Archive for the 'Animation' Category Page 3 of 5



Milestone Madness

Animating in Maya

It’s Milestone week for the Pirates team, and everyone is putting in a little extra time and effort to make our next build as cool as it can be. Because of the all-powerful NDA, I can’t give away any details on the game, but I will say that things are coming along quite nicely. All the new/revamped features are looking really good. Gameplay is getting polished. And there’s the possibility of actually running a build of the game off of memory sticks, so we can test on normal PSPs and not just dev kits. I’m not holding my breath for that one, but it would definitely be cool.

Last week I was pulled from my regular schedule to help out with milestone tasks. It’s all animation, of course, but there’s a bit more pressure to get things looking good and working in a much shorter timeframe. Normally, I spend a day to a day and a half per animation roughing out motions, checking it out in the build, and reworking things as needed. I’ve been able to take my time with the animations, because the character meshes aren’t quite done yet and they weren’t being loaded into the actual levels by the wiring guys.

Over the past few days, I’ve taken the animating pace up a notch. I’ve been cranking out 2 animations per day and spending less time going back to fine-tune things. These animations are high-priority items, so I need to get them mostly done and working in the game as soon as possible. Normally, I don’t like working at this pace, but I know it’s only a short-term deal, and I’ll be back to my regular schedule soon.

Today was an especially crazy day. The first thing I worked on this morning was polishing up the 5 animations I did earlier this week. They looked ok in game, but I wanted to adjust some things to make it look that much better. Before lunch time hit, 2 more animations were thrown on my plate. I managed to rough them out in a couple of hours and get them to the programmer who needed them for testing. The animations involved spinning the character around 360 degrees very quickly, which isn’t exactly an easy thing to do (at least, for me). I was surprised how quickly I got the roughs done – they actually looked pretty good.

I spent the rest of the afternoon cleaning them up and fine-tuning the overall timing to be consistent with the other animations I did this week. Right around 4:30 PM, our designer stopped by my cube and informed me that the two animations I just finished tweaking needed to be redone. They were too similar to some other spinning animations and didn’t read well in the game. That made sense to me from a gameplay point of view, so I didn’t complain too much about doing 2 new animations. However, that meant scrapping about 5 hours of work.

I was already planning on staying late tonight, so I buckled down and started hammering out the new animations. Initially, these were much more difficult that the previous two. Instead of spinning around, the character needed to roll on the ground. Turning a character around 360 degrees and getting the foot controls oriented correctly is hard enough. Rolling a character on the ground and then back into a standing position is just plain crazy.

At least, that’s what I thought when I first started on the animations. It turns out that my animation mojo was flowing, and I got both animations roughed out in less than 2 hours. They weren’t perfect, but they were good enough to start using in the game. I haven’t seen them yet, so I hope they work out ok. I guess I’ll find out tomorrow.

I ended up staying at work until a little after 8 PM, which isn’t all that late. I know Jason (my animation lead) was still at work after 9 PM, and I’m sure others were there just as late and probably later. Plus, it didn’t really feel like I stayed later. We ordered Thai food for dinner, so we had a nice break to relax and re-energize.

Although I animated faster and more frantically than I ever have before, it was still a good day. I got 4 very tough animations done, even though two of them got scrapped. I’ll still still chalk them up as good practice, and I might be able to stick them in my gallery once the game is done. I got free food (pineapple fried rice…. mmmm….). There was a good vibe in the Pirates area as everyone one checked off one task after another. And it was a beautiful day outside, even though we didn’t really get to enjoy it.

I’m very tired, but it’s a good tired. I’ll get a good night’s rest and then be ready to animate more tomorrow. Bring it on.

Tip: Playback Speed

OK, time to get the ball rolling with the tips and tricks feature for this blog. I can sit and think about it all I want, but nothing will happen until I start posting. Let’s kick things off with a simple tip. This one is for all you Maya animators out there.

When I’m working on an animation, I routinely switch back and forth between pressing the play button and manually scrubbing though the timeline to check the motions. I’m sure most animators work this way too. Hit play to watch in real-time (or close to it, if you have a dense scene and/or slow computer). Drag the time slider to look at things in slower motion.

One thing that bugs me about scrubbing the timeline is that it is too easy to lose all sense of timing in the motions. Also, you can’t easily scrub a loop. Wouldn’t it be nice to be able to watch the animation in slow motion, with everything moving in relative time? Well, you can do it.

In the Timeline section of the Preferences panel, there is an option for setting playback speed. I normally have mine set to Real-time to match the exact timing of what I’m working on. That ensures that the overall timing of the animation will stay consistent even if it means dropping frames during playback.

