 3. The
animation of each character, including Brad Wong
above, reflects their personality, behaviour, and
fighting style in the game.
21Animation RequirementsObey Appropriate Laws
- It is important for animation to follow
appropriate laws of physics and nature according
to the type of game being played. - This includes gravity, friction, momentum,
skeletal mechanics, acceleration, force transfer,
and so on. - It does not matter whether these laws are
realistic or not, as long as they are in sync
with the players expectations of the game. - Depending on the genre and style of game, physics
and natural laws can be realistic or more
cartoonish. - Supporting player expectations is the key!
22Animation RequirementsObey Appropriate Laws
Screen shot from Oni. Despite being unconscious,
the guard has absolutelyno difficulty in keep
his legs in the air. Such disrespect for the law
ofgravity is quite noticeable to the player.
23Animation RequirementsObey Appropriate Laws
Video from Unreal Tournament 2003. Note the
realistic skeletal mechanics when you fall and
die. Bodies will shape themselves toterrain
quite naturally.
24Animation RequirementsObey Appropriate Laws
Videos produced using the Havok 2 game engine.
These showsome really nice animation effects
based on physics and accurate modelsof the game
characters. This engine is used in Max Payne 2,
Half Life 2,and Deus Ex, Invisible War.
25Animation RequirementsBe As Dynamic As Possible
- Instead of using a small number of preset
animations, better results can sometimes be
achieved by dynamic animation techniques. - Fluidly chaining a number of short animations
together to form a large variety of longer
animation sequences. - Providing the user the ability to define their
own animations based on the structure of the game
characters and objects they interact with. - Letting your physics engine drive your
animations. - Doing this effectively can add depth and a lot of
variety to animations in games.
26Animation RequirementsBe As Dynamic As Possible
Screen shot of Die by the Sword. This was an
innovative title that gave theplayer total
control over how the hero wielded his weapon
direction,force, momentum, and so on. By proper
mouse movements, or key presses,you could slice
apart your opponents in a stunning variety of
ways.
27Animation RequirementsBe As Dynamic As Possible
Screen shots from Stair Dismount (above left),
Truck Dismount (above right),and Dismount Levels
(bottom right). These are incredibly fun little
games that employ some interesting dynamic
animation and rag doll physics. Expect to waste
lots of time with these gems!
28Animation RequirementsBe As Dynamic As Possible
Screen shot and video of Rag Doll Kung Fu. In
this game, there are no pre-scripted animations.
Instead, players have total control over moving
charactersby grabbing a part of the body and
moving around the screen. An interestingconcept
in which players can define their own fighting
moves!
29Animation RequirementsBe As Dynamic As Possible
Screen shots and movies from Pseudo Interactives
Crash demos. These demos show off new lighting
and shading techniques, new physics models,and
some pretty cool dynamic animation techniques.
The demos are basedon Microsofts new cross
platform XNA technologies. Hopefully all
carcrashes in games will look like this soon!
30Animation Techniques
- There are a variety of different techniques for
providing animation in video games. - Among these are the following
- Simple animation effects.
- Rigid body animation.
- Articulated structure animation.
- Dynamic simulation.
- Particle animation.
- Behavioural animation.
31Simple Animation Effects
- There are several simple animation tricks that
can be done in real-time. - These are some of the first techniques, and are
therefore hardware based. - Palette or colour map animation
- Simple animation effects are achieved by
manipulating the palette or colour map of a
bitmap or texture (also known as look-up-table
animation). - Hardware based sprite animation
- Some graphics hardware has support for sprites,
and allows motion and other manipulations. (In
some cases, this is how mouse cursors are
implemented.)
32Simple Animation Effects
A simple example of palette animation. This is
simple colour cycling, where colours of the
palette are merely shifted to produce an
animation. Similar techniques can be used to
produce waterfalls, waves, and so on.
33Simple Animation Effects
A more impressive demonstration of palette
animation. It can be usedto create a variety of
effects with minimal difficulty.
34Rigid Body Animation
- Rigid body animation is a relatively simple form
of animation that is an extension of existing
rendering techniques. - Animated scenes can be produced simply by
rendering a scene with objects in different
positions and orientations. - The problem is, however, how do we specify and
control the movement of objects in a scene? - There are two main approaches to doing this
- Keyframing or interpolation.
- Explicit scripting.
