[In a visual arts-specific article republished on Intel's Visual Computing microsite and originally published in Game Developer magazine, Bungie's Steve Theodore discusses skeletal construction and animation for game characters, looking at "strategies for taming
the skeletal hordes without ending up in
the graveyard."]
You hear the eerie rustle of dry
bones as they close in around you,
the hideous clacking as they shimmy
through your pipeline. They are the
remorseless bearers of doom. Neither
fully alive nor safely dead, they will not
rest -- nor will you! For they are...
...the skeletons!
And they're here to make you
miserable!
Show Some Backbone
The animation skeleton, like the
biological one, is absolutely necessary.
We're pretty much stuck with the
skeletons we were born with, but for
many of our digital creations, the right
set of bones takes a long time to develop.
The process is often slow and iterative,
and if it's handled incorrectly, it can also
be very painful.
If you want to exorcise (or exercise) the
restless bones in your own characters,
you need to start by repeating to
yourself this important, but frequently
forgotten fact: The skeleton is, bar none,
the most important component of any
animated character.
The fact that it's invisible doesn't make
it some kind of afterthought that can be
elbowed off the schedule in favor of more
graphically satisfying tasks, like creating
concept art or modeling. You must get
the skeleton right if the character is going
to succeed aesthetically. And just as
importantly, you have to get the skeleton
assembled safely if the character is to
come in on time.
Let's look at some strategies for taming
the skeletal hordes without ending up in
the graveyard.
Dem Bones
If bitter experience hasn't left you
convinced that the skeleton is critical,
stop and do a little math.
A high quality character mesh
represents several weeks of an artist's
time. A skeleton, of course, can be
assembled in a couple of days. Although
the cost of laying down bones may be
trivial, the problems that arise when the
skeleton has to be changed mid-stream
are truly epic.
When you change a character's
skeleton, you've invalidated every bit
of existing data that depends on the
skeleton. This means you may have to
reweight its mesh and rebuild every one
of its animations. This can be nearly as
expensive as redoing them from scratch.
It might require weeks or months of work
by a whole team of animators, supported
by a character rigger. And if the alteration
in the skeleton involves a change in the
overall proportions of the model, you
may need to rework the game mesh as
well, which can also result in creating
new UVs and thus new textures.
Most teams recognize the costs of
skeleton changes and treat them with
the kind of enthusiasm usually reserved
for a dinner invitation at Castle Dracula.
Locking down your skeletons as early
as possible is a natural and sensible
precaution, given the time costs and
potential for chaos that comes with
changing them.
Locking down that skeleton is easier
said than done, however. The key
to making it stick is planning early.
Sending out emails about "discipline"
isn't going to cut it. Ensure that your
concept process includes the design of
the core animations and the skeleton
as well as the mesh and textures (we
devoted an entire column to this very
topic; see "Raw Crude," Game Developer magazine, May 2008). At the
very least, you'll need to devise a tough
set of standard test animations that a
character needs to perform successfully
before his skeleton is released to
animators and riggers.
Even with planning and tests, you're
bound to miss something. For this
reason it's good practice to push to
the front of the production queue the
moves that typically reveal the flaws in
a skeleton. That way any changes that
become necessary can be caught when
only a few animations are in the can.
The worst offenders are often
crouching or kneeling poses, which
expose poor placement of knee and
ankle joints ruthlessly (see "Anatomy for
Animators: A Leg to Stand On," Game Developer magazine, November
2005). Gun aiming poses are another
good candidate for early testing, as they
reveal flaws in the neck and shoulder
anatomy as well as the tricky matter of
clavicle placement.
The Horror, The Horror
Once you've got a skeleton you can
believe in, it's still important to distribute
it to the animators and communicate
that it has been distributed. If you crave
ghoulish thrills, watch the eyes of an
animator as she realizes she's spent a
week perfecting a move on an out-of-date
version of the character that won't export
anymore. Sending emails or leaving
sticky notes on the monitors of harried
production folks isn't enough. The tools
in your pipeline must make it so that
starting new animations is as simple and
error-proof as possible.
Opinions are split on how to ensure your
animators are always working with the
authorized skeleton. Some teams like file
referencing, while others recoil from it as
if it were a necklace of garlic. Referencing
proponents point out (correctly) that
using references provides free automatic
updates and keeps the animation staff
current with no extra effort.
Detractors
counter that referencing breaks too many
animation features, makes it hard to apply
special-purpose rigs, and has a tendency
to break animations when changes do
come through. Since referencing tends to
arouse a lot of theological passion (see
"Clone Wars," Game Developer magazine, October 2008) it's important
to focus on the animators' needs rather
than fixed ideas about the technology.
Unfortunately, no amount of discipline
and planning can keep those restless
skeletons locked in the boneyard forever.
A good process limits your liability, but
it's almost certain that some accident
of production or technical glitch will
eventually force you to go for a root
and branch rework of a character that
already has dozens, or even hundreds of
completed animations.
When that dark
day dawns, you're in for some serious
pain. However, a little planning and some
tools can transform the experience from
one of soul-crushing despair into nothing
worse than a bad case of indigestion.
The first and most important line of
defense is simply to know when things
have gone wrong. It's a great idea to
check every animation against the
"skeleton of record" when you export it.
That's a good way to keep people from
walking down blind alleys for too long,
and it means that minor problems (like
bones that accidentally get renamed)
can be fixed right when they occur,
instead of showing up as subtle bugs or
mysteriously failed imports.