Archive for the 'Animation' Category Page 2 of 5



3D Game Animation For Dummies Redux

3D Game Animation For Dummies

A couple of days ago, Benjamin Bradley of GarageGames commented on my blog entry regarding the book 3D Game Animation For Dummies and told to me later on IRC that I am mentioned in the book. He also told me that Torque was featured in the sample engine section of the book. I was pretty harsh with my review of the book, so I figured I might as well take another look and give it a second chance.

That's A Head? Animation... Right...

My second flip-through of the book was a slightly better experience. Most of the content that I read was actually pretty decent. The book is good at what most Dummies books do: introduce the basic concepts in a very simple, non-threatening manner.

Unfortunately, the “artwork” leaves a lot to be desired. Check out the example character in the above images. That’s what you’re supposed to build as you follow along with the character modeling and animation chapters. I wasn’t kidding last time when I said it sucked. Gallerie Abominate contains better artwork than this book.

Me In The Index That's My Work

My main reason for checking out the book again, of course, was to see where I was mentioned in it. The only blurb about me was acknowledgment that I wrote the dtsUtility MEL script for the Maya2DTS exporter. Nothing really special but kind of cool nonetheless. I still think the book sucks.

Software Update Futility

New Parking

SIGGRAPH is presently underway in sunny Los Angeles, California, and with it comes a flood of press releases from just about every graphics-related company in existence. The big news for me this week are the announcements of Alias Maya 7 and Autodesk 3ds Max 8. Both applications are boasting the addition of new and improved features and integration of state-of-the-art tools and better workflow. And both are touting themselves as the most powerful packages in all areas of that are even remotely involved with visual media. In other words, the same old dog-and-pony show.

As cool as all these new features are, it gets very tiring trying to keep up with the latest advances in 3d software. I love the fact that Maya is incorporating MotionBuilder’s full-body IK system and that Max has expanded some of the nifty Character Studio features to characters using standard bones. I like that Alias and Autodesk appear to be listening to customer feedback and adding features that their users are requesting. However, all of this means that there are now 100 more things to add to my already over-packed brain.

How many of these features do I really need? How will they positively affect my daily workflow? How will they make my work better? I really won’t know the answers unless I plunk down the cash to upgrade to the latest versions. Last time I checked, upgrades from previous versions can run anywhere from $500 to $900 depending on a variety of factors. Not exactly chump change. Yes, I know that Amaze presently provides the software for me, but I still purchase the software for use at home and with contract work. I need to factor in upgrade costs into my budget, which isn’t exactly in the realm of the rich and famous.

After I read the press releases, I didn’t exactly leap out of my chair and jump for joy. The new features are really very cool, but I had a rather lukewarm reaction. I think I’ve reached a point in my career where the latest and coolest features don’t mean much to me. As of today, I’m using “old” versions of these programs, yet I’m still getting my work done just fine. I know exactly what I need to get my work done using the tools available to me right now.

When I was animating this afternoon, I didn’t look at Maya and say: “Man, this program is old. It really should have x feature, because it would make my animations look so much better.” I didn’t think about how the tools could be better or how a new option would make my life better/easier/faster. I just animated. And you know what? The animations I did look good and work in-game. And I did them without all these new-fangled features.

The longer I work in this industry, the less excited I get about new software releases. This isn’t me being jaded (well, maybe a little). Rather, this is just a sign that I have a better understanding of how I work, what I need to get work done, and why I use the tools that I use. I know that the new features are pretty cool and can save me tons of time (ideally), but I also know that they are not essential to getting things done. It is no longer a priority for me to always use the latest and greatest software.

I know that some people who have known me a while might be surprised to hear this, because, for a long time, I was that guy who always near the cutting edge. Being on the cutting edge can be really fun and exciting, but I don’t get much done out there. I spend so much time learning new stuff that I don’t really ever use it day to day.

A couple of years ago, I would’ve jumped on those software upgrades in a heartbeat. Today, I don’t really care too much. I’ll probably upgrade at some point this year, but I’m not about to adjust my budget to accommodate new software that I may or may not use for work. It takes too much time and costs too much money to always be buying and learning new software. I’d much rather spend my rather expensive time refining what I already know, maximizing my current tools, and even taking a break from all this madness and doing something fun (like going out and taking pictures).

Anyone who is just out of school or new to the industry might not get what I’m talking about here. The latest and greatest toys are great, but, at the end of the day, it’s the work that matters. It makes no difference if I’m using Maya 6 or Maya 7 or Maya 42 to create my animations. I just want my animations to look good. And no cool nifty feature is going to make great animation for me – at least, not until someone creates a “Make Ultra Wicked Awesome Cool Kick-Ass Animation” button that does my work for me. Then, of course, I’ll probably be out of a job.

