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GDC10: The Making of FFXIII Real-Time Cutscenes

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GDC10 Slides: Realtime Cutscenes Workflow - by Yusuke Tanaka & Koji Kobayashi
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Real-time Cutscene Workflow The Making of FFXCutscenes
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Page 1: GDC10: The Making of FFXIII Real-Time Cutscenes

Real-time Cutscene Workflow~ The Making of FFXⅢ Cutscenes ~

Page 2: GDC10: The Making of FFXIII Real-Time Cutscenes

Self-introduction

Yusuke Tanaka

Motion Designer: FINAL FANTASY VII, VIII, IX, X, X-2, XI

Cutscene Motion Director: FINAL FANTASY XIII

Koji Kobayashi

CG Movie Lead Artist: FINAL FANTASY VII, VIII, IX, X-2 FINAL FANTASY the Movie

Cutscene Director: FINAL FANTASY XIII

Page 3: GDC10: The Making of FFXIII Real-Time Cutscenes

Overview

Live Editing

In-house

Tools

• Crystal Tools

• Plugins

No Going

back!

Multitaskin

g

Limited Work Schedule

Overwhelming Number

of Tasks

Preserving High

Quality

Page 4: GDC10: The Making of FFXIII Real-Time Cutscenes

Cost

Bala

nce

High

Low

Various Cutscenes

Pri

ori

ty in

S

tory

tellin

g

High

Low

ABCD

Page 5: GDC10: The Making of FFXIII Real-Time Cutscenes

Various Cutscenes

Page 6: GDC10: The Making of FFXIII Real-Time Cutscenes

Multitasking

No going back!

Workflow Principles

Page 7: GDC10: The Making of FFXIII Real-Time Cutscenes

The Teams

Scenario Story creation

Programming Game programming Tool development

Art Characters Backgrounds Props

VFX Battles Fields Cutscenes

Storyboard Storyboard

Sound Music Voiceovers SE

Planning Events Battles Fields

Character Modeling Characters Monsters Props

Character Texturing Characters Monsters Props Shader setup

Motion Battles Fields Character rigging and setup Cutscene body motion Cutscene simulation Facials MoCAPCutscenes

