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虚骨骼
Happy Friday to avid readers and passers by. It has been a little while since our last Bannerlord Blog. In this entry we are once more decreasing the number of unblogged rooms in the office by one. Although some animations are made and polished in various parts of the office, many are captured in our very own motion capture studio near the main door of our offices. The animation hub and thus the associated blog room for this episode.
怨念的读者们以及只是路过的,周五快乐。距离上一篇骑砍2的博客是有一段时日了。在这儿我们再一次把没说到的房间一个个补完。虽然一些动画在工作室的许多部门被制作和打磨出来,许多动画都是在挨着我们工作室主门的我们自己的动捕棚里捕捉的。动画是本期博客里所主要介绍的。
The movements that characters and animals (neigh!) make in the game all have to be defined by animations. In most games, these animations have one requirement, which is to look good. In this sense, good normally means realistic, or at the very least, believable. If you don't notice anything weird, then the animations are normally pretty decent. Naturally, Mount&Blade also has that requirement, but on top of that, due to the mounted and melee combat systems, many of the animations are also inherently linked to gameplay. All of our hits are calculated precisely, so if, for example, a sword swing animation shifts the shoulder forward an inch, then swords will have an inch more range, (which will have an effect on the calculation). That is obviously something that will affect gameplay directly and requires extra care, as well as constant reworking, in order to get right. This isn't a factor that comes into play when making animations for firing guns or combat systems that don't use physics based hit detection.
游戏中的人物和动物的动作全部由动画定义。在多数游戏里,这些动画都有一个要求,那就是好看。在这个意义上,“好”通常意味着真实,至少可信。如果你没发现有什么奇怪的东西混进去,那就基本挺好的了。 自然地,骑砍也有这种要求,但是在这种需求上,由于骑乘和肉搏战斗系统,许多动画也固然要与可玩性挂钩。 所有的击打都是经过精确计算出来的,比如说如果挥剑时肩部前移了一寸,那剑的攻击范围也会增大一寸(这会影响计算)。这明显是影响可玩性并需要格外注重的东西,精益求精,以求正确。这和那些不需要考虑物理接触打击的枪战游戏是两回事。
We have largely aesthetic animations too, even in combat. The animation for reloading a crossbow isn't going to have a dramatic effect on gameplay - perhaps how low the character bends will affect what obstacles cover them while reloading. The speed of the animation is obviously a factor there but can easily be changed by swapping a few numbers around. What is crucial is that it looks like an actual crossbow being reloaded so that when you see it in the game, you hardly notice it. If, instead, it looks more like the character's bones are made of jelly and they are trying to eat the dirt on the ground, then it will probably have a negative effect on your experience when playing the game - after some initial amusement.
对动画和战斗,我们也有审美方面的考察。给弩上矢的动画并不会给游戏性上带来什么激动人心的效果,也许角色弯腰到多低会影响他们装填时候有什么障碍物能遮挡他们。 动画的速度是一个明显的因素,但我们也可以通过几个参数来改变它。关键是要让这个动作看起来像是真的在装填弩,好让你在游戏里不会发现瑕疵。相反,如果这个动作让人物像是果冻做的骨头而且在啃地上的泥,你初玩游戏的时候会有很负面的体验。
To make these animations we use our motion capture studio as much as possible. The process of motion capture basically involves putting on a rather silly looking suit with little white bobbles ("markers", for the tech-head) on it and making the desired movements in the middle of a host of special cameras (18 in our set up). The cameras track the white bobbles and record the way they move into a computer file. Making animations with motion capture saves a lot of time and painstaking work moving the bones and joints of the virtual skeleton (this is more like a human-ish stick man than an undead in a fantasy game). Simply capturing this in realtime saves a lot of this work, perhaps leaving only some cleaning before the animation is ready for the game. It is also likely to produce a more realistic result as motion capture picks up on more subtle natural movements that are harder to recreate by hand. It is especially useful for idle animations (standing or sitting doing nothing!).
为了做这些动画,我们尽可能的多用了动作捕捉。流程大体上是把一些白球绑在傻乎乎的衣服上(专业名词是“标记”),然后在一组特殊的相机中(18个)做想要的动作。相机追踪白球并记录其运动轨迹。用动作捕捉做动画节省了许多时间,和移动虚拟骨骼上的骨头和关节的繁重工作(骨架更像人而不是像奇幻游戏里的不死族了)。实时捕捉节省了大量的工作,在动画彻底完成之前只剩一些清理工作了。在拾取更微妙而自然的,无法手动调制出来的动作的时候,动捕会制作出一个更逼真的效果。在做空闲动画(啥都不干的坐着或者站着)的时候尤其有用。
Certain animations are more difficult to capture in our studio. For example our horses are animated by hand since, while it is possible to motion capture a horse, bringing it into the studio as an unexpected variable would disturb our more nervous programmers. Also motion capturing a horse in combat might present some animal rights issues. Charging a horse into a wall would have to be done by hand in any case.
