Why skeletons are so important to video game animation

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Early this year, the internet was  taken over by a very menacing,   very tall woman. Gamers can’t  get enough of Lady Dimitrescu,   her great stature and her very massive...  hat. And the answer why is obvious... We're all big rigging fans. Just like in real life, every player character,  enemy, or NPC in a 3D game has a secret skeleton.   Unlike real life, probably, these skeletons  are made by artists in a 3D graphics software.   Artists like Sol Brennan. They were a technical  artist-slash-rigger on Marvel’s Spider-man. Sol: But it's fairly safe to say if something's  moving, and it's moving in a more dynamic way,   or needs an animator's hands in  creating it, it's being driven by a rig. Jenna: The rig is the backbone of animation.   It contains a series of rigid, interconnected  structures (bones), as well as a series of   control points and data about how they  should act in relation to each other. Almost every animation you see in a 3D game relies  on the rig for manipulation. Even rag dolls, which   use physics-based procedural animation instead  of bespoke human labor, still use a rig. That   way the body maintains a roughly humanoid shape,  even though it gets all wibbly at the joints. Even mocap footage needs a lot of fine detailing.  So if you want your game to actually look good,   SOMEbody is going to have to finesse those  animations individually. And for that,   you’ll need at least one rig.  Luckily, those are easy to find. Sol: So basically, most game studios will have a  rigging tool set that they built, or maybe that   they bought and pay for, that auto-generates a  lot of very common components, right, like, as you   said, an arm moves like an arm, you know, there's  certain systems that can be used over and over. Jenna: Some 3D software even comes  with pre-made standardized skeletons,   which really cuts down on necromancy costs. On  top of that, studios will often reuse the same rig   for a huge number of characters.  Aside from Peter and the bosses,   the Humans of New York of Spider-man  consist of 5 character types. Keeping the number of rigs low can save a  studio a remarkable amount of time and labor,   allowing more resources to be spent on customizing  those rigs with different meshes and animations.   Lots of big boss babies in Monster  Hunter share the same bones,   but fighting them feels different because of  the work that’s been done to customize them.   So you can have what looks like a wide variety  of characters, all sharing one skeleton.   Duplicated, of course, so nobody can claim that  mom says it’s their turn to use the skeleton. Even when a game has a medley of different  sized characters, the developers probably   used a base template and customized it from  there. In Hades, most of the NPCs start as   either Thanatoses or Megaras, the two genders, and  are modified to be smaller or daddier, as needed. A lot of those hell lords spend their time  floating in their respective corners, without   doing much more than idle animations. For  other games, making multiple rigs is a much   bigger commitment. While customizing a rig isn’t  easy, it pales in comparison to the time spent   animating it, which means adding even just one  more skeleton multiplies your labor and costs. That’s especially true for player characters.  Say you wanted to make a male player character   to complement your female main character,  and you wanted to make him smaller because   we stan a short king. You can adjust the size  of a rig pretty easily. But a smaller skeleton   means narrower shoulders, and hands that are  closer together and lower than before. Which   means you can’t just reuse the animations  built for the original rig. Your character   now clips through held items, and ladders,  and just literally anything they touch. Consider for a moment the huge number  of animations a player character gets.   Gosh, that’s a lot of work! Okay, now  double that for a second character rig.   Well golly, that’s twice as much work! This is why so many studios wisely build  their player characters on the same basic rig.   Some customizers will allow a lil wiggle  room for characters that are broader   or thinner or a TV dinner featuring BEEFCAKE,   but these are purely cosmetic; it puts more meat  on those bones, but the bones remain the same. Although this is a great time-saver, it has a  notable downside. Default rigs tend to start out   pretty thin, and stay that way. There’s an upper  and lower limit to what looks natural on a frame,   so you can’t play as someone bigger or smaller  than that. And it’s rare that a game will let you   play a character that’s truly thicc. When games  DO create a rig that can support broad characters,   it often seems more like a punchline  instead of an acknowledgment that   people just come in different shapes. So games that do let you control your height  or width, or have elongated legs or fingers,   they’re actually super powerful, even if they  rarely let you be a full-blown 9’6” demigiant.   And inevitably, these systems will have hiccups  when it comes to interacting with the world,   because touch is one of the  trickiest things to animate. Sol: You either choose, are their arms going to  clip through the mesh, or are they going to float?   