Layout MoCAP direction Lighting Post-effects

3DBG Environment

modeling Environment

texturing Props modeling Props texturing Shader setup

Menu Design Screen designing Icons

Localization Translation Subtitles

Page 8: GDC10: The Making of FFXIII Real-Time Cutscenes

Cutscene Flowchart

Scenario

Storyboard planning

Storyboard

Storyboard review

STEP 1 movie

MoCAP planning

MoCAP shooting

POST processing

STEP 2 movie

Planning

Body motion Temp. facials

Simulation Final facials

Merge

On-target preview

Data integration

Lighting

On-target rendering

VFX design

VFX production

Layout

Motion VFX

Lighting

Page 9: GDC10: The Making of FFXIII Real-Time Cutscenes

Cutscene Flowchart

Scenario

Storyboard planning

Storyboard

Storyboard review

STEP 1 movie

MoCAP planning

MoCAP shooting

POST processing

STEP 2 movie

On-target preview

Data integration

Lighting

On-target rendering

VFX design

VFX production

Planning

Body motion Temp. facials

Simulation Final facials

Merge

Page 10: GDC10: The Making of FFXIII Real-Time Cutscenes

From the Storyboard, through Scene Creationto On-Target Preview

Page 11: GDC10: The Making of FFXIII Real-Time Cutscenes

Cutscene Flowchart

ScenarioStoryboard planning

StoryboardStoryboard

reviewSTEP 1 movie

MoCAP planning

MoCAP shooting

POST processing

STEP 2 movie

STEP 1 movie

STEP 2 movie

Page 12: GDC10: The Making of FFXIII Real-Time Cutscenes

Scene Creation Workflow

Storyboard

Page 13: GDC10: The Making of FFXIII Real-Time Cutscenes

The Scene Creation Process

Creating the Previz

Page 14: GDC10: The Making of FFXIII Real-Time Cutscenes

Using MotionBuilder for Scene Creation

A standard layout tool with plenty of features

Easy to manage MoCAP data

64bit OS compatible

Page 15: GDC10: The Making of FFXIII Real-Time Cutscenes

Customized Camera Tool

Non-linear camera editing is made possible

• Autodesk MotionBuilder• In-house Custom plug-ins

Page 16: GDC10: The Making of FFXIII Real-Time Cutscenes

Scene Creation Workflow

MoCAP Planning

Page 17: GDC10: The Making of FFXIII Real-Time Cutscenes

Resource Documents for MoCAP Preparation

Page 18: GDC10: The Making of FFXIII Real-Time Cutscenes

Resource Documents for MoCAP Preparation

Page 19: GDC10: The Making of FFXIII Real-Time Cutscenes

Props for MoCAP Shooting

A Sword A Speeder Bike

A Cell Phone Guns

Page 20: GDC10: The Making of FFXIII Real-Time Cutscenes

Shooting the MoCAP

Page 21: GDC10: The Making of FFXIII Real-Time Cutscenes

Scene Creation Workflow

Using MoCAP Data to create scenes

Page 22: GDC10: The Making of FFXIII Real-Time Cutscenes

Final Scene Creation Using MoCAP Data• Autodesk MotionBuilder• In-house Custom plug-ins

Page 23: GDC10: The Making of FFXIII Real-Time Cutscenes

Scene Creation Workflow

MotionBuilder ⇒ In-house Tool

Page 24: GDC10: The Making of FFXIII Real-Time Cutscenes

MotionBuilder ⇒ Target Tool

An automated pipeline from the MB-Story scene to the target in-house tool

MotionBuilder CrystalTools (CutEditor)In-house tool

Page 25: GDC10: The Making of FFXIII Real-Time Cutscenes

MotionBuilder ⇒ In-house Tool

The in-house tool converts the MB sceneinto the desired format for the game

• Autodesk MotionBuilder• In-house Custom plug-ins

Page 26: GDC10: The Making of FFXIII Real-Time Cutscenes

MotionBuilder Step 2 Scene• Autodesk MotionBuilder• In-house Custom plug-ins

Page 27: GDC10: The Making of FFXIII Real-Time Cutscenes

In-house Tool (CrystalTools – CutEditor)

• Crystal Tools

Page 28: GDC10: The Making of FFXIII Real-Time Cutscenes

Cutscene Flowchart

On-target preview

Planning

Body motion Temp. facials

Simulation Final facials

Merge

Scenario

Storyboard planning

Storyboard

Storyboard review

STEP 1 movie

MoCAP planning

MoCAP shooting

POST processing

STEP 2 movie

Data integration

Lighting

On-target rendering

VFX design

VFX production

Page 29: GDC10: The Making of FFXIII Real-Time Cutscenes

Cutscene Flowchart

Planning

Body motion Temp. facials

Simulation Final facials

Merge

Scenario

Storyboard planning

Storyboard

Storyboard review

STEP 1 movie

MoCAP planning

MoCAP shooting

POST processing

STEP 2 movie

On-target preview

Data integration

Lighting

On-target rendering

VFX design

VFX production

Page 30: GDC10: The Making of FFXIII Real-Time Cutscenes

Cutscene Motion Workflow

Step 2

Body motion Temp. facials

Simulation Final facials

Final voices

Motion integration

Temp. voices

Page 31: GDC10: The Making of FFXIII Real-Time Cutscenes

Motion Teams

MoCAP Team

Facial Team

Body Motion Team

Simulation Team

Page 32: GDC10: The Making of FFXIII Real-Time Cutscenes

Cutscene Motion Workflow

Step 2

Body motion Temp. facials

Simulation Final facials

Final voices

Motion integration

Temp. voices

Check!

Check!

Check!

