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Session Name:

Rigging a Resident Evil - Inside the Bone Code of Operation Raccoon City


This session will demonstrate how Slant Six Games implemented runtime support for helper bones driven by Maya expressions in 'Resident Evil: Operation Raccoon City'. It will describe the authoring workflow, pipeline and runtime implementation in detail, and demonstrate the practical application of expression-driven helper bones in our game.
It will show how we drive a range of detailed rendering rigs from a single animation skeleton, allowing us to completely decouple the production of art and animation for player characters. It will describe how this brought benefits ranging from higher fidelity skinning to significant savings in time and memory.

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  • GDC 2012
  • Ben Hanke
  • Slant Six Games
  • free content
  • Programming
  • Programming