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Announcements

Announcements. Final Plan goes out today Will have to do Idea at the same time as Platformer 4 More details later this lecture Only one TA hour per TA from now on. Lecture 7. Animation Basics. Final Project. It’s aliiiiiiiiive !. Final Project. Tips for Platformer 4. Animation.

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Announcements

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  1. Announcements • Final Plan goes out today • Will have to do Idea at the same time as Platformer 4 • More details later this lecture • Only one TA hour per TA from now on

  2. Lecture 7 Animation Basics Final Project It’s aliiiiiiiiive! Final Project Tips for Platformer4

  3. Animation • Many different kinds of animation • Categories we will cover: • Sprite/texture animation • Vertex animation and morph targets • Skeletal animation

  4. Sprite animation • Set of still images played in sequence • In early times, used for all entities (even in 3D games) • In modern times, primarily used in 2D games only • Still used for particle effects sometimes (billboarding)

  5. Vertex animation and morph targets • Motion data for each vertex in a mesh • Morph targets blend between extreme poses • Gives fine-grained control, but is very time-consuming to create • Can be used in conjunction with skeletal animation • Commonly used for facial expressions

  6. Aside: modifiers • Compute vertices from arbitrary function • Example: bend modifier • Store the modifier, compute vertices on the fly • More useful for offline applications • High quality, but can be difficult to render in real time

  7. Case study: modifiers in Unity3D

  8. Skeletal Animation • Most common animation technique for 3D games today • Skeleton composed of joints (or bones) • Each joint has a transformation matrix • Skeleton forms a tree of joints • Creation of a skeleton is called “rigging” • Pros • Much more compact than vertex animation • Easier to create animations, just move joints • Cons • Less control over look than vertex animation

  9. Forward kinematics • Compute world-space location given orientation of joints • Global matrix of joint depends on parent matrix and local rotation • global matrix = parent matrix * local matrix • Compute global matrices using DFS over skeleton • Different ways of representing local matrix • Euler angles: yaw, pitch, and roll • Axis-angle: rotation around a vector (quaternions)

  10. Inverse kinematics • Compute orientation of joints given world-space location • More intuitive user interface • Iterative and analytic solutions • More implementation and runtime overhead

  11. Rigid body hierarchy animation • Hierarchy of 3D primitives • Similar to CS123 “scene graph” • Used in Minecraft • Implicit scene graph created with glPushMatrix() and glPopMatrix()

  12. Skinning • Process of defining mesh around skeleton • Vertices are associated with one or more joints • Each association has some weight from 0 to 1 • Rendering a vertex • Blend between the transformations of its joints • Easiest: linear interpolation • State of the art: dual quaternion blending

  13. Generating animations • Set root translation and orientation of joints • Games use combination of methods • Manual animation • Procedural animation (inverse kinematics) • Ragdoll physics

  14. Manual animation • Animators specify poses for keyframes on a timeline • Software tools for high-end 3D animation • Free: Blender • Nowhere near free: Maya, 3ds Max • None of us are actually good at this • To learn from people who are, take CS125/CS128!

  15. Procedural animation: Spiders

  16. Case study: Locomotion • Unity library for realistic movement • Sets pose of skeleton procedurally • Blends between animations: up vs down slopes • Places feet tangent to surface

  17. Ragdoll physics • Blending of physics and animation • Rigid bodies tied together by constraints • Typically spring-damper constraints • Many variations on standard approach: • Verlet integration: Model each bone as a point • Blended ragdoll: Use preset animation, but constrain output based on a model of a physical system • Used in Halo 2, Halo 3, Left 4 Dead, etc.

  18. Case study: Euphoria & Endorphin • Ragdoll physics engine and animation system • Used in many recent games • Red Dead Redemption, Star Wars: Force Unleashed

  19. Mesh formats • Range of file format capabilities • Wavefront OBJ • Extension: *.obj • Simple, easily parsable ASCII format • Doesn't support animation or multitexturing • COLLADA: COLLAborative Design Activity • Extension: *.dae • Used for transferring models between applications • XML format general enough to define any model • Includes lights, materials, cameras, physics models

  20. Mesh formats • All major 3D game engines use their own format • Games are high-performance applications with custom requirements • 3D models integrate tightly with engine-specific resource loading systems (i.e. data archives) • Finding free game assets is difficult • Especially for animated models • Open Asset Import Library: Open source C++ library that imports and exports many different formats

  21. Sources of Free 3D Models • http://opengameart.org/ • http://turbosquid.com/ • http://sketchup.google.com/3dwarehouse

  22. Lecture 7 Final Project Open-ended! Tips for Platformer4 Animation Basics

  23. Final Project: Overview • Open-ended • Develop both an engine and a game • Work in teams of 2-4 • Bag of topics • Split into major and minor topics • Each group member must implement one major topic • Proposal

  24. Final Project: Bag of topics • Example major topics • Triggers / scripting system • Networking • AI planner system • Level editor • Advanced graphics • Portals

  25. Final Project: Bag of topics • Example minor topics • Particle system • Basic audio system • Terrain generation • Gravity volumes • Integrating existing library like ODE

  26. Final Plan: Idea • Must be completed by everyone individually • Even if you already have a group • Everyone must submit their own idea • This is an exercise in game design • One page with two sections • Engine feature • Game idea • Due next week, coincident with Platformer 4 • More details in handout

  27. Final Plan: Idea presentations • 2-minute “elevator pitch” of project idea • Try to get people excited about it! • Opportunity to get feedback and find group members • If you don’t implement your idea, someone else might!