And a lot of times, people err on the  floating, right? Because it looks better   to have hover hands, than it does to  see obvious clipping through the mesh. Jenna: Which is why some wrestlers in the WWE  games get to have just a little telekinesis,   as a treat, and why the touch-heavy cutscenes in  The Last of Us, Part II are a technical marvel. Sol: You know, they have scenes where the  characters touch their own face and push the skin   of their own face. That is actually something  that has to be customly authored. There's no   way of procedurally authoring that at runtime. Jenna: Any time any character interacts  with anything in a game world,   it means a developer has spent time creating  bespoke animations to make it look right. For   really uniquely shaped characters - like,  for instance, those too tall to just walk   through a doorway - more attention has to go  into the animation. Which is why, of course,   the internet is so into Lady Dimitrescu. We’re  just super into animation. We love a big rig. Whether or not the studio diversifies their  character mold depends on how willing they   are to commit employee time and labor  into making a super hot tall-- I mean,   to making everything look good. It’s a choice  that needs to be made early in the design process.   For Overwatch, Blizzard specifically  wanted each character to feel distinct.   Jess Davis: If we had maintained this body type  size for all of our heroes, it might have been   more easy for production. But it gets away from  the diversity of the cast that you see below. Jenna: That didn’t mean redesigning the wheel  for every character. They developed a workflow   that allowed them to copy some animations, and  devote more time to adding flair to what they   call “high visibility forms” - things like  running and Play of the Game animations. But Overwatch still has a lot of repetition in  body types. Despite a few really unique shapes,   male characters are overwhelmingly a rectangle,  no love for the thick-hip gents. Female characters   mostly have one of two silhouettes: long-leg  thin hourglass or long-leg thick hourglass. On the other hand, some multiplayer games  explicitly cannot have different rigs for   different player characters. No matter how much  you customize your PUBG or Fortnite character,   it will always have the same skeleton - and  the same hitbox - because otherwise a player   might have an unfair advantage. Not to mention,  again, the massive amount of animations they’d   need to re-do. Which is terrible news for  those of us waiting on Fortnite Babies!   This is why poor Oddjob is so reviled. He’s the  only character in Goldeneye 007’s multiplayer   whose rig is shorter than the default gun-aiming  level. You have to lower your gun to have any   chance of hitting him, giving the player in his  proportionally-smaller shoes a big advantage. So there are definitely times when reusing the  same rig is just smart game-making. Other times,   it can really undercut your world building.  Cyberpunk is set in a future where body   modification is explicitly a common practice.  Looking around at the people on the street,   you wouldn’t know it. Nobody is rocking a  third cyber-arm or bionic legs that make them   super tall. And Cyberpunk must be an alternate  universe where furries don’t exist because you   know you’d be seeing wolf legs  and prehensile tails everywhere. Sol: Doing things especially like tentacles,   anything that's like, snakes type shape  is actually a very incredibly difficult   thing to animate, and animate consistently.  There are things that are difficult to rig,   but a lot of the difficulty in rigging comes  from anything that's, that's not standardized. Jenna: “Not standardized” doesn’t just mean  additive features, like the fully rigged   Medusa hair I’m still waiting for a game to  give me. It also means having characters that   are missing limbs, which is pretty rare in  games. From a rigging standpoint, it takes   a lot less precious time to replace a limb with a  prosthetic that functions - and animates - exactly   like a flesh hand. Or, even better, one  that makes you a little bit of a superhero! The rig system means it’s much rarer to have  a character operating entirely without a limb,   or to see a prosthetic treated like it  functions differently from a ready-made version.   So even though it makes sense aesthetically for  Sea of Thieves to have hook-hands and peg legs,   we should appreciate the extra effort  they put into the bespoke animations. And that goes for any time you see a  wee lad fighting a bunch of titans,   or a seamless cutscene kiss, or just like…  a really BIG lady. The developers have made   a choice to embrace a variety of body  shapes and for that I say, thank you.
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Channel: Polygon
Views: 217,696
Rating: undefined out of 5
Keywords: resident evil, lady dimitrescue, spider-man, marvel's spider-man, rigs, skeletons, animation, hades, supergiant games, thanatos, monster hunter, tekken, TEKKEN 7, resident evil village, last of us, last of us part 2, fallout 4, overwatch, blizzard, pubg, fortnite, cyberpunk, cyberpunk 2077, video games, polygon, game animation, character animation, megaera hades, thanatos hades, game character animation, game character rigs, rigs animation, resident evil 8, lady dimitrescu, re village
Id: ET421SuMPjc
Channel Id: undefined
Length: 9min 45sec (585 seconds)
Published: Thu Feb 25 2021
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