How to gradually establish a global thinking, master and optimize the entire set of work processes, increase the initiative of their own positions; how to split the work points and polish the quality of the project.
Editor’s note: This article is from WeChat public account “Game Grapes” (ID: youxiputao ), the author of Thomas’s skull.
Dou Debin works in the Tencent Inter-Entertainment Aurora Light Studio group and is the person in charge of the action development of “Tianya Mingyue Knife”. He said that when he was working in his early years, he often got an idea and he got the reply of planning and procedures:
After thinking and thinking, Dou Debin finally realized the meaning behind this sentence:
In order to solve this problem, Dou Debin did not quarrel with planning and procedures, but learned the whole process of animation effects, changed the traditional development method, and allowed the art to gain greater autonomy.
In addition, Dou Debin also told an interesting little story: They have made a version of the most basic light work in order to catch up with the version test, and it seems like this.
But after the test, the then producer, now the president of Northern Lights, Ethan, went to his position and said to him: “The performance of “The End of the Moon” cannot be short-boarded.” Turn around and leave.
I remember that it was an afternoon. I was standing at the station on the 3rd floor of Tencent Building, Block C, Xinye Park, No. 1801 Hongmei Road, Xuhui District, Shanghai. I looked at the back of the boss, one A fire in the heart of the youth was ignited. I thought at the time… I also want to be the boss!
Jokes are jokes. Later, Dou Debin led the team to disassemble the core objectives a little bit, and infer the complete concept in the reverse direction. The art planning and program work by the art has realized the effect of today’s “Tianya Mingyue Knife”.
Although your work may not be related to action design, you may learn from Dou Debin’s sharing, how to gradually establish a global thinking, master and optimize the entire workflow, and increase the initiative of your position; how to Split the work points and polish the quality of the project.
The following is the sharing content of Dou Debin, published by the game grape:
Very happy to come to TGDC. I entered Tencent in 2011 and have been working on the development of the “Tianya Mingyue Knife” project. I used to work in two companies in Shanghai, and I also developed RPG. I also have experience in this category.
But as an animator, I have always had a lot of confusion. The development of MMORPG actions is always subject to many restrictions, and it is not possible to fully express the sense of hit and rhythm.
There are so many successful games on the market. When two people are fighting, I can only tell through the special effects and the numbers on the top of the head that I have attacked the other party, or have I been attacked? Why can’t MMOs have strong hard feedback like a single machine?
Every time I think about it, I feel very weak. When I have some ideas and want to discuss with the planning and procedures, I will get such a reply most of the time:
Is the art design in the room, especially the 3D design classmates, feel familiar? These words are almost in every project.I heard it.
I was thinking at the time, what exactly are they talking about? Can’t have displacement, then there is no displacement? If the mechanism does not support it, then let it support it? If it is not easy to achieve, then let it be realized? Are we doing development, doing creation, and doing this is not normal?
After I thought a lot, I gradually understood the meaning of planning and procedures. Most of the time they say three words: you don’t understand.
They think that you are doing art design. You can draw the original painting. Just do the animation well. If you tell me, you don’t understand. I am too lazy to explain so much to you.
What makes the information on both sides so asymmetric? Mainly because the action classmates are not enough to understand the implementation and technology of the action logic, which makes the communication between the two parties not in one channel.
So after coming to the knives, I made up my mind to make a breakthrough. At that time, our game launched a slogan: martial arts change, from the picture performance, character demeanor, combat action, from the entire art level of performance innovation.
How to change the traditional production process?
I think if the animation wants to break through, we must first understand how the action is implemented.
In 2011, I came across an action editing software: Morpheme, which can completely edit the behavior and logic of the entire character, and the art students can learn and master.
It has the advantage that its nodes are in two-dimensional form, and each node function is behind a long list of code, you can directly operate by dragging it to its operation interface. With these, we can easily build the behavior of the character. This is a simple schematic:
Some of the actions of “Tianya Mingyue Knife” is to mix the functions of some action pieces with some functions to complete the effect we want.
