Hello friends. It's me, Flapjack, and I am back. This time I'm going to be going over our Emote creation. Emotes are a quick way to express feelings in game. Our goal is to make a wide variety with some customization and even some hidden features...
Warning: There will be some technical talk, but I'll include some pictures so it's not a snoozefest.
This step is pretty self-explanatory. First we think of emotions or things you'd want to normally communicate in game. “Hi there!”, “Good Game Pal”, “I sure could go for some pineapple pizza right now”. Then we'll find reference of these feelings and try to distill it into one picture. We have big list already, but if you have any ideas you think we can't live without feel free to join our Discord! We're always open to feedback and suggestions.
Concept/asset creation phase
We're working with the talented Ririmon to develop the look of our Emotes. Once we've decided what emotion we'd like to convey we'll attach it to a character we'd like to portray that emotion. Riri will take the idea and come up with a few sketches.
After we have the expression and layout we like, we'll decide how we'd like the emote to move. This is important for the next step- defining the lines and separating the moving parts into layers.
We need each moving part in it's own layer so we can bring it into Maya and have it animate the way we'd like. Lastly, for the asset creation phase, color is added and details are finalized!
We'll then bring the Photoshop layers into Maya and assign them to planes. If you're familiar with a 3D character pipeline, this is very similar, we just use it on a flat plane.
Like a person, our character will need bones to move, we call them “joints”. We'll add joints to each part we'd like to bend/animate. The more joints you have in a character the more flexible they will be, but that also means more things for the animator to move.
Now that our character has joints, we need to add skin so the joints have something to move. This is where we paint weights called “skinning”.
Every object is built by vertexes. When two vertexes connect it creates an edge. Multiple edges create a polygon. Multiple polygons make a mesh or “skin”.
When we paint weights we're assigning a value to each vertex. This value tells Maya which vertex will follow which joint.
The warmer the color, the more influence the joint will have over the vertex. Exciting! Next we'll add fancy shapes, “control curves”, to each joint. Because joints are usually under the skin, these control curves are on the outside of the skin which makes it easier for the animator to select and move the joints they want.
You can make the curves any shape you want and define different colors for the curves. This makes it easier for the animator to read and select the curve they want. In this case we're keeping the rig simple because it's an asset that will only get used once. Next comes the best part.
The animator will move the control curves around, which in turn, makes the character move.
We'll want to keep the motion expressive, but somewhat confined. We wouldn't want the emote to move out past your character or hide gameplay. If you find yourself uttering the phrase “1 v 1 me, Slugger only, no items” often, we also have the option to turn emotes off.
Lastly, we get it in the game!
There are a few other secret steps that we'll show closer to our Kickstarter launch on May 1st. I hope you've enjoyed this look at emote creation! Questions, comments, and feedback are always welcome.
- Tyler “Flapjack” Anthony
Resources if you're interested in certain aspects of game dev
Rig it Right! by Tina O'Hailey - Rigging can be seen as quite technical, but this book is great about breaking the process down and making the ideas accessible. There are also a ton of free tutorials on YouTube if you want to get your feet wet.
Animator's Resource Kit - A fantastic collection of all things animation.