Simultaneous

Simultaneous

Page 33: GDC10: The Making of FFXIII Real-Time Cutscenes

The Motion Pipeline

Miga

Facial

Miga

Simulation

DCC Tool

Miga

Body

On-target rendering

Miga

Motion Work fileASCII data miga

Miga

Merge

Crystal Tools or DCC tool

Page 34: GDC10: The Making of FFXIII Real-Time Cutscenes

Cutscene Motion Workflow

Step 2

Body motion Temp. facials

Simulation Final facials

Final voices

Motion integration

Temp. facials

Page 35: GDC10: The Making of FFXIII Real-Time Cutscenes

Body Motion Adjustments

Advantages of MoCAP Data Post-processing

Cooperating with the Cutscene Team

Predominance of Humanoid Characters

• Autodesk MotionBuilder

Page 36: GDC10: The Making of FFXIII Real-Time Cutscenes

MotionBuilder XSI

Body Motion

Mig

Model

Miga

Motion

CCF

Camera

Specialties Speed

Quality

ToolFeatur

es

Page 37: GDC10: The Making of FFXIII Real-Time Cutscenes

Cutscene Motion Workflow

Step 2

Body motion Temp. facials

Simulation Final facials

Final voices

Motion integration

Temp .voices

Page 38: GDC10: The Making of FFXIII Real-Time Cutscenes

Facials• Autodesk XSI

Page 39: GDC10: The Making of FFXIII Real-Time Cutscenes

Lip-synch with the Phoneme Analyzer

Hand-made on the XSI

Phoneme Analyzer

Pri

ori

ty in

S

tory

tellin

g

High

Low

ABCD

Page 40: GDC10: The Making of FFXIII Real-Time Cutscenes

Facial Creation Workflow

■ MoCAP

• Temp. voice recording

• Finalizing dialogue

■ Final voice recording

• Final voice data• Final layout

■ Step 2 movie

• Temp. voice layout

• Pre-final layout• Temp. work file

■Body motion tweaking

■ Stub creation

• Temp. voice data• Pre-final layout• Temp. body

motion

■ Finalization

• Final voice data• Adjusted body motion

Page 41: GDC10: The Making of FFXIII Real-Time Cutscenes

Sound Data and Layout

csv

Sound Layout  Cutscene Team

xls

File IDs and Dialogues  Sound Team

wav

Sound Files  Sound Team

Integrate related information with PHP: ・ Dialogue text ・ Layout info ・ WAV file availabilityAccess above info through web browser interface.