  28. Final Plan: Design • More detailed writeup • Done once per group • Three sections • Engine features • Engine integration • Game idea • Due after break • More details in handout

  29. Final Project: More details • Weekly checkpoints like all other projects • Playtesting in class for weeks 2 through 4 • Notes from public playtesting due for weeks 3 and 4 • Playtest at least 5 non-195U-students per group member per week • Duplicates do not count • Take notes for each playtester and hand them in • Final postmortem presentations in class on May 2 • Presentation covering at least 5 good things and 5 bad things about the development process, in retrospect • For tips on postmortems, talk to a TA or consult Lecture 12 from CS195N: • http://cs.brown.edu/courses/cs195n/lectures/12.pdf#page=15

  30. Final Project: Achievability • Consider your strengths and weaknesses, as well as time constraints • Most time will be spent on technology, not content • Asset creation is your enemy • Use procedural generation where possible • No MMOs or large-scale RPGs! • Adjust project scope based on team size • But remember communication overhead

  31. Lecture 7 Final Project Actually a game! Tips for Platformer 4 Animation Basics

  32. Platformer: Week 4 • Make your platformer into a game • Minimum requirements • An achievable win condition • Some form of enemies / obstacles • At least one enemy must use your pathfinding • In-game UI • Playtesting next week after idea presentations!

  33. Game UI • Standards vary across genres • Follow conventions of the genre • In an RPG, show common spells in a toolbar the bottom of the screen • In an FPS, draw a reticle in the middle of the screen • In an RTS, allow marquee selection of units • Avoid excess UI • Breaks immersion, distracts from important UI • Main objectives • Usability • Beauty

  34. Game UI: Guild Wars • Conveys tons of information • But can get cluttered very quickly...

  35. Game UI: Dead Space • Embed UI in game world • Player's health visible on backpack

  36. Game UI: Journey • As minimalistic as possible • Doesn't need UI at all...

  37. Game UI: Orthographic Projection • Map OpenGL coordinates to pixel coordinates • Use orthographic projection GLintview[4]; glGetIntegerv(GL_VIEWPORT, view); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(view[0], view[2], view[1], view[3], -1, 1); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); //... drawing code glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix();

  38. Game UI: Health Bars • Want health bars above enemies • Project points from world to screen space • Use gluProject() • To project p into screen space: intview[4]; double model[16], proj[16]; glGetDoublev(GL_MODELVIEW_MATRIX, model); glGetDoublev(GL_PROJECTION_MATRIX, proj); glGetIntegerv(GL_VIEWPORT, view); doublesx, sy, sz; // screen-space coordinates gluProject(p.x, p.y, p.z, model, proj, view, &sx, &sy, &sz); //... drawing code using sx, sy, and sz

  39. Game UI: Health Bars • What if enemy is behind the player? • gluProject will return a z value greater than 1 • Don't draw health bar in this case

  40. C++ tip of the week • C-style casting • Can do several things at once • Hard to distinguish intent from mistakes • C++-style casting • Different options help to explicitly state intent • Some additional behavior that C-style casts lack (T)ptr T(ptr) static_cast<T>(ptr) const_cast<T>(ptr) reinterpret_cast<T>(ptr) dynamic_cast<T>(ptr)

  41. C++ tip of the week • static_cast • Can upcast from subtypes to supertypes • Can downcast from supertypes to subtypes, but doesn’t check for validity • Can cast pointers to and from void * • Can't cast away const structBase {}; structDerived : Base {}; structOther {}; Base *base = newDerived(); Derived *derived = static_cast<Derived *>(base); // ok Other *other = static_cast<Other *>(base); // error

  42. C++ tip of the week • const_cast • Can cast away const • Modification is undefined if the original variable (the target of the pointer) was declared const int a1 = 1; constint *a2 = &a1; int *a3 = (int *)a2; // ok but could be a mistake int *a4 = static_cast<int *>(a2); // error int *a5 = const_cast<int *>(a2); // ok and explicit constint b1 = 2; int *b2 = const_cast<int *>(&b1); *b2 = 3; // undefined behavior

  43. C++ tip of the week • reinterpret_cast • Directly reinterpret the bits of one type as another • Mostly used for manipulating internal representations inti = 0x7f800000; // bits for positive infinity float *ptr = reinterpret_cast<float *>(&i); float &ref = reinterpret_cast<float &>(i); long bits = reinterpret_cast<long>(ptr);

  44. C++ tip of the week • dynamic_cast • Does any pointer-to-pointer cast between two types that have v-tables • Checks validity of cast at runtime, returns NULL on failure for pointers • Uses run-time type information (RTTI), which is somewhat expensive structA { virtual ~A() {} }; structB : A {}; structC : A {}; A *a = newB(); B *b = dynamic_cast<B *>(a); // b != NULL C *c = dynamic_cast<C *>(a); // c == NULL

  45. C++ tip of the week • C-style casts defined as the first of the following that succeeds: • const_cast • static_cast • static_cast then const_cast • reinterpret_cast • reinterpret_cast then const_cast

  46. Weeklies!

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