某些动作在我们的工作室里很难捕捉。比如马的动作还是手动的,虽然捕捉马的动作没啥问题,但是把它弄进我们的工作室会增加不确定的变量,比如打扰到我们紧张兮兮的程序猿们。另外捕捉马在战斗中的动作还涉及动物权益的问题。不管怎样,骑马冲进墙里这种事情还是靠手工吧。
As you can see in the screenshot, the taverns in Bannerlord already have a lot more atmosphere than those in Warband. People are sitting, drinking, stretching and talking just like a real medieval tavern. Though this is still a work in progress and some way from where we want them to be. Our animators are constantly working on making Calradia come to life in order to give the player a vivid game experience while paying attention to detail and life-like movements.
如同你在截图中所见,骑砍2的酒馆比战团更有范了,人们能坐下、喝酒、伸懒腰、说话,就像在真的中世纪酒馆里一样。尽管这仍是一个工程图,但这就是我们想要做成的样子。为了让玩家有更生动的游戏体验,通过集中精力制作细致、逼近现实生活的动作,我们的动画师努力让卡拉迪亚跃然于游戏上。
面部表情
We get messages from a lot of players saying they want to see more immersion and believability in the game. One feature we have planned for Bannerlord is facial animations.
我们从很多玩家得到信息说,他们希望在游戏中看到更多的真实感。我们计划在Bannerlord添加一个面部特征动画。
For a very long time, faces in games were pretty much completely motionless. There are various studies about the importance of non-verbal communication (facial expressions, body language etc.) in communication as a whole, including the much debated and often quoted “7%, 38%, 55%” figure for words spoken, tone of voice and physical behaviour respectively. We aren't psychologists though and that isn't a debate we need to enter into. The general consensus is that they are pretty important.
在相当长的时间,脸在游戏中几乎完全不动。现在将非语言沟通(面部表情,肢体语言等)的交流作为一个重要的研究项目,其中广泛讨论“7%,38%,55%,”这些个经常引用的常用语,语音语调和身体的行为。虽然我们不是心理学家,但是我们必须进行辩论,以达成普遍的共识,这是非常重要的。
The results in game are already fairly astounding, bringing characters to life as they squirm and grin accordingly during conversations. They won't just be visible in conversations either; battles, town scenes, feasts, prisons and everywhere will all feature animated faces. The battles are an area of the game where we think the animations are going add a lot of fun and engross the player in the action. Not only hearing but seeing soldiers cry out in fury or pain, as the chaos of the fight ensues, contributes to an altogether more engaging and thrilling experience. This is a serious step forward from previous games in the Mount&Blade series which featured completely expressionless faces. It isn't the end of the world and it may matter to some players more than others but in a game where you have marriage, it's nice to see some emotion on the face of your betrothed, rather than that same dull-eyed look she's been giving you for the last 3 poems you read to her.
效果在游戏中已经是相当惊人的,使人物的生活中,因为他们局促不安,以及与谈话相适应的笑容。他们将不只是有形的谈话,战斗,城镇场面,节日,监狱,无处不在的面部特征动画。战斗只是游戏一个领域,我们认为动画会增添了不少的乐趣,玩家在游戏中不仅能听到,还能看到战士在混战中大声呼喊的愤怒和痛苦,这将更加引人入胜,带来惊险刺激的体验。这相对以前的骑马与砍杀系列游戏中完全没有表情脸的,是非常重要的进步。这不是世界的尽头,在游戏中,你如果结婚,将会看到高兴的表情在你的未婚妻的脸上,而不是同一个呆板的眼神从头到尾,看着你给她读诗。
On the technical side of things, all of the facial animations are made by hand. The face is bound to a skeleton (similar to the one used for the full body, as described in the previous blog) that allows different parts of the face to be stretched and squashed naturally into different forms. For each fixed form of the face we use blendshapes or morph targets to control the movements which are compatible with whatever kind of face you make. When it all comes together and a character has a believable, interesting reaction during a conversation it really creates some special moments that we think players are going to respond positively to and enjoy.
在相关的技术方面,所有的脸部动画都是手工制作。脸部被绑定到一个骨架(类似于用于全身,如在以前的博客中所述),它允许被拉伸和挤压自然成不同脸的不同部分。对于脸部的每一个固定的形式,我们使用blendshapes或变形目标来控制它们,让脸与你作出的任何类型的动作兼容。当这一切都在一起,角色在对话过程中果然产生了一些真实的反应,我们认为玩家们会积极响应和享受。
Although this is something we have been asked about specifically, we know there are a lot of messages asking about gameplay mechanics and combat as well. We will proceed with talking about everything in the game in time and not mentioning them shouldn't be taken to mean that we don't care about them or aren't working on them! In fact quite the opposite. It's because they are receiving so much attention and are liable to change based on design decisions, through testing and iteration, that we are cautious of talking about something that ends up changing by the time our game is available to play.
Hopefully you enjoyed reading another instalment of the blog and finding out a little bit moreabout a little bit of our development on Mount&Blade II: Bannlerlord. Stay tuned for future updates by liking us on Facebook and following us on Twitter!
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翻译:Iccgreatwall、QT
校对:QT
来源:骑马与砍杀中文站
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