Learning Morpheme let me know that animation doesn’t just achieve the effect, but also consider the logic behind it, and then push the painting to do what it wants. So when we were fighting the “Tianya Mingyue Knife”, we thought that the traditional action production method can not meet our requirements for effect verification and rapid iteration. We need to adjust the process.
This is the process of traditional animation. Planning will first tell the animation what needs to be done: is a single attack, AOE or big move? Then the art began to be produced as needed.
Some planning is very experienced, and even tells you: How many frames are I rocking before, where are the hit points, how many frames are cut off, how many frames are shaken afterwards, but what about art? When doing version verification, it is basically planning and matching the effect, and then calling the animation to see if the animation is not correct.
But based on the learning of the previous Morpheme software, we have a clear understanding of the logic of animation. The first thing we do is to turn “understanding needs” into “implementation.”
This means that we will discuss the actual performance of the skills and actions with the program and planning. As a developer, we can finally get on the table.
Now I can say that this effect only needs to do 3 action segments, through a Blend node, according to the maximum and minimum values of the parameters opened to me by the program, I can operate the mouse to fuse it.
After we addTwo processes have been added to modify the configuration logic and configuration effects of the entire skill. After the animation, we will import Morpheme and build the action logic in the software, which is the behavior tree that we just saw. After that, all our resources will be packaged into the version.
We also configure the effects in the version, which is the behavior of the configuration skills. This word sounds very high. In fact, it is nothing more than the effect of enriching the skills of the atomic items such as attacking action, attacking action, attacking special effects, and attacking special effects in the skill editor. These can all be done by art.
Why do I emphasize that movements should be done through art, not planning? Because I think that the inner feelings of art are more sensitive, the effect of their own adjustment will be more accurate and more direct.
At the end of the version verification, we will call the producer, the main beauty, the main policy to see the effect of the skills together. This has changed: I want you to see my effect, not that I am called to see the effect.
The biggest meaning of this process is that art students can really understand how the effect of a version is formed. We can control the entire process, not just a part of the process.
You can look at the early process of determining the knife, what is our working mode:
The things that everyone just saw were all done independently by the action art classmates. This method is especially helpful in the middle and late stages of the project.
When we finished the first version of the skills and found that a certain skill is not very good, but the producer and the boss did not propose any changes, we can quickly make a second by mastering the technology and process. Version, self-verification, or let the producer perform a second round of CE.
How to do skill design?
After finishing the learning and change of the art process, now let’s talk about the basic work of the animator: doing animation and skill design.
The skill design of “The End of the Moon” has its own characteristics. What we want to do is a stand-alone, multi-segment experience. Each time a player presses a button, an action is played. When different buttons are combined, a combo is generated. So the design has a lot of layout space.
“Tianya Mingyue Knife” Each martial art has two main skills: one is five combos, and the other is general attack. They are all multi-strike combos. And when we do skill design, we emphasize Pose and rhythm.
Speak Pose first. As we all know, each frame of Pose is combined to form an animation, so the quality of Pose will directly affect whether the action is good or not. Give some examples for everyone.
Pose Design
Let’s see which Pose is better, left or right? … I just heard someone say the left side, I am a little sad.
These two Poses are not right or wrong. On the left is a Pose that is common in martial arts routines, with a front leg bow and a hind leg collapse.
But imagine, if you are a player, what can you see? The whole Pose tends to be a straight line, except that the hands and body are compressed, forming a plane, and you can’t see anything. The Pose on the right will separate the feet and legs, and the whole body will lean forward. Everyone pays attention to the head. When people attack hard, they will definitely bow their heads. This will emphasize the feeling of the character.
The second Pose, this is also a very common sword Pose. The Pose on the left is also good, but compared with the right side, his whole body will be less tight, and the chest of the upper body will be squeezed.
Our animation will emphasize the rotation of the pelvis, and use the pelvis to drive the body to do the rotation instead of the traditional animation called C-shaped, let the characterThe chest is over-squeezed. Because the actual effect, after being over-squeezed, the curve, volume, and body block on the back of the character will be weakened.
This is the third Pose. Which one do you think is better? This is also a relatively common thorn in the martial arts movement.
