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Mississippi Mud Pie – Movable eyes on a static texture.

One of the challenges I have to face when doing a low poly piece is getting the right amount of subtlety when there isn’t enough geometry to accomodate for it. One of the subtle things I like to do is have nice eye movement in a character, so that they aren’t blankly staring out into space while performing their action – something that is a death knell to PSX characters rendered in high resolutions.

I had to create a method of moving the eyes cheaply and effectively, to keep within the zeitgeist of the era I am mimicking, while lifting the work to a new level of sophistication. To do this, I created a layered shader:

The Pupil – Just the eye, in the middle of a texture. It moves by changing the UV Offset attributes. An Alpha map is created to fill the entire eye area, eyelid included, so that no whitespace is visible where it shouldn’t be.
The Eyelid – This alpha map simply cuts out the eyelid so it can be placed upon the eye.

I created a proof of concept render with some programmer art, and it worked out pretty well. I faked an aim constraint by using a set driven key to drive the UV Offset with the XY translate attribute of a nurbs circle.

Left: Eyelid Texture;Middle: Pupil Texture; Right: Final Texture

Since this is just a test, I plan on several improvements:

– Driving several eye expressions with the same nurbs controller.
– Using image sequences to drive eyelid expression with eyelid alpha and pupil alpha together.
– Changing the size of the eye area, the pupil, and enable complex deformation as to create smear-frame substitutes.

Regarding rendering, using a flat plane is inefficient for viewing the eye from different eyes, so two angled planes would be better, so that from the side, there is the illusion of three dimensionality. Another two faces need to be present for proper deformation.

Mississippi Mud Pie Model Sheets

I’m well into the preproduction for my newest animated short, “Mississippi Mud Pie”. Here are some model sheets for the two characters. Animatic pending!

The Gator

The main character is an alligator. I wanted him to contrast the posh man, so I made him short, squat, and with big, expressive eyes. It was difficult to have a chunky character who also has a high dynamic range of movement. To counteract this, and make him look more like a gator, I opted to make his upper arms thin so that animation wouldn’t be hindered by having to take into account fat deposits there. It also gives a rather nice contrast between body and forearm.

The hardest part of the design, and what required the most redrafting had to have been the legs. I tried to come up with a compromise between my usual “stubby” choice and the more lithe, but more animatable legs I kept drawing for him. The wholly stubby leg design would limit animation and movement.

The Posh Man

The Posh Man is the polar opposite of the aligator. Tall, lithe and composed, with a large cranium and hat (compared to the flattened cranium of the gator). I think the contrast will be fun to animate.

Veritas Ex Machina: When Mechanics Break a Game

Here are a few muses I have regarding jarring mechanics in videogames.

A lot of complaints people have about promising games is that there are certain parts that do not gel with the expectations built up by the rest of the game. That is to say, there are certain parts that do not seem to take place with the same laws or tenants.

Imagine you’re reading a book. You’re thoroughly enjoying it, it’s a pretty standard genre piece, but at a pivotal moment, it turns into choreography for a baroque dance. This is an unsettling experience, since you are not familiar with dance, you just want to read your book. Unless the book you’re reading is House of Leaves, it’s probably something you don’t want in your library.

Why, then, do we accept this in videogames? Part of game design is to create a consistent, believable (if not realistic) world for the player to play in. The player should not be asking at any point “Why can’t I use the other mechanics to solve this puzzle?”.

There are a couple of types of immersion-breaking inclusions.

The Broken Cog
Sometimes, it’s just one thing that when included, will break a game. Something that runs against the stream, makes the machine that is the game hiccup occasionally, but will nonetheless mar the experience for the player.

One big thing in videogames recently was Quick Time Events. Every game had it, and it seemed like a cheap way to make cutscenes interactive. It’s an old mechanic, from the days of Dragon’s Lair. But in most games, it didn’t mesh with the rest of the game – players were left frustrated that they had to use twitch reflexes to solve something their mind wanted to do. But it is not the quick time event itself that is to blame – games like Heavy Rain show that consistent use of this oft-hated mechanic can create a good game. But even within itself, Heavy Rain is consistent. Buttons do particular things, and never change. But Resident Evil 4 will randomise the buttons in it’s QTE segments. This was a major complaint amongst players. It just didn’t feel right amongst the survival horror.

