Session Name: | Motion Warping in 'Gears of War 4': Doing More with Less |
Speaker(s): | Steven Dickinson |
Company Name(s): | Microsoft |
Track / Format: | Visual Arts |
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Overview: | The sheer magnitude of animation assets needed to build smooth and realistic movement systems while keeping a character grounded in an uneven and dynamic environment has changed how animation behaviors are built and authored. Blending multiple animations has traditionally been a way of dealing with distance, direction and environmental variance. However, the amount of assets needed for adequate coverage in today's large AAA titles can be crushing. Multiple animation blending also reduces visual freedom as blended animations must be of similar style and timing. Some games have tackled this content explosion by dynamically warping motion to meet the spatial constraints. These are often ad hoc/specific to particular actions and not exposed to the animator. For 'Gears of War 4', The Coalition developed a generalized solution by introducing the concept of warp points. |