Playbackspeed1

Another option is available called Other. This option allows you to specify how fast or slow you want the animation to play back relative to the frame rate. For example, if you wanted your animation to play back at half speed, you would enter .5 in the Other text box (you could also select Half-speed from the dropdown menu). If you wanted quarter speed, you would enter .25.

I regularly switch between real-time, half speed, and quarter speed as I am checking the timing on my animations. Even on fast computers, Maya might drop frames when playing things back at normal speed. This is more evident if you’ve been working in a Maya session for a few hours without quitting and restarting again. Dropping the play back speed to half or quarter makes it easier to spot weird jumps or glitches in the motions that would otherwise not show up when watching at normal speed.

Playbackspeed2

Being the script and workflow junkie that I am, I don’t actually go through the Preferences panel to change the playback speed. Instead, I use MEL scripts that I’ve saved to my shelf. I don’t think I need to point out how much faster it is to use custom shelf buttons instead of going through the preference panel each time.

The MEL script for adjusting playback speed is quite simple. Here’s what you would use to set the playback speed to .5 or half-speed:

playbackOptions -ps .5;

playbackOptions is the main MEL command for changing playback options (pretty obvious). The -ps flag is for the playback speed. The value for -ps is any normalized number.

Keep in mind that this script is an actual preference change. The playback speed remains in effect until you change it again. Also, if you run the command while an animation is playing, the playback speed change doesn’t take effect until the next playback loop.

Playbackspeed3

I have three buttons on my shelf for full speed (1), half speed (.5), and quarter speed (.25). For the way I work, these three are enough. You can easily add more if you want, or, if you’re crazy, you can create a slider that sets playback speeds. That’s a bit beyond this tip, but it’s something to consider if you’re into that sort of thing.

Technorati | |

Possible New Content

Blocky Guy In Action

I’ve been doing some thinking over the past couple of weeks about adding a tips-n-tricks type of feature to this blog. I regularly get questions about how to do X and Y in Maya and Max, and I figured I might as well document my answers in some manner that is easy to reference and easy to search. It’ll save me from having to re-type things over and over again if I get asked the same questions again (which happens all the time), and it might be a nice reference for visitors of this blog.

I’m also thinking of writing about my personal approach to working in Maya, Max, and other graphics-related applications. I could talk about how I do things at work, how I handle freelance projects, and even how I go about doing things for my own stuff. I’m most definitely not the best at what I do, but I do work with this stuff everyday. I know what works and what doesn’t, and what I have to say might be of use to others who encounter similar situations.

Once or twice a week should be a good pace for these tips. I have a pretty long list of things I could write about, but I don’t want blow it all right away. Plus, I’ll need time between tips to actually write them up and maybe add screenshots and/or video captures. I’ll probably keep the video to minimum for now, because they take a long time to produce nicely and they suck up storage space like nothing. I’ll reserve them for instances when text and still images just don’t communicate the idea.

Assuming that this doesn’t fade away like some of other half-baked efforts at productivity, I think it’ll be a nice addition to this blog. I get to let my inner teacher out again (been kind of missing the whole teaching and training thing since I left the University of Oregon), and I’ll actually have worthwhile content to offset my typical self-serving, long-winded ramblings. Don’t worry though. Those will still be around. :)

Technorati | | | |

Lazy Saturday

Man, what a lazy Saturday it’s been, and I have been loving it. Most of the day was spent staring at the TV either watching random shows or (still) playing Jade Empire. I actually was hoping to get out to take some photos today, but it’s cloudy, wet, and very gloomy. So, I decided to veg out. Naturally, I got the photo bug out of my system for a bit by taking more photos of Sheena.

Big Eyes

Today won’t be spent completely at home though. I’m heading out soon to meet up with the gang for dinner at Big Town Pizza and Howl’s Moving Castle at Bella Botega in Redmond. Big Town Pizza in downtown Redmond is one of my favorite pizza joints on the east side. They don’t serve “normal” pizzas like the ones from Pizza Hut or Papa John’s. They’ve got things like Thai-style pizzas, whole wheat crusts, artichoke hearts as toppings, and all sorts of good stuff. And they serve Mac and Jack’s, which is always a plus.

Howl’s Moving Castle is the latest film from Hayao Miyazaki to hit the states. Everything I’ve seen in terms of screenshots and trailers looks cool. Story-wise, we’ll have to see. As beautiful as Miyazaki’s films are, sometimes the stories do get a bit convoluted for my tastes.

Alright, time to start driving north for pizza and anime. Sounds like a typical geek’s night out.