By oliviadgrace on 2014/04/10 at 5:41 PM Pacific
By oliviadgrace on 2014/04/10 at 2:52 PM Pacific
By oliviadgrace on 2014/04/09 at 7:44 PM Pacific
By oliviadgrace on 2014/04/08 at 3:49 PM Pacific
Animation is a big factor for the female Draenei specifically, so it’s important to keep it in mind when comparing the two. The original female Draenei has some fairly extreme posing that happens when she’s animated. If you were to see the static model of the original without any posing you’d see that it looks very similar to the new one. With her pose applied her shoulders stretch backward, her pelvis rotates forward, and her chin lowers—causing her head to angle downwards. The curvature in her lower back, and why the head shape looks slightly different, are also due to the new model not having the same posing applied yet. She also looks a lot taller! Ultimately all of those things will be addressed when we animate the new model, they just don’t take place until she’s rigged and sent on to the animation team.
We hope you enjoyed this super quick look at where we’re at right now, and we’ll continuing sharing more in-progress art as we go forward. The next article in the Artcraft series we’re planning is a look at the creation of the Spires of Arak, a new zone coming in Warlords of Draenor. Thanks for stopping by!
Senior Character Artist Joe Keller did the majority of the work on this revamp, with direction from our Lead Character Artist Tyson Murphy (@tysmurph), and myself (@artofcgrobinson).
By oliviadgrace on 2014/04/07 at 7:59 PM Pacific
By oliviadgrace on 2014/04/07 at 11:54 AM Pacific
After touching up the pose, we move on to re-animating the standard idle motion. Slight changes on how muscles move, limbs are carried, or feet hit the ground can get across a better sense of weight for whatever creature it is we’re animating. Tweaking the male Tauren was a lot of fun because we were able to add a lot more weight than the previous model had and make the Tauren feel bigger and beefier. Another thing that stood out was the lack of motion on the nose ring, braids, and especially the face. With the addition of a facial rig, we were able to get his brows, nostrils, ears, and cheeks to react with his breathing motion. Getting these subtle motions to work added so much to the simple standing pose, I imagined the Tauren looking up at me and saying "thank you."
Here’s a side-by-side comparison of the old and new models.
Next up is Kevin to talk about the face rig and what that process entails.
We also create a “face fileFace File
This file holds several expressions and phonemes for the player model.” with several preset expressions the animators can use while working. It’s a lot faster than creating a new pose from scratch. If they need a sad or angry face, they can start from the preset ones, and then adjust from there to make it more unique.
We also create several mouth shapes, or phonemes, for use in talking animations. Again, posing the face is time consuming, so having a jump start is extremely helpful. It also makes the character feel like it was animated by one person, when there’s actually a big group of us working on them at one time.
Once we had identified what needed polishing we went straight into Maya and got to work. A popular method of cleaning up locomotion animations would be saving the contact poses, major breakdowns, deleting the in-betweens, and smoothing out the motion from there.
Emotes were also super fun to work on. We would often times shoot video footage of ourselves acting out emote animations for reference—and no you don’t get to see them. We’d then use that reference as a jumping off point for setting key frames in Maya.
All of our character animations are hand keyed, and not dynamically simulated within the game engine or created through motion capture. This allows us to have complete control in shaping the movement and style for each character, and it adds a unique life to the characters you can’t really get any other way.
By perculia on 2014/04/04 at 10:36 AM Pacific
By oliviadgrace on 2014/04/03 at 5:28 PM Pacific
We’ve been hard at work on World of Warcraft®: Warlords of Draenor™, and today we’ve entered the Alpha phase of our expansion testing. As part of this, we’ll begin using public servers to host the data, which means you may begin seeing some datamined information show up in the usual places.
One of our goals for this very early stage of the Alpha is to test out some new technology in the wild with employees and friends and family, including a new file format called CASC (more on that below). As such, the expansion content available during this first phase will be quite limited—many of the expansion’s major features, such as Garrisons, won’t be available until a later point in the testing process. This early phase of testing will help us ramp up for our larger beta phase later on, when we’ll be inviting more players.
For nearly 20 years, Blizzard games have used a file format called Mo’PaQ (MPQ for short) as a way to compress and store game files. We’ve been able to introduce some great new technology using MPQ, such as our streaming client, but we’ve really pushed the file format far beyond what it was ever intended to be used for. Today, it’s become the source of a number of technical limitations for World of Warcraft.
To address these limitation and help us develop new technologies that will improve everyone’s game experience for years to come, we’re introducing a new proprietary file format that we call CASC (Content Addressable Storage Container). We’ll be using this new format in the Warlords of Draenor alpha and beta tests, and our intent is to convert everyone to the new format in a pre-expansion patch.
As geeky as it may sound, we’re extremely excited to be moving to this new file format. It provides a ton of benefits not only for us and our ability to support and patch the game, but also for players. Here are just a few of the benefits of the new CASC file format:
We’re already using this file format for Heroes of the Storm’s Technical Alpha test, and we’re looking forward to reaping its benefits for WoW. As we mentioned, the first big step in transitioning all WoW players over will be converting everyone’s World of Warcraft installs to the new file format prior to the expansion. Our goal is to make sure that’s as seamless and painless a changeover as possible, using as much of the existing installed data as possible to reduce additional downloads. We’ll have more info on the file conversion process as we get closer to the launch of Warlords of Draenor.
We’re still early in the Alpha testing process, but if you’re interested in opting in for a chance to participate in the Warlords of Draenor beta test later down the line, let us know you’re interested by creating a beta profile. To do so, log in to your Battle.net® account, go to Beta Profile Settings to download and run the Battle.net System Check tool, and submit (or update) your computer’s specifications. From the Beta Profile menu, make sure that Warcraft is checked, and update your beta preferences. You’re now eligible to be randomly selected for a Warlords of Draenor beta invite at a later stage of the testing process.
As interest grows for the upcoming Warlords of Draenor expansion, please be aware of phishing attempts. Unscrupulous individuals (possibly working for the Iron Horde) may send out falsified emails purporting to be from Blizzard, but are in fact meant to steal your login credentials. For more information on how to identify these emails please refer to our Battle.net® Account Security site.
Stay tuned for more information as development and testing progresses for Warlords of Draenor™. This is just the beginning and we’ll have more information to share with you in the near future!
By oliviadgrace on 2014/04/02 at 1:24 PM Pacific
By oliviadgrace on 2014/03/31 at 4:15 PM Pacific