The feeling on the left is very smooth, it feels that people are not moving, and the right Pose is leaning forward, very unstable, as if it is about to fall. But it is this feeling of dumping that adds to the dynamics that make people feel that this Pose is moving.
What we emphasize when doing Pose is the balance on the composition, not the balance in the absolute sense. Everyone looks at the Pose on the right. The forward leaning is very strong. The arms and swords that stretch out are very long, but the area is not large. At this time we will balance this effect with the cloth and sword on the right side of the body. Although the center of gravity is on the left, there are more elements on the right side, and the whole picture feels balanced.
Sorry, this Pose grape lord is ok ==
The fourth Pose, this Pose is even harder to judge. In fact, both left and right are not bad, but the feeling of the left side of the force will be worse, her pelvis and chest are almost a straight line.
When doing such a limit frame, a whip leg smashes over, more is dependent on the upper body’s force, so it is necessary to emphasize the lag of the humerus, the upper body’s writhing is larger. Looking at the right side, her upper body will be more writhing, feeling full of power and about to make a powerful blow.
The fifth Pose, the picture on the left emphasizes the female S-shaped and leg standing, but we are more inclined to make the right side, more exaggerated emphasis on dynamics and imbalances, let oneKeep your feet tilted and your left leg as close as possible to maximize the imbalance.
The adjustment of these Poses is very basic, but in the game, the Pose on the right can convey more dynamic information than the traditional Pose on the left. And in a fast battle, a good Pose can give the player a brain-filling effect. One preparation on the left and one attack on the right. When the player sees these two Poses, they will naturally attack the attack from the left to the right.
skill rhythm
Next talk about the rhythm of skills. The traditional translation of rhythm is timing, but we used a word: rhythm.
My understanding is that timing is more about the rhythm of a single action. For example, if I want to be a very big giant, maybe his whole movement is very slow, he feels very heavy and has a long buffer time.
But rhythm is more used in the music field, with melody, rhythm, and more like rhythm arrangement. Because we emphasize multiple combos, the skills are more demanding.
How to understand the arrangement? What is the combo rhythm of not programming? Everyone listens, 1–2–3–4–, 2–2–3–4–, unfamiliar? Everyone is listening to this rhythm from elementary school to high school: this is broadcast gymnastics. After a long time, it will be boring, boring and boring.
Can it be arranged in the original rhythm when it is hit, for example, can it be half empty? It turns out to be 1–2–3–4–, can it become 1-2—3–4–, and the second hit point becomes 1–2-3-3–4 –?
What does this do? When the next hit rhythm does not fall within the psychological expectations range, the player will feel new. And the melody and the rhythm itself have rhythm, so everyone will hear the high music will swing together. We want to use this arrangement to make a set of combo routines more rhythmic and substitute.
There is another point, there are a lot of strong interactions in “The End of the Moon”, which can make the attacker’s rhythmPassed to the attacked party, let the player have a holistic feeling of the skill, and match the attack of each attack.
The sorting of skills that I just saw, we are not simply cutting the left, cutting right, stabbing together, but picking the most appropriate action for the rhythm.
A lot of games do two consecutive blows to make a quick left and right sword, but we will choose the backhand according to the rhythm and take the sword from the upper right to the left and then slant down and then backhand. The buffer is just the preparation of the front stab. . In order to match the rhythm of the fast two strikes.
Our skill movements convey visual information while also increasing the player’s perception of skills. When we scam all the off-control skills of the opponent, we can use the five damages with the highest damage to make a complete set of damage, not interrupted, and the sense of refreshment at that time is the strongest. This is also the characteristics of the design of the sword.
Lightwork animation design
Last talk about light work. Light work is the most difficult part of the art development process of “Tianya Mingyue Knife”, and it is also the project with the least clear development direction in the animation system.
In the early stage, in order to catch up with the version test, we first put on the most basic version of the game, which can only satisfy the function of the light work, the character can jump, the front punch, and it looks like that.
But after the test, the producer at the time, Ethan (now the president of the Northern Light Studio), walked from the station to my position and said to me: “The performance of the sword cannot be short. “When you turn around, you will leave.”
