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Mimesis Online Developer Diary, part
5
Mimesis
Online from Polish Developer Tannhauser Gate, is a role-playing
game which transports you to a world where the borders between
reality and illusion do not exist. An unimaginable catastrophe
on a cosmic scale transformed this world, playing havoc with
the natural order of things, twisting everything, even time
itself, wiping out civilisation as we know it. For the Universe
itself, everything changed and nothing changed - a new order
was established, one where entropy rules, without intelligent
beings working to hold it back. The beings who survived the
catastrophe have tried to rebuild their world, each in their
own way. They once again want to enforce on the natural chaos
their order, their ways - authority, money, prejudice, cruelty
and conviction of their own superiority. Once again, they
are showing the unlimited ability of intelligent races to
adapt and survive. The forgotten civilisation is waking up
and slowly but surely emerging as the "new" civilisation
- and how similar it is to the old one.
On a regular basis we will feature a
developer's diary made by the Mimesis
Online development team. In this diary Derek Handley introduces
Waldemar Strzelczyk to us who will tell us something about
3D animation in Mimesis Online.
Part 5. "Move that big
butt!!! (in other words: Animation in 3D)"
I take no responsibility for the title of today's diary entry,
because someone else wrote today's diary entry. As I said
last time, I wanted to get some of the other team members
in on the process, so this time around I'm going to leave
you in the capable hands of Waldemar Strzelczyk, one of the
founders of Tannhauser Gate. I'm just here to get things started
- I want to introduce you to Waldek, because I didn't do that
last time, and I thought you might like to know who is writing
at you.
(Marcin thinks that introducing Waldek before he writes is
like putting a government health warning on the diary entry....)
The Introduction...
Waldemar (Waldek for short - that's VALdek, for those of you
who care about pronunciation) Strzelczyk (STRELchick) is basically
the head of the art team. In the early days he did a lot of
modelling and texture work - he's more of an on-computer guy
than a pen and paper designer. Now he co-ordinates work on
the art and animation, and does the bulk of the cityscape
modelling. Just like Artur and Marcin, Waldek studied architecture.
He worked on Exodus the movie trailer, and stayed with the
project when it moved online, so he's been around since almost
the start. His RPG persona had a tendency to rescue a variety
of small animals, tortured prisoners and strays, but Waldek
himself just seems to collect nicknames. Which brings me to
the most striking thing about his workstation - this huge
list of nicknames, in a variety of handwriting styles. I think
Marcin put it up. Waldek claims no responsibility for any
of them, and pretends they aren't there, but they aren't going
away.
If he stops paying the blackmail money, I'll be able to share
them with you, but until then, my lips will remain sealed...
Anyway, without further ado, take it away Thunderboy...I mean
Erotoman...Waldek, I said Waldek!
...and The Story
You can stop looking over my shoulder now, Derek. Go and create
a monster or something....Okay, he's gone.
I wanted to have a word or ten with you about animation, specifically
3D animation.
Games done in 3D are becoming more and more loaded with an enormous
variety of animations. I think it goes without saying that the
animation of the characters (PCs and NPCs) plays the most important
role in any RPG. In the race to make their animation the best,
the developers work on new technology, variety...the characters
have a skeleton with an in-built IK (Inverse Kinematics) system
reacting to gravity, a range of facial expressions, and collisions
counted for each part of the body separately. Naturally, Motion
Capture is used to do the animation, and the end result is that
the characters you can meet in the game can dance, sing and
recite, and when you shoot them in the left leg, they hop away
to the right, and when you push them down the stairs, they bounce
all the way to the very bottom, just like gravity wants them
to.
Working on Mimesis Online, we had to cope with an enormous
number of character animations. The socials alone for one
player character race come to around a hundred, and on top
of that there's the animations connected with combat, exploration,
using skills - I think you get the picture. Then you have
to remember that there's two genders in most of the races
- it wouldn't look right if you had a woman moving the same
way as a man moves; the same should apply to 'alien' races.
And finally there's the animation of the creatures and non-player
races - a few tens of moves per species.
The total number of character and creature movement animations
in Mimesis Online comes to over 2000. Each of those characters
and creatures has a skeleton covered by a mesh. At the beginning
of the project, we intended to equip our skeletal system with
inverse kinematics, but due to the broad object hierarchy,
further extended by a fairly well-developed set of weapon
animations, that idea proved impossible. The calculations
connected with IK would have loaded down the processor, so
we had to resign from it and go for sampled animation.
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Continuing the subject of animations - did I mention that we
don't actually have Motion Capture equipment yet? I think that
any of you who have ever done any animation of character skeletons
with a mouse alone knows what that means. Now, saying that we
don't make use of motion capture doesn't mean that we don't
use models. There was actually a time when I looked at what
was going on in the studio and thought that it's just as well
that the studio doesn't face out onto a main road, because someone
might have called the police. Or even the drug squad! The studio
is on the ground floor, and it has huge windows - about a twelve
square metre surface - so any passers-by would have got quite
an eyeful. We had this small group of martial artists and dancers
putting on simulated fights with 'weapons' (broomsticks, golf
clubs and the like), not to mention bowing, shaking hands, falling
over, running around, waving, kissing, stabbing each other in
the back...
We did have a couple of visits from the neighbours - the
studio is in a quiet neighbourhood - I guess they just wanted
to check what was going on.
'Making a film?'
'Us...no, a computer game.'
'Do you have a licence for that axe?'
'What axe...oh this, it's a golf club.'
'I've never seen golf played like that. Be a strange game,
with people smacking the ball into the turf from above...'
'Oh, it's not a golf game...it's a...(realization that this
could take a long time to explain)...an Australian baseball
game, but we couldn't get the right clubs.'
'Ah.'
I wonder if George Lucas ever has that kind of conversation.
But those are the breaks if you want to make a good game -
you have to expect people to ask questions...
The animation came along fine. It's done and installed in
such a way that we can correct things or change them at any
time. So, if after a year of play, you get bored with the
way your character scratches himself behind the ear (if he
has ears), you can drop us a line and we'll see what we can
do.
That's all about character and creature animation in Mimesis
Online. We put in an unbelievable amount of work, but the
final effect is worth it in the opinion of everyone here at
Tannhauser Gate. I think that's an opinion you'll share when
you see the finished game.
See you in the ether.
Waldek.
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