35Rigid Body AnimationKeyframing or Interpolation
- Keyframing systems are based on a well-known
production technique in traditional animation. - To cope with lengthy animations, companies
adopted a hierarchical system in which lead
animators specify a sequence by drawing keyframes
at certain intervals. - Other animators would then draw the intermediate
frames to complete the animation. - This same approach can be taken for animation in
video games. - The participants, however, are different.
36Rigid Body AnimationKeyframing or Interpolation
- In this case, animators specify the keyframes
themselves, and a computer will generate the
intermediate frames. - Usually, this generation uses some form of
mathematical interpolation. - Linear interpolation is simple, but this approach
on its own is often inadequate. - Non linear interpolation (for example, with
splines) can sometimes provide better, or more
realistic results. - Sometimes, however, interpolation still does not
produce what the animator is looking for.
37Rigid Body AnimationKeyframing or Interpolation
Original keyframes fora bouncing ballanimation
sequence.
Animation pathgenerated usinglinear
interpolation(not very realistic).
Animation pathgenerated usingnon linear
interpolation. The bounce is morerealistic
this time.
38Rigid Body AnimationExplicit Scripting
- Explicit scripting is a process that allows
animators to specify the complete animation path
of objects. - This includes
- Changes in object position, orientation, and
other characteristics. - Changes in object velocity and acceleration.
- Scripting can be done in a graphical or
mathematical fashion.
39Rigid Body AnimationExplicit Scripting
Finish
V
Start
Finish
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Animation path of an object (left) along with its
velocity curve (right). Combining the two
together, the position of the object in its
animationcan be determined quite easily using
this simple scripting.
40Articulated Structure Animation
- The premise behind articulated structure
animation is that many objects have an underlying
structure that dictates the kinds of motions the
object is capable of. - This includes a variety of game elements
- Game characters.
- Animal and plant life.
- Non rigid composite objects.
- Because of this underlying structure, special
considerations are necessary.
41Articulated Structure Animation
- To support this kind of animation, the underlying
structure of an object must be defined in
addition to any surface modeling. - This structure is a collection of rigid objects
connected by joints which enable the parts of the
structure to move with respect to one another. - For example, the skeleton of a game character
must be provided in addition to a polygonal mesh
for realistic animation.
42Articulated Structure Animation
Sample skeleton model for a game character. By
defining a skeleton,and attaching surface
polygons, we have a fully articulated
modelsuitable for animation purposes.
43Articulated Structure Animation
- Animation with these articulated structures is
accomplished using similar approaches to rigid
body systems - Keyframing or interpolation.
- Explicit scripting.
- This time, animation is defined in terms of joint
movement in the structures. - Corresponding polygons attached to the structure
move accordingly. - When rendered in the game with textures, the
animation is complete.
44Articulated Structure Animation
Sample animations of a game character running
(left) and jumping (right). By manipulating the
underlying articulated structure, it is
possibleto generate some reasonably realistic
animation.
45Articulated Structure Animation
Sample completed animation with polygonal model,
shading, and texturing complete.
46Articulated Structure Animation
Another completed example, where you can view the
skeleton, joints, wireframe, and the final
textured and shaded result.
47Dynamic Simulation
- The previous animation techniques involve
specifying the motion of game entities with
little regard for the laws of the game world. - Dynamic simulation involves the rigorous
application of physical and natural laws to
simulate motion for animation. - The basic premise is that adherence to these laws
should produce more realistic or natural
animation than more traditional techniques. - The problem is, however, that doing this removes
artistic control from the animator.
48Dynamic Simulation
- The general approach to dynamic simulation
animation is - Determine which laws you wish to apply to the
game world and all of its objects. - Define the game world and its objects, ensuring
you have all of the required attributes and
information. - Identify the motions you want the objects to
exhibit. - Simulate the motions and save the results.
- If this does not produce the desired animation,
game world and object data may need tuning, or
artistic intervention is necessary.
49Dynamic Simulation
Sample pictures and animations of aliens using
dynamic simulation, as well as more traditional
techniques.
50Dynamic Simulation
Examples of dynamic animation using the open
source physics engine called the Open Dynamics
Engine (ODE). It has been used in avariety of
games, simulation tools, and other 3D
applications.
51Dynamic Simulation
Screen shots and demos from the Tokamak physics
engine. While notopen source, the Tokamak
engine is freely available. It has been usedin
several games, and features include object
breakage, ragdoll physics,stacking, particle
effects, collision detection, and so on.
52Dynamic Simulation
Screen shots and demos of the Newton Game Dynamic
engine. Onceagain, this is a free engine that
can be used in conjunction with a varietyof
tools, programming languages, and other game
engines.
