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FE - Animation Mondays #1!

FE - Animation Mondays #1!

Day 1: A Staff Warrior Kicks the Bucket

Hey Everyone!

I know information on Fallen Enchantress seems to trickle as of late. This is an unfortunate side-effect of adopting a 'large studio' pipline (rather than our previous indie-team system, where our excitement tended to go unchecked on the forums). Know that the game is on track and design decisions have been fueled by the feedback gathered post-WoM.

Now, with the role of Producer in MUCH better hands, I was given the opportunity to pick up a new art form that is near and dear to me...animation. This is something I always wanted to do, but the GalCiv series didn't really need it, and for WoM I was making schedules and filling in on the code side of things.

Anyways, every Monday I'm going to give you step by step tour of a certain animation, for anyone that likes this sort of thing. We'll take a motion from rough keys to the final version that you'll be seeing in FE when the beta opens up.

Todays animation: Death with Staff!

Step 1: The Rough Pass
The first version of an animation is the ‘rough’, where we block in some basic poses. I want this guy to get knocked back, then fall the the ground. This rough accomplishes that, but timing is still off and...well...it’s not very good.

http://www.youtube.com/watch?v=QkFd-4YPg_0


Step 2: The Timing Pass
At this point we want to really nail the ‘timing’ of the animation. These boil down to adding extra keyframes for anticipation and removing keygrames where things aren’t moving fast enough. Here you can another pose was added, where the character gets knocked to his knees, from where he can more seamlessly fall on his face.

http://www.youtube.com/watch?v=3WzpAU_cF2Y

Step 3: The Secondary-Motion Pass

By this point, it’s starting to look more like the end product, but we still want to push the secondary motions so the head and arms properly follow the torso’s movements. Anything connected to the object that is moving (here, the torso is leading the motion) should follow a few frames behind that object.  I also zoom out a few times to make sure the animation reads well from far out, since players don’t normally played in at close zoom.

http://www.youtube.com/watch?v=jYD6TA_u3jU

Step 4: The Polish Pass
After getting the 3rd step officially approved by Paul, our art director, I can go in and polish the animation, animating the plate mail and cape, as well as pushing those secondaty movements even further (not the extra limp wrist...possibly verging on over dramatic, but I’m gonna keep it in)  :)

Paul was also kind enough to remind me that we don’t have weapon specific deaths, so I went through to ensure the animation works with a sword, bow, etc.



And there we have a quick rundown of one of the MANY new animations you’ll see in FE. I think we have around double the animations roadmapped for Fallen Enchantress over WoM, so you should see a considerably more expressive and varied world (where the units and creatures are concerned).

Cya next Monday, for more animation excitement!

97,937 views 40 replies
Reply #26 Top

Quoting TheProgress, reply 25
Boogie, I was saying this in another thread, but you guys should use mocap for the human animations. I'm sure it would make your lives far easier!
End of TheProgress's quote

You'd actually be suprised...while mocap is vital for long, cutscene quality animations (where actors can instill all the necessary subtlties) you end up spending so much time cleaning up unnecessary data that it'd be overkill for these quick 25-50 frame animations.

Not that it wouldn't be awesome to play with :)

Reply #27 Top

I'm just hoping that FE comes with 'play animations blazing fast' option at release. Long, unskippable animations are one of things which made EWoM very disappointing for me.

Reply #28 Top

His feet need to kick up a little bit when he hits the ground.  I mean both of them.  Nevermind...

  :-"

Reply #29 Top

Quoting BoogieBac, reply 19
Sorry - there are definiatly attachment points that effects can be linked to, but the only current way to attach in in XML, in the UnitType or ItemType. A spell that lit a weapon ablaze for a duration, visually, wouldn't currently be possible. I beleive it's a system that we'll need though, so I'll keep you posted as improvement are made.
End of BoogieBac's quote

Cool, curious to find out how the effect reference points work (I'm assuming they're attached to the meshes and not the skeletons?). But that's a later chapter.

Reply #30 Top

It's Monday!!!

Reply #32 Top

Christians and their holidays getting in the way of my video gaming!!!   Just kidding!!!   O:)   Don't cruicfy me! 

Reply #33 Top

Were is my video! :'(

Reply #34 Top

Its coming ;)  Damn awesome 4 day weekend getting in the way of work :(

Reply #35 Top

Thats not Fair!  I work for the Government in Kansas!  The most Christian Place on Earth, and we didn't get even a 3 day weekend!

Reply #37 Top

Instead of your staff, you could show off your rod?:d

 

Doesn't that Emote add to the level of creepiness?  I think so.

Reply #38 Top

Quoting Lord, reply 35
Thats not Fair!  I work for the Government in Kansas!  The most Christian Place on Earth, and we didn't get even a 3 day weekend!
End of Lord's quote

lol go to the Vatican... they're worse

Reply #39 Top

I doubt that even.  I think The Vatican at least accepted Evolution long time ago, Kansas tried to do away with it in schools just a few years ago.  Seriously, this place is scary.

Reply #40 Top

Quoting Lord, reply 37
Doesn't that Emote add to the level of creepiness?
End of Lord's quote

Yes, and I would have also accepted...

:drool:  *_*     :andrew:   (The last guy because he's wearing his "I'll says Im not looking but I'm totally looking" perv-glasses.)