I remember it was an afternoon. I was standing at the station on the 3rd floor of Tencent Building, Block C, 1801 Hongmei Road, Xuhui District, Shanghai. Looking at the back of the boss, a group of young people’s inner fire was ignited. I thought at the time… I also want to be the boss!
But after calming, I will analyze again. What does the boss want? As a designer, are we completely dissatisfied with this version? In fact, we are not very satisfied.
We are suffering. At that time, there were already very successful games on the market. Their light work has been done very well. There are mutual sects and weapons.Move, the character can jump in the sky, and there is a very good gliding action. What else can we do? Will it be said that plagiarism is done?
So the team brainstormed together, our hair was almost a drop, but it gradually found the feeling: everyone sees this light work, in addition to the monotony of the action, what is the problem? Pay attention to the lens of the game, it is actually bound to the role’s Root point, fully synchronized with the character’s movement, this person is always in the center of the picture. But we feel that there is a lack of movement and lack of impact.
So we have refined a core goal: to present the flight experience. After we had the goal, we split it into two points: the first is how to fly, and the second is what to experience.
First, many successful games have used jumps to express light work, and their jumps and aerial performances are very rich. However, since the skill design of “Tianya Mingyue Knife” is very characteristic, can we do some skill performance in the air?
The second point, what do players want to experience? In addition to the sprint, the lens will be blurred and there is a sense of speed. You will only feel the “fast movement”. And what we want to express is “the feeling of flying”, to feel the feeling of the air whizzing through my face and body.
After locking these two points, we started looking for references and inspiration. We saw a flight simulation game that had a strong feeling of throwing away from the camera:
At the same time, the path and the mirror in many animes are exaggerated. Sometimes, the close-up of the character is cut, and then the lens is opened to show the sense of speed.
So we have a general concept of light work: through skillful movements, rich charactersThe motion curve, as well as the changes in the lens, add to the sense of presence and visual impact.
You can look at the effect of big light work:
The development of Daqiangong tells us how to split a completely ambiguous concept a little bit, by implementing 1-2 effects, and reversing and inferring the complete concept. At the same time, Daqiangong is also the most successful example of the entire project team, which is driven by art to promote planning and procedures.
Reviewing the development of “Tianya Mingyue Knife” in the past 8 years, I really feel a lot. The happiest thing is that I and the team members solve the problem a little bit and make one effect. We are working on R&D, creating, not mechanically passively.
At the same time, I also realized that artists want to improve, they must understand and master the technology. The deeper the understanding of technology, the more you can circumvent its limitations and take advantage of the strengths of technology. We must master our creations and recognize our work. Thank you all!
QA link
Q: As an artist, what is the most difficult thing to break through?
Duo Debin: The most difficult thing to break through is the work mode and work ideas of art students. Most practitioners will think that I am animating the animation, that is, painting the original painting. Why do you do so many other things? But in fact, special effects, rendering, lighting, binding… all links will affect the final result.
So if you are an original painting, you can also try to touch 3D MAX or MAYA, try to sculpt the character you painted, and express your innermost feelings through your own hands.
Q: Do you have a design challenge? What will you do?
Dou Debin: There are a lot of situations. At the beginning we will explain to others why we are doing this and trying to get others to understand my design. But then I found that others are different from your experience, environment, and feelings. So in the end we summed up one point: not tangled.
This thing is released, if it is goodEveryone will definitely shine in front of them; but if anyone feels that it is not enough, then there is no need to explain, you just did not do the best, take it back and redo.
Q: In order to avoid the bad experience of sliding and jumping frames such as skill and movement, there are often restrictions on skill movements, such as the first and last Pose, left and right footsteps, and so on. How do you make trade-offs?
Dou Debin: There is a detail here. Generally, moving animation is either the first frame is the left foot in front or the right foot is in front. However, the animation footsteps at the end of the attack may be very diverse, and a mobile resource cannot match multiple attack footsteps.
So you can do two kinds of starting actions: the left foot is in front and the right foot is in front, so different skills can choose different steps. There are no shortcuts to animation, and resources are often right. For good results, I am willing to add some resources for action.