Most recently, however, a bruhaha has begun amongst players of Deus Ex: Human Revolution, over the inclusion of mandatory boss fights – something taken for granted in a lot of games. DEHR advertises four different styles of play, but the boss fights facilitate only one. Whether or not this is intentional is not part of this discussion – no amount of rationalisation can subtract from the fact that this breaks immersion three out of four times a player encounters this situation, since it is asking for a gameplay style they have not chosen to play. No matter how many interesting, immersive features you add to a game, the inclusion of one which jars against the theme you have decided will ruin it.

The Incredible Machine

Sometimes, however, a game will try to do too much. It will try to be everything, mechanics wise. A good example of this is Uncharted: Drake’s Fortune. It contains four distinct sub-mechanics:

  • A Parkour Platforming System
  • A Cover-Based Shooting System.
  • A Vehicle System
  • A Quick-Time Event System

    While the Quick-Time Event system is a given, there seems to be a dichotomy between the platforming and the cover-based shooting sections of the game. Neither blend together very well, and all attempts are forced and rather lukewarm. This is because the shooting subsystem is designed counter to the platforming, that is to say, the cover shooting has to stay in one place or duck into cover, while the platforming has you jumping around and being dynamic. Having to stop one style of play and pick up another is cumbersome, and especially in a game where the protagonist is shown to have the reflexes of a rhesus monkey, cover based shooting just doesn’t work. I can see why it was in Gears of War, but I can’t see how it was in Uncharted.

    A better implementation can be seen in Assassin’s Creed, where the combat system encourages you to move from place to place and never stand still, so the transitions between the two subsystems are fluid and seamless, instead of being audible gear changes.

    An older example of two subsystems that work together but have a distinct difference is the Core Design version of Tomb Raider. In Tomb Raider, the protagonist had two modes – platforming, and shooting. Drawing your guns (of which there are two, to avoid having to program in clinging to ledges and shooting simultaineously – more on that in another essay) activates a combat mode which is very primitive and rudimentary. You shoot, and you continue to move and jump in order to avoid your enemies’ attacks. Entering the combat mode robbed you of your ability to cling onto ledges, but it [i]did not[/i] rob you of the ability to do your basic platforming moves. Enemies were few and far between, and often the most entities fighting you were three or four, as opposed to the countless waves in Uncharted. While your health was finite, you could withstand a lot of punishment before dying.

    Another game whose design works against itself at all turns is Alone in the Dark 5. It is a survival horror, with shaky handgun controls and scarcity of ammo, but it requires precision aiming to defeat even the most rudimentary of enemies. It has “realistic” vehicle controls (that also crop up in games like GTAIV, but done much better) but demands action-movie style driving for it’s vehicle levels. You cannot design a game for one purpose and force it to do another.

    Conclusion
    So what can be done to stop all of these problems? Not much, unless you have a super organised team who is willing to make sure the game is tested in the right way (for game enjoyment rather than just bugtesting). When in preproduction, game design choice should be based on the style of game you are making, not on what mechanics are popular. This is a problem that has always been in games – back in the early 90s, games inexplicably became 3D without regard for how this would change the game’s paradigm. The refusal to publish 2D games by some publishers (like Sony) resulted in hasty and poor game design decisions by designers who had very little experience with the style of game 3D is made for (Simon the Sorcerer 3D being a prime example).

    The Design of a game is just as important (if not more so) as it’s story, sound, graphics or engine. It must harmonise with itself, be believable in the context of the game, and most importantly: Never make the player angry at it’s existance. A player can be frustrated at their own skill, but if they feel the game has cheated them by including a broken mechanic, that is a black mark on the game’s report card.

  • What’s Black and White and Red All Over?

    Well, one project ends and another begins: To create an adventure game with the SCI0 engine. The reason for this is that SCI0 is a restricted engine, using only EGA graphics at 320×200. It has support for Adlib music and is moderately portable.



    A Panda, a crisis.

    The basic idea is to create a simple, few room adventure with pleasing animation and good graphic quality while keeping within the limitations of the engine.

    Here are a few preliminary rooms:


    And some animation:


    As the development process goes on, I will post updates about how it is going, what trouble I get into with the engine or the editor, and more art.

    And Knowing is Half the Battle (Conclusion)

    This project has been a real learning experience. A trial by fire, but an educational one. What better way to experience just how fragile an animation production is than to experience one burning right around you? An exercise in compromise, subterfuge and meddling, all topped off with mutiny and hidden loathing. What a fantastic way to learn, and that’s no lie.

