GDC 2014

GDC 2014 Session Scheduler

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Export Schedule:

Face Animation Retargeting in Destiny

Jason Garris Jones  |  Character Technical Artist, Bungie
Tom Sanocki  |  Character Technical Lead, Bungie


Location: Room 2016, West Hall

Format: Session
Track: Visual Arts
Vault Recording: Video


In Face Animation Retargeting in Destiny, we'll explain how we were able to achieve high-quality face animation in our real-time cinematics.
  • We'll show how 42 player-selectable heads shared one animation across different alien/robot races and genders.
  • We'll explain how the way we parameterized our data allowed us to future-proof our rigs, giving our animators and performance-capture technology more flexibility to grow in the future.
  • We'll explain the philosophy that influenced our topology design and bone layout.
  • We'll cover the tools and rig controls we built for our animators.
  • We'll cover some early approaches we tried and why they didn't work for us.
  • Lastly, we'll demonstrate art techniques and processes adapted from computer animated film that were instrumental for achieving higher-quality face rigging.

Takeaway

You'll learn how Bungie designed a pipeline to share animation among a variety of faces, including how to design high-quality face rigs and how to properly parameterize your data for maximum quality and flexibility. You'll also learn techniques to improve quality regardless of your face animation technology or pipeline.

Intended Audience

Character riggers and animation engineers will find useful information on building face animation pipelines; character modelers and animators will find ways to improve their craft as well. It's helpful to have a basic understanding of face rigging and animation.