You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

The Number One Educational Resource for the Game Industry

Session Name: Tools-Based Rigging in Bungie's Destiny
Speaker(s): David Hunt, Forrest Sderlind
Company Name(s): Bungie, Bungie
Track / Format: Programming

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

Overview: This session goes into detail on the Rigging and Tech Art work necessary for bringing all of the animated objects to life in Bungie's Destiny. Destiny is a large scope game, requiring many assets to be rigged and animated including characters, players, combatants, cinematics, vehicles, weapons, and props. The process of rigging can sometimes be a bottleneck in game productions where 3D art and animation become interdependent. We will describe how we have developed a Python codebase and toolset for Autodesk Maya utilizing object-oriented programming in Pymel. We will show how our techniques helped alleviate rigging production bottlenecks and supported iterative processes with constant changes during game development. We will share examples of animation and rigging problems that arose during the production of Destiny and how we solved them using various methods.

GDC 2015

David Hunt

Bungie

Forrest Sderlind

Bungie

free content

Programming

Programming

Visual Arts

Visual Arts