    My leadership skills are, admittedly, very poor. I have never had any luck with identifying faults and organising people.  I think I handled myself quite well, considering, even though there were several casualties along the way. My animation directorial debut was more successful than I imagined it would be.

    Well, what have I learnt? I have brushed up on my rigging skills, and am now confident with set driven keys, expressions, and clusters, along with blend shapes and other such things. I have learnt more efficient UV Mapping, how to quickly animate scenes and most importantly, how to not get disheartened when everything goes to pot. I must have had about three nervous breakdowns in the course of this project, but even that has not stopped me from continuing.

    Learning hown to quickly adapt to new troubles and incompetencies is one of the most valued skills I could ever learn. By being willing to get down and do any work that needed to be doing, regardless of my role, I feel I have lead a most productive role in this year’s project. Even if the project is unfinished and silent, I really have learnt more invaluable lessons than I would have had it not been the trainwreck it was.

    In future, I will not make the following mistakes:

    – I will not be too flexible with the animatic. Sometimes the simpler idea is better.

    – I will not make a high poly film. 1000 plus a baked on lighting system is enough for me, as I enjoy low poly modelling.

    – I will check the credentials of people to see where their strengths and weaknesses (both professional and regarding work ethic) lie.

    – I will never, ever try to make something too ambitious on a moldy foundation.

    There is nothing more for me to say, other than me and Nunu are still working on the film. It will get done, if it’s the last thing I ever do.

    Giving the World some Texture (Texture Mapping)

    Long story short, my texture artist got lazy and painted everything lilac. I asked her to texture things properly, but once again I had to swoop in, and rescue the day with my terrible, terrible texturing skills.

    Here is a barrel, there are many like it, but this one is mine.Here is my attempt at texturing a barrel. It looks like something from a videogame, says almost everyone.

    Here is a signHere is the sign. Originally it was lilac with a texture only where the sign’s picture was. I cleaned up the UV map, textured it with a coffee-stained wood, and changed it to a Phong E, and added a nice little bump map to it, then I added some more mesh to that when it rendered, it would look real sweet.

    Then I accidentally lost the file and did it all over again. Hooray!

    I am not a texture artist. But, it was pretty fun to do. Wenjie’s mesh was nice to work with when it wasn’t overcomplicated.

    Bringing the Dead to Life (Animation)

    This was the part that I was simultaineously anticipating and dreading. I loathe doing 3D animation and love 2D, and wanted someone else to do the 3D part. Alas, this was not to be, as noone else wanted to do it. So, swallowing my pride, I set to the arduous task of animating what was possibly the worst rig ever to be invented.

    It did not go well.

    Here is the first shot I animated, and my favorite. The rendered version is, unfortunately, broken, so this is all I can supply.

    Here is another shot I animated.

    Here is a sign I rigged and animated. It is merely two set driven keys, one for the chain and the sign, one for the sign alone. It creates a nice little bit of follow through.

    Here are some of the 2D pieces I animated. They are rough, as Nunu was in charge of the cleanup.

     
    And a special effects shot I animated for a sword slash, in the shape of the elder sign the hero wears as a broach around his neck:

    CLICK HERE

    I do not think I left myself enough time to animate the characters on this project. I only managed to get to the animation towards the end of the project, after doing everything else necessary on the project, and for this I am saddened, since I loved doing the animation, even if the rig was terrible and nothing worked like I had planned it. My animation was floaty and indistinct on the plague doctor, and too snappy and abrupt for the hero. I lost all pretense of subtlety and in hindsight, I probably should have designed the character better.

    I did enjoy animating the plague doctor’s shadow, however. That was really fun.

    Live and learn though, eh?

    Lovecraft Hates Your Guts, But Hastur Loves Them (The Hero)

    ORIGINALLY, there was going to be three heroes. One big and burly, one small and cowardly, and the other a true hero. This didn’t pan out, as I didn’t have enough time to animate them all. But here they are anyway!

    AN HERO

    AN HERO

    The burly man was the most difficult to design, and his process was basically one of caricaturing caricatures until it was ridiculous, and then toning it down to a reasonable level.

    The series of images are here:
    CLICK HERE
    Man01 and Man02 are there to show Neil’s influence on my designs, that pushed me in the right direction. There are eighteen images in total, so I don’t want to post them here.

