Under the Hood: The Inner Workings of Animation on Assassin’s Creed
Under the Hood: The Inner Workings of Animation on Assassin’s Creed
Sylvain Bernard, Animation Director, Ubisoft
Animation:
- All animation was done in 3dsMax with Biped
- ‘Our animators do not like MotionBuilder for creating animation’
- Would have meant porting all their tools to MotionBuilder
- MotionBuilder was only used to clean mocap
- They decided to ignore foot sliding in order to concentrate on a better performance and gameplay experience
- They stressed the importance of Technical Animators
- Up to 15 animators worked on Assassin’s Creed
- 40% of all animation was hand keyed
- There is no procedural animation(not counting blending)
- They showed the entire move tree
- sprint, run, walk, jog, slow walk, banking, strafe, 4 idles
- 168 ground animations for altair locomotion group
- 122 anims in climbing group
Production:
- 90% of work was integrating animation into the environment
- The key was pairing animators with programmers
- Sit them together
- Before they started one main goal of the project was ‘to do as much animation as we could’
- They saw Next Gen as an animation showcase
- They prototype gameplay in max to show programmers how the game should look/feel
- How AI should react
- How a character should interact with the environment
- ‘In the beginning designers were given free reign to make anything they wanted, in the end we had to make a 20 page document telling them how to create levels’
- Too much freedom leads to chaos
- Stressed the need to involve animators in animation system development
Pipeline/Rigging:
- All characters share the same skeleton (male/female npc, altair)
- ‘the art director wanted characters of different heights, we said ‘no”
- made mocking things up easy
- They call their movement locator the ‘magic bug’
- Locators ‘joined together’ when two characters interacted
- NPCs use simple hinge constraints for ponytails and things
- They had ‘no working AI for almost the first two years‘ of the project
- They do edge detection on the collision mesh
- Auto nav mesh generation
- Auto ‘animation object’ placement
Hey man, thanks for sharing this information, I especially found the the numbers on the animation tree interesting!
Comment by Matt Ornstein — 2008/12/08 @ 9:24 PM