53Dynamic Simulation
Examples of dynamic animation using the Meqon
physics engine.3D Realms has announced it is
using Meqon in Duke Nukem Forever.Ill believe
it when I see it.
54Particle Animation
- Particle animation refers to the animation of a
large population of independent particles to
simulate some phenomenon. - This phenomenon is viewed as the overall movement
of the collection of particles. - This form of animation can be used to model
several different kinds of effects - Smoke, clouds, fire, explosions, sparks, debris,
tornados, sand storms, and so on.
55Particle Animation
- Each particle behaves relatively independently,
according to some kind of scripted behaviour. - Each frame of a particle animation is generally
constructed as follows - New particles are generated and injected into
the current system. - Each new particle is assigned its individual
attributes. - Any particles that have exceeded their lifetime
are extinguished. - The current particles are moved according to
their scripted behaviour. - The current particles are then rendered.
56Particle Animation
Particle animation can add greatly to the special
effects in a game, as shown in this image and
demo.
57Behavioural Animation
- Behavioural animation means modeling the
behaviour of game world objects. - This is more complex than just basic movement.
- This depends on certain behavioural rules and
attributes defined for each object. - This may also depend upon the behaviour of
nearby objects as well. - A collection of entities in behavioural
animation evolve according to the behaviour of
neighbours in the population. - The goal is to make the collection look realistic.
58Behavioural Animation
Screen shot and video from Dead or Alive 3. The
animation of each character, including Brad Wong
above, reflects their personality, behaviour, and
fighting style in the game.
59Behavioural Animation
Screen shots from several flocking programs with
different behaviours. (Go back to our artificial
life/flockingdiscussion for more information.)
60Motion Capture Acquiring Data for Animation
- Where does data come from to create realistic
animations in games? - Typically, such data is the result of some kind
of motion capture process. - This technique is growing in popularity, and is
now in use in many video games. - It has been around since at least 1915, when
rotoscoping was invented to assist in cartoon
production.
61Motion Capture Acquiring Data for Animation
Clip from the Simpsons. No one does motion
capture better than Homer!
62Motion Capture Techniques
- Motion capture data can be collected in a variety
of different ways. - Rotoscoping
- Traditional video of motion is projected onto
paper or a computer screen, one frame at a time,
where it is traced for use in character
animations. - Optical motion capture
- Reflective markers at key points on the subject
are captured by several cameras this data is fed
into and analyzed by computers to produce the
motion capture data.
63Motion CaptureTechniques
Screen shot of Karateka. Created in 1986, this
is perhaps the first video game to use motion
capture, with all character animationscreated
with the help of rotoscoping.
64Motion Capture Techniques
Images from a motion capture session of Roger
Clemens for 989 Sports MLB 2002. On the left
is Clemens suited for optical motion capture on
the right are the generated skeletal models and
final textured representation.
65Motion Capture Techniques
- Electromagnetic trackers
- The subject is fitted with several sensors that
measure their spatial relationship to a nearby
transmitter generating an electromagnetic field
their data is then fed into a computer. - Electromechanical suits
- The suit is composed of a group of structures
linked by some form of angular measurement
devices located at the major joints of the
subject. The suit is driven by the subjects
actions, with all data from the measurement
devices recorded by a computer.
66Motion Capture Techniques
Pictures of an electromagnetic tracking system
(left) and anelectromechanical suit (right) for
motion capture.
67Motion Capture Techniques
- Digital armatures
- These are posable models constructed out of rigid
modules connected by joints whose rotations are
measured by angular sensors. - There are two kinds of armatures stop-motion
armatures (used in keyframing) and puppeteering
armatures (used in real-time). - The motion capture techniques listed on these
last few slides vary in expense, resolution and
sampling capabilities, and general availability. - It is important to weigh the various factors in
choosing which motion capture is right for you.
68Motion Capture Techniques
Picture of the Monkey 2 modular digital armature.
69Motion Capture Issues
- The following are issues to consider when
considering motion capture for a game - Do you want realistic motion?
- Can the desired data be successfully captured?
- Do you have the budget and time to afford motion
capture for the project? - Do you have the budget to hire the talent
(actors, athletes, and so on) for the session? - How do you choose and locate the talent to use?
- Which actions do you want captured and which will
you use traditional techniques on? - Do you have the software tools and skills on your
development team to effectively use the data once
it has been captured?