    Paging Dr. Sniffles (The Main Character)

    What is a story, without a good villain? We needed to have one of those, otherwise we’d only have a spooky alley and a brothel, which with minimal effort you could find anywhere.

    From very early on I knew that I wouldn’t be able to rig a full character. It’s just one of those things I’m not fully ready for (and still am not).

    I planned out the plague doctor’s rig like so:
    A Rig Plan - Very Rough!

    The rig, rudimentary as it was, allowed the plague doctor to bob up and down in a reasonable fascimile of walking while keeping thee amount of moving mesh to a minimum. This didn’t work out so well, nor did the nCloth theory, which was handled by our sadly departed member Anna. She also was to handle the modelling, but unfortunately she moved on before she could complete it. The slack was picked up by Sandra, though I had a hand in the final model (I had to remodel quite a bit of it before it was usable as a base mesh)

    The final rig used a combination of Blend Shapes, clusters, bones and an IK system for the leg and arms (though when I animated it, I turned off the IK. I hate IK!). I tried to keep the mesh and rig as clean as possible. Unwise re-UVing later on (by another member of the group) ruined this somewhat.

    The final rig, with Dr. Sniffles pointing accusingly

    When it came to texturing, I didn’t want to do it, since I wanted to focus on getting the animation done. Unfortunately, I still had to do it. I created a texture plan for my group to follow when texturing Dr. Sniffles. However, this proved fruitless, so I did it myself.

    Here is my texture plan:

    This proved useful.... to me.

    For the plague doctor’s clothing, I decided on a simple procedural velvet shader, overlaid with self illuminated bloodstains. This would allow for maximum form even if the lighting didn’t come out right. This technique is very popular on low end gaming consoles such as the Wii as it allows you to fake real lighting with a shader. I like the velvet shader.

    He has leprosy wounds
    And a real sweet hat

    Naturally, coming from my background, everything I do looks like it belongs in a videogame, and not a fancy 3D film. What am I even doing.

    Express Train to Development Hell (Preproduction)

    The beginning of the project was hopeful, I had five associates to help me bring this thing to life. Little did I know that this project was on a express train to Hell, and I was the conductor.

    I had a clear idea in my head what my story was going to be about. The doctor arrives out of the mist, walks through the street and kills everyone in a brothel. The idea got ridiculously more complicated as time went on, and in hindsight this was not a very good idea.

    This was the original storyboard:











    The following is a sample of the myriad animatics I did.

    What went wrong, though? Did I stray too far from the abstract dread that sparked this project? Did I try to shoehorn in too much symbolism? Was I too willing to change my story? Am I just terrible at telling stories? The answers to these questions, like the true nature of the plague doctor, are shrouded in mystery.

    I did learn a lot from these animatics (13 of them). Mostly it was to not make so many. I also learnt how to get a feel for the animation I was to do in the future. If I could not draw the pose in the animatic, it wasn’t likely I could animate it.

    As an aside, I wrote a poem to accompany one iteration of the animatic. It’s too long and wordy, but I like it:

    (Darkness. The sound of wind and the breying of some unseen beast)
    In this town the madness brings
    That nameless form who feasts on man
    That twisted, veiled Yellow King
    Who lurks in cursed Alderbaran.

    (pan down from an alien sky, then:)
    While in Carcosan streets we saw
    The city bathed in vile light
    of Yellow Signs – A servitor
    Slithered foully through the night.

    Guided by some loathsome hand,
    The shape began to weave his dread
    Diablerie upon the land
    The city yielded in it’s stead.

    The houses creaked, behind they shewn,
    As from them ancient moss did slough
    What ineffably it must have known:
    Through there men sheltered even now.

    And as it reached an awful hand
    T’wards the nighted tavern door
    To take the folk who dwelled, and brand
    Them slaves of madness ever more.

    We set our sights to kill this fiend
    This alien and wretched thing
    And with our blades, we intervened,
    Drawn with a sharp and keening ring.

    My friend, who until now was daring
    did charge the thing, but as it turned
    His valor drained and left him staring
    Beyond the mask, to eyes that burned.

    And clutching at the poor man’s arm
    It channeled some dark flood of pain
    Through him, and with great alarm
    He crumpled to the floor, insane.

    Now left alone, I drew my sword,
    And faced the thing that maimed the friend
    I knew so well, I gave my word:
    This creature’s time is at an end.