Technology Industry
Industry: Email Alert RSS FeedAnimation for games: stylized or real, PC and console characters offer sophisticated actions, looks and stories
Post, March, 2005 by Ann Fisher, Claudia Kienzle
This game was transformed during its three-year production cycle. "Originally, you never got out of the helicopter," says lead animator Austin Baker. "And then we turned into this game where you spend very little time in a helicopter, you drive in all sorts of vehicles. It became an action-shooter as opposed to a helicopter-pilot game."
The transition chewed up production time but also allowed Baker to develop an efficient technique for new run-walk cycles. Instead of creating new cycles for each weapon, "I made a generic run and walk with nothing in their hands, just straight cycle and I was able to use that and drop it onto the character. It cut down on production time a lot." Pandemic animators used Softimage|XSIV.3.5 on Dell PCs.
Most RecentTechnology Articles
- The Google Manifesto: Dr. Open and Mr. Closed
- RIM Is Getting Too Successful for Its Customers' Good
- Tech Law: Google Loses in France, GPL Suits Target Many, IBM Sued, More
- Microsoft Moves Fast, Already Has Custom XML Patch for Word
- Microsoft Might Get Advantage or Pain from Order To Not Sell Word
- More »
The camera is behind the characters, from the knees up, but the game is set up so players can rotate the camera around them at anytime. "I tend not to do a lot with the face right now just because developing on the PS2, and with all the technology we have in Mercenaries, doing facial animation all the time ended up becoming quite a big burden on the hardware. In the beginning, we weren't even going to do facial animation but it was one of the things that I experimented with and found out we could do."
FIFA 2006
The annual soccer release from Electronic Arts Sports (www.ea.com), FIFA 2006, will next be available in fall '05 for current and next-generation platforms. EA Sports is the creator/publisher.
Most Major League Soccer teams, and their stars, are in the game. There are thousands of characters. Making those players look and move authentically is their trademark--fans want to see their stars. "Our big challenges are not character design, per se, but pulling off a lifelike character that very easily is recognizable as that particular athlete," says senior art director Henry LaBounta. Adds senior animation director Eric Armstrong, "You can't separate [how they look and how they act]. The reality is we spend a lot of time comparing our characters to still photographs so our video references match. But in the end it's really about the experience, how they move and play and act in the game itself as to whether or not they're believable." Animators spend a lot of time analyzing actual motions of individual players.
To enhance the believability factor, the new platforms on the horizon--with more powerful processors and memory--have created opportunities for EA animators to apply new techniques to the production process. Paying attention to how fabric moves against players' bodies is one focus. Already, in FIFA 2005 and FIFA Street, there are NIS sequences (non-interactive) where gamers, when not in gameplay, can go down on the field for player close-ups and reaction shots. There is also an instant replay function within gameplay.
Animation is motion captured. Electronic Arts has one of the largest mocap stages in North America. Their mocap system is used with proprietary tools, and Kaydara's Motion Builder, which deal with that data and building complex animation moves suitable for interactive experiences. Alias Maya 6.01 on PCs is used for modeling and animation.
CXO UnpluggedSmart Business interviews on BNET
Brought to you by CBS MoneyWatch.com
- Best- and Worst-Paid College Degrees
- 6 Things You Should Never Do on Twitter or Facebook
- How Much Sleep Do You Really Need?
- 6 Big Myths about Gas Mileage
- 5 Rules for Immediate Annuities
- Death in the Family: 12 Things to Do Now
- Dumbest Things You Do With Your Money
- 6 Online Networking Mistakes to Avoid
- 401(k) Mistakes to Avoid
- 5 Economic Scenarios to Keep You Up at Night
- The Real ‘Best Places to Retire’
- Best Credit Cards for You
- 12 Tough Questions to Ask Your Parents
- The Real ‘Best Colleges’
- Home Buyer Tax Credit: How to Cash In
- Why You Shouldn't Bash Cash
- 8 Phony 'Bargains' and Better Alternatives
- Danger: 3 Debit Card Scams to Avoid
- 6 Myths About Gas Mileage
- 29 Fees We Hate Most
- Quick and Easy Ways to Boost Returns
- Best Stocks to Buy Now
- Lower Your Taxes: 10 Moves to Make Now
- New Jobs: 8 Lessons from Real-Life Career Switchers
- The New Job Market: Who Wins and Who Loses?
- Health Care Reform's Public Option: Everything You Need to Know
- Volunteer Work When Unemployed: Should You Work for Free?
- Whose Recovery Is This?
- Long-Term-Care Insurance: 4 Biggest Risks to Avoid
Content provided in partnership with
Most Recent Arts Articles
Most Recent Arts Publications
Most Popular Arts Articles
- What makes a successful business person? Business people who are tops in their field have a lot in common, and art professionals can learn a lot from their successes and strategies
- The Arnolfini double portrait: a simple solution
- Toni Cade Bambara's use of African American Vernacular English in "The Lesson"
- Emily Watson - IVTR
- The voucher - play - The Literature of Democratic Spain: 1975-1992