Tip: Silhouettes

One of the key Principles of Animation that animators study is that of Posing and Staging. Without going into a dissertation about what that is, basically, it means that we have to pay attention to how a character is positioned within the frame in order to communicate the action, thought, or mood of that particular scene. Where the character is in the frame and how it is posed directly affects how the viewer sees and reacts to the animation.

An important part of posing characters is looking at their silhouettes. This means that a character’s pose can be interpreted even if it is in a black and white outline or silhouette. If you cannot read the pose as a silhouette, it is probably a weak pose and should be changed.

Silhouette1

Animators working in TV, film, and other pre-rendered applications always have to think about staging, because the final frame is what matters. It’s a little different for game animators, though. In an interactive environment with character and cameras that change frequently, we don’t really have any control over what the frame is and how characters are situated within the frame. However, that doesn’t mean that we cannot use silhouettes in our work.

As an example, for 3rd person chase camera views, we know that we’ll be spending most of the time look at the character from behind. We can use this knowledge when animating the character to make the actions look best from that perspective. We can give a walk cycle a bit more side to side motion, add diagonal arcs across the body for sword slashes, exaggerate the twisting of the spine in idle standing poses, and swing out the arms and legs to the side for big jumping motions. Even though we may not be able to control the exact staging in game (user-controllable cameras, scripted cameras, etc.), we can still use silhouettes to help get better poses as we animate the character.

Looking at silhouettes in 3D is a cinch. All we have to do is change the lighting, turn shading on or off, or replace textures. There are a couple of ways to view silhouettes in Maya depending on the scene setup.

If you have no lights in the scene, all you have to do is set the lighting to Use All Lights (press 7 on the keyboard or choose Lighting > Use All Lights from the viewpanel menu). All geometry turns black, since there are no lights to shade the meshes.

Silhouette2

If you do have lights in the scene, then you can choose Lighting > Use Selected Lights from the viewpanel menu. As long as no light is selected, the model will remain black.

Silhouette3

If you have lights in the scene and you choose Use No Lights, then the shader’s base color will be used instead of black. This is handy for getting colored silhouettes, but these can be difficult to view depending on the actual color. Toggling the viewpanel background color (alt-b/option-b) between black, dark gray, and light gray can make it easier to look at light-colored silhouettes. Toggling Hardware Texturing off (Shading > Hardware Texturing in the viewpanel menu or 5 and 6 on the keyboard) will help if you have textures applied to the mesh.

Silhouette4

Here are a couple of MEL scripts to speed things up:

Use No Lights:

$thePanel = `getPanel -withFocus`;
modelEditor -e -dl none $thePanel;

Use Selected Light:

$thePanel = `getPanel -withFocus`;
modelEditor -e -dl active $thePanel;

I recommend assigning these to hotkeys or add them to marking menus, since they work based on the viewpanel that has focus. I use shift-6 for No Lights and shift-7 for Selected Lights. This works for me since I already use 5, 6, and 7 to changing lighting and shading in the viewpanels.

As with anything else, there are probably a million different ways to do this, but these are the ones that I actually use day-to-day. Play around with the different lighting and shading options and find one that works best for you. The important thing here, of course, is to look at the silhouettes to get better poses. How you do that is entirely up to you.

3D Game Animation For Dummies

3D Game Animation for Dummies

This is no joke. There is officially a 3D Game Animation For Dummies book for sale now. I saw this copy sitting on the shelf next to a bunch of the Inspired 3D books, Mike McKinley’s book, and some of the official Alias Maya books. Naturally, I couldn’t resist flipping through it.

I only skimmed through some of the info, and it was ok. You could easily find better information online, but this is a Dummies book. It’s supposed to give you a very basic and rather uninformed view of the subject matter. Frankly, a search on Google would give you more and better information than this book could ever do.

The “artwork” did catch my eye, and, to put it simply, it sucked. Not quite as bad as Gallerie Abominate suck, but it was pretty close. OK, it was as bad. It really did look like a dummy put together the models.

I’m surprised this book made it to market, because it’s quite horrible, even for a Dummies book. I feel sorry for anyone who thinks that reading 3D Game Animation For Dummies will put them on the right path to becoming a game animator. Anyone dumb enough to actually take this book seriously really does not deserve to be in the industry at all. Perhaps it’s all part of a secret plot to weed out the wannabes…