Load voice data from XSI NetView

Page 42: GDC10: The Making of FFXIII Real-Time Cutscenes

Facial Rigging• Autodesk XSI• In-house GUI

Page 43: GDC10: The Making of FFXIII Real-Time Cutscenes

Asahi Kasei『 VORERO』

Lip-synch with the Phoneme Analyzer

Page 44: GDC10: The Making of FFXIII Real-Time Cutscenes

Cutscene Motion Workflow

Step 2

Body motion Temp. facials

Simulation Final facials

Final voices

Motion integration

Temp .voices

Page 45: GDC10: The Making of FFXIII Real-Time Cutscenes

Operate on a PS3 or XBox

No pre-calculated data needed due to in-game calculation

Low-cost secondary animations

Operate on a PC

No calculations needed due to the Animation DB

Full control by the artist

Simulation in Real-time Cutscenes

DCC tools CrystalTools

Simultaneous use

Page 46: GDC10: The Making of FFXIII Real-Time Cutscenes

Manual AdjustmentsBatch Processing

Ideal Workflow for SimulationLoad rigs for physics calculations and body

motion

Specify the frame range for physics calculation

Set up a pre-roll frame

Setting the cache path to store calculation result

Set additional force

Add collision objects

Calculate cloth and spring physics

Bake the result on to the character

Render the animation

Page 47: GDC10: The Making of FFXIII Real-Time Cutscenes

Spring Rigs (hair)• Autodesk XSI

Page 48: GDC10: The Making of FFXIII Real-Time Cutscenes

Cloth Rigs and Offset Tools• Autodesk XSI

Page 49: GDC10: The Making of FFXIII Real-Time Cutscenes

Tweaking the Physics Model

Page 50: GDC10: The Making of FFXIII Real-Time Cutscenes

Polymesh and Bones• Autodesk XSI

Page 51: GDC10: The Making of FFXIII Real-Time Cutscenes

Weight Mapping• Autodesk XSI

Page 52: GDC10: The Making of FFXIII Real-Time Cutscenes

Cutscene Motion Workflow

Step 2

Body motion Temp. facials

Simulation Final facials

Final voices

Motion integration

Temp .voices

Page 53: GDC10: The Making of FFXIII Real-Time Cutscenes

Cutscene Flowchart

VFX design

VFX production

Scenario

Storyboard planning

Storyboard

Storyboard review

STEP 1 movie

MoCAP planning

MoCAP shooting

POST processing

STEP 2 movie

Planning

Body motion Temp. facials

Simulation Final facials

Merge

On-target preview

Data integration

Lighting

On-target rendering

Page 54: GDC10: The Making of FFXIII Real-Time Cutscenes

Creating Cutscene VFX

Page 55: GDC10: The Making of FFXIII Real-Time Cutscenes

Creating Cutscene VFX

Calculate a cost estimate based on

the Previz

Page 56: GDC10: The Making of FFXIII Real-Time Cutscenes

Setting up a Resource Library

Page 57: GDC10: The Making of FFXIII Real-Time Cutscenes

Model Resources• Autodesk Maya

Page 58: GDC10: The Making of FFXIII Real-Time Cutscenes

Creating Effects with EffectEditor• Crystal Tools

Page 59: GDC10: The Making of FFXIII Real-Time Cutscenes

Implementing Effects into the Scene

Page 60: GDC10: The Making of FFXIII Real-Time Cutscenes

Integration with Pre-rendered Movies

Pre-rendered movie

Real-time Composition

Page 61: GDC10: The Making of FFXIII Real-Time Cutscenes

Cutscene Flowchart

Data integration

Lighting

On-target rendering

Scenario

Storyboard planning

Storyboard

Storyboard review

STEP 1 movie

MoCAP planning

MoCAP shooting

POST processing

STEP 2 movie

Planning

Body motion Temp. facials

Simulation Final facials

Merge

On-target preview

VFX design

VFX production

Page 62: GDC10: The Making of FFXIII Real-Time Cutscenes

Lighting and Post-effects

Page 63: GDC10: The Making of FFXIII Real-Time Cutscenes

Advanced hardware calls foradvanced lighting

Lighting

Page 64: GDC10: The Making of FFXIII Real-Time Cutscenes

Vanilla

Lighting

Page 65: GDC10: The Making of FFXIII Real-Time Cutscenes

Tweaked

Lighting

Page 66: GDC10: The Making of FFXIII Real-Time Cutscenes

Vanilla

Lighting

Page 67: GDC10: The Making of FFXIII Real-Time Cutscenes

Tweaked

Lighting

Page 68: GDC10: The Making of FFXIII Real-Time Cutscenes

Efficient Lighting Workflow

Final results can be monitored via live editing

Page 69: GDC10: The Making of FFXIII Real-Time Cutscenes

Efficient Lighting Workflow

• Crystal Tools

Page 70: GDC10: The Making of FFXIII Real-Time Cutscenes

An essential element to creating the final image

Post-effect Filters

Page 71: GDC10: The Making of FFXIII Real-Time Cutscenes

Without filters

Post-effect Filters

Page 72: GDC10: The Making of FFXIII Real-Time Cutscenes

Color correction

Post-effect Filters

Page 73: GDC10: The Making of FFXIII Real-Time Cutscenes

Depth of field (final)

Post-effect Filters

Page 74: GDC10: The Making of FFXIII Real-Time Cutscenes

Before

After

Page 75: GDC10: The Making of FFXIII Real-Time Cutscenes

without filters

Post-effect Filters

Page 76: GDC10: The Making of FFXIII Real-Time Cutscenes

Color correction

Post-effect Filters

Page 77: GDC10: The Making of FFXIII Real-Time Cutscenes

Depth of field

Post-effect Filters

Page 78: GDC10: The Making of FFXIII Real-Time Cutscenes

Glare (final)

Post-effect Filters

Page 79: GDC10: The Making of FFXIII Real-Time Cutscenes

Before

After

Page 80: GDC10: The Making of FFXIII Real-Time Cutscenes

The Future of Real-time Cutscenes in Console Games

Lighting and Post-Effects Summary

Page 81: GDC10: The Making of FFXIII Real-Time Cutscenes
Page 82: GDC10: The Making of FFXIII Real-Time Cutscenes

Now on Sale!!

Now on Sale!!

Page 83: GDC10: The Making of FFXIII Real-Time Cutscenes

©SQUARE ENIX Co., LTD. All Rights Reserved.

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