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The following is
the very first Soldier of Fortune interview
- with Eric (Turmanator) Turman,
conducted by SoulTaker.
Eric is the Senior Animator on Soldier of Fortune.
Hope you enjoy the interview, and keep an eye out for more from Soldier-of-Fortune.com
in the very near future!
SoulTaker:
First off, could you give a short description of who you are as well as
what you do for Raven and for Soldier
of Fortune?
Turmanator: I got into 3D animation about 6 years ago when Brian Shubat
and I tried to get a commercial animation business started. We've used tons of
different animation packages but struck gold when we got a chance 3 years ago
to use Softimage|3D. I came to Raven
16 months ago when my high school art teacher, Brian Raffel, hired me to
animate on the Hexen II Mission Pack. I like to approach animation from
the creative and technical end, by creating tools to simplify the workflow for
myself and other animators here. I've modeled the enemies, set up the animation
control system, and modeled some of the in-game / in-view weapons. I'd like to
take a moment to mention the core SoF group:
Eric Biessman,
Project Leader / Lead Designer, is responsible for making sure the game gets
done in good stead.
Rick Johnson
is the Lead Programmer, responsible for the cohesion of all the game code in
SoF, as well as the awesome new in-game scripting.
Scott Rice
is responsible for making sure all the artwork is complete and looks good in
the game.
I'm accountable to Scott to insure that the animations are completed - and of
course, that they look good in the game. In addition to myself and Jarrod
Showers, the following people have worked on the animations for SoF:
Brian Shubat, Jeff DeWitt, and Rob Gee.
SoulTaker: I've heard that motion capture will be used in SoF.
Is this true?
Turmanator: Yes and no. We do have motion capture data that we are using
for a base to give animations a biological feel. However, I've made a very flexible
system (null hierarchy) that allows the artist to animate on top of the motion
capture data; it even gives more control than we've had for previous standard
hand animation setups. The best thing is that the animator never has to touch
the mocap data to change it...we just tweak on top of it. There is also a significant
amount of pure hand animation to compliment the altered motion capture.
SoulTaker: Just what exactly is motion capture?
Turmanator: In the most basic terms, mocap (motion capture) is recording
someone's movement into the computer. A stuntperson (Barton Smith for the bulk
of our moves for SoF) put on a black lycra suit with reflective silver
balls on all of his joints. Surrounding the actor in a circle are seven video
cameras, each with red strobing lights that feed info into a computer, controlled
by a technician. The computer compares the glowing dots and places them in 3D
space. Another technician connects the constellation of dots (the foot dot is
connected to the ankle dot, etc.) and makes sure that the move will work.
SoulTaker: How much work is involved doing motion capture?
Turmanator: There's a lot of pre-planning. Scott Rice and I had to try
and think of all the possible actions that we wanted the characters to go through.
Then we had to sift out which ones would be most economical to do by hand. Next,
the ones slotted for mocap were organized on a list and sent out to the mocap
house. Two days were scheduled for the capture session; now it was time to select
talent to act out the moves. I started to work on our end of the "pipeline"
(getting their data into a state that could be put into the game). Scott and
I flew out to LA to supervise the session and get some technicalities ironed
out. Capturing the data was a pretty intense couple of days (I had never been
to California. And I still don't know what it looks like). Barton Smith, the
stuntman that we hired, suited up and we proceeded to shoot the moves. The second
day we finished up with Barton and then captured a couple of females to get
their nuances. It felt like we were making a movie really. You'd hear "Soldier of Fortune move 117a take one... Action! .... Cut!" Scott really filled
the role of director well; we got all required moves plus the ones on our wish
list. When we got back, Scott reviewed all of the takes making certain that
the ones that we had bested were indeed the ones that we wanted (asking my opinion
occasionally), while I finished and tweaked our pipeline. Then the processed
moves started to roll in.
[Part
Two of the Eric Turman Interview] |
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