Saturday 7 January 2012

BAF Games 2011 (8-9th November)

I had written up about the Bradford Animation Festival back in November but had saved it to my drafts instead of posted it... which i had just realised. We went on an outing with the whole class and attended many lectures from professionals. I found the experience extremely inspiring and however demanding it is, theres always people that need work in this institution. 

The trailer video itself reminded me of work done by Dr Seuss like The Cat In The Hat.

BAF Games 8th - 9th November 2011

Day 1
Presented by Judah Smith - game programmer

Lecture 11:00 - 12:00

Jay Grenier - Image metrics, facial animater - experience with faceware software says its extremely fun and easy to use, so much artistic control

Realistic facial animation - big challenges
cost is big ussue - less time, netter quality expected
performance - talented people

Image metrics - company
Developed tools to take an actor and translate the performance to 3D character

Faceware 3.0 - animation tool, program to create a good facial

Maya - face broken into 3 key frames; brows, eyes and mouth

Eyes: auto pose - for eyes probably needed 6 frames to get more realistic movement - gets you 70-80% the way there instead of doing it by hand

concept same for poses look for link and add them in with animation skills
look for key poses for the mouth
mot use auto pose try it yourself
look for big jaw movements, rotations in the jaw.

examples of animation videos
capture videos
capture process analysis
define the relationship of the live character

image-metrics.com download Faceware for free.

Lecture 12:00 - 13:00

Adrian Hon: six to start
Company: kickstarter indie gogo
designs mobile games
created Zombies Run for the IOS/ Android made $72,627 in 21 days, when originally targeting $12,500

Stories in games suck but still sell well
GTA 5 received brilliant reviews but had an awful story line
Some gamers believe that the worst thing about a game with a story is that it tells you what to do. Real games should be like Sims, Minecraft, where the gamer can create his own game and has the ability to create a better story line than maybe the game developer would have done.
The writer is brought in too late on in the game development therefore is rushed for a storyline, lame. 

Lecture 15:45 - 16:45

Cat and mouse: animating the animal with Nick Rogers and Matt Stevenson
work for frontier development

Kinectimals
important to reference
developed a tool called motion-graph - lay out animations in form of flow chart, so animater can set frequency and preview their work.

Kinect Disneyland Adventures
briefed by disney to create a game involving Disneyland


Day 2
Lecture 11:00 - 12:00
James Busby: Ten24

3D scanning
how did it all start?
3 different types of scanner:
1.  Laser
2.  structured light
3.  optical/ photogrammetry

uses within the games industry

4D capture
what isit and how isit useful?
easy pipeline integration

the future
full body 4d capture
perfect virtual humans
integrated photogrammetry software

Lecture 12:00 - 13:00
Nick Adams, Design manager - Blitz Games

Designing for a radical control method

Puss in Boots
Kinect:
depth buffer
rgb buffer
microphone/audio

making kinect games
start with player
1-1 relationship with the character and player, Microsoft  call it ‘Kinecterness’

brain storming - deliver a heroes experience

animated lots of different variations on sward play on the character and detect which direction the sward moves in, to exaggerate the movement rather than making the character act like a puppet.



working with kinect
start, mid and end gesture, where the detects starts and prepares, then is triggered, by the end the animation have finished it’s movement.

Usability testing
wanted natural usability, not much tutorials
don’t have to be super accurate with gesture and movement
you can protect more than 1 gesture.

design for shape matching
1.  player copes shape
2.  puss makes the shame
3.  player wins

what we learned;
start with the player
deliver a hero experience
be clever with technology
test test and more testing!

Lecture 13:30 - 14:30
Brendan McNamara, Team Bondi

The Getaway - used real people
most games don’t use real actors

Used magnetic motion capture, would capture the body but not really facial expressions

use optical motion capture, will mimic the facial expressions

try come up for something different, and better for facial expressions for what would come up next

used maths and Pythagorus for muscle structure to make it so realistic

photogrammetry and stereo video

motion capture, motion scan

development of L.A Noire:
debt analysis used
making the process
motion scan isn’t editable so can’t afford to want to edit a scene later on

Future: Full body capture

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