Friday, 30 November 2012

30/11/12- Painting skills


Writing my proposal was killing me a little so an evening a couple of days ago I decided to have a break and practise my painting skills. I decided I was going to brush up on my ability to caricature and chose this wonderful picture here as it had a lot of personality already. 

Started by creating a rough sketch taking into account key parts of the animal. He looks a bit crazy but I kinda liked that.

Then i went on to add colour, I've made some similar style cartoons previously but this one seems to be of a higher quality due to the practise I've done in the last couple of years. Practise is certainly paying off. I added a Christmas hat because "holidays are coming" and it added to his crazy a little.


Never really managed to render a picture properly before. I've always been a little afraid to or lost confidence halfway through and ended up abandoning it but I pushed through with this one. I'm pleased with the result even if he seems to have lost some of his crazy expression.



Because this was practise though I'm going to critique it.
Things that could be better:
  • The material on the hat doesn't have much form to it, some studies on painting material would come in handy to help fix that.
  • Similarly the fluffy section on the hat doesn't look how I'd have liked and finding a method of producing a fluffy texture would be nice to find
  • The left side of his face needs to have some higher contrast shadows as I think it loses some of its 3Dness
  • The eyes probably would have benefited by being done individually and put more work into creating eyes that feel like lenses more than stickers stuck on a cue ball.
  • The feathers I didn't make into actual feathers again due to lack of knowing how to go about creating them, same with the body,
To summarise main points to improve on in the future and ways to go about doing it.
  • Texture : Tutorials
  • Lighting : Value painting
It's not all bad though. I've definitely improved which is encouraging.

Wednesday, 28 November 2012

28/11/12 - Old Literature returns!

INTERESTING POINTS!

Parts of my proposal talk about the similaritied of creating films and creating story based games and applying theories used by the older medium film to help create better games and i just remembered the book i got last year for Brians module! At least i think it was last year...that doesn't matter.

Anyway.

The book is called story by Robert McKee and i remember at the time finding some of the theories in it pretty fascinating but due to time contraints and me being a little bit rubbish i never got the the parts concerning character.

So back to the proposal i was hunting around trying to make my proposal feel a little bit more in tune with itself and maintain the themes of comparing the two industries methods when i get to my example of personalities of NPCs reflecting the personality of the protagonist (using the example of ICO mentioned in a previous post) and i realise i dont have anything which shows how this has possibly evolved from films so i spend a little time searching journal archives and google scholar to find a decent reference for this or find how they actually approach creating characters at all when i remember the book and bring it out.

IT A GOLD MINE OF QUOTES AND INFORMATION

Seriously want to finish reading this book at some point but for now i've skimmed the parts concerning character and here are some of the interesting points as advertised in the first two words of this post...

Firstly there is a part which says exactly the same thing the ICO article described which was perfect beginning with this quote which i thought summed it up quite nicely.

“In essence the protagonist creates the rest of the cast.”

It also had some pretty interesting stuff about how to create a three dimensional character and what one actually was, it spoke about two sides to a character. The Characterization which is all the characters visable traits plus their basic personality, their values and opinions on things and then what he refurs to as the characters true character which are all the traits and choices made by the character when they are under pressure or are put in a difficult position. 
“True character is revealed in the choices a human being makes under pressure – the greater the pressure, the deeper the revelation the truer the choice to the characters essential nature”

It also spoke about the difference between characters and real life. Giving an interesting point to consider when finding the balance between truly realistic character personality and those that are suitable for a game.

“their aspects are designed to be clear and knowable; whereas our fellow humans are difficult to understand, if not enigmatic."

Finally if this wasn't enough information he produces a diagram which displays how each supporting character is designed to help bring out certain aspects of the character.





Tuesday, 27 November 2012

28/11/12 - Still proposaling

Sorry i havent been all that "daily" recently. Been trying very hard to stay motivated and get this proposal written which is pretty difficult when you're me and easily confused by writing. Found this lovely animation though which has nothing to do with my project but i wanted to put it somewhere so i can stumble upon it again at a later date =]

See you when proposal is done for a much more regular update of mainly my practical work.


Saturday, 17 November 2012

17/11/12 - Proposal and life drawing

Today I'm working on my proposal pretty much solidly. Not really sure if there's much point in posting my results other than what I've managed to get done.

I've started with a plan I made but I'm pretty sure the plan needs revising after my meeting with Robin. I've gone into a little too much detail in some parts which could be reserved for the actual dissertation. I need to go into more depth with my methodology and I'm still uncertain as to whether I've actually included any theories. I could have but just haven't realised it.

So just to confirm, my plan for the day is to revise my plan to a point where i can begin writing properly and then begin while properly referencing as I go.

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Plan has been successfully updated slightly and I managed to make a good start on my methodology and introduction sections. Bit of an odd selection to choose to write but i figure they are the ones I'm kinda struggling with for some reason so the sooner i have something to get advise on the better...


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Film and Game comparison?

Games becoming more like playable films graphically can almost match what is shown
Extra level of interactivity adds a more personal feel to playing a game. You decide how you character acts during the storyline.
Games are outselling films

Life Drawing! Blogger doesn't hate me anymore!


Thursday, 15 November 2012

15/11/12 - Supervisor

This should be a two part post by the end of the day.

I have a meeting at half 3 with my newly assigned supervisor Robin Sloan so what I've been doing this morning is getting a good idea of what i want to talk to him about.
 The first thing I'll probably need to do is give a quick run down of my  recent presentation as he couldn't make it to Crit week then I'll probably go through my plan of attack. If he has any suggestions on how to improve it or if he has any advice on articles that might be relevant I'd be very interested to hear.

The main thing i think I'll try and talk about it how I'm doing with my proposal. At present i have about a third of my word count but that's purely my plan for structure and things i need to say which is a little worrying. I want to ask how much i need to include of the research I've been doing and how much i should be saving for the actual dissertation. I also think i need some guidance when it comes to methodology but more in the terms i should be using not how I'm going about it. The same with theories i should be mentioning. I'm fully aware i only have a month left before the hand in the proposal and this is panicking me a little. The written work was always going to be my downfall but I'm not prepared to give up yet.

I might need to talk to him a little about what would happen if I'm accepted to take part in eucroma next semester. But I'm more interested on when I'd actually find out if i have been at the moment. Its a lot of planning in such a short amount of time. All i know is that the deadline for applications is the 3rd of December.


PART 2
Proposal Woes
I just need to remember that everything i write in the proposal needs to be clear and concise  I need to say what I'm doing why I'm doing it and why it's relevant. When it comes to the specifics i can touch on it but it most likely will be expanded on in the dissertation.

Methodology.
Iterative/Cyclic testing, Animation tests i produce are more to help confirm my results than for any real analysis.
case Studies into existing games and media main method.

Theories i need to include I'll need to read the book on blackboard (well skim it) Check if there is anything particular that relates.

THERE IS STILL TIME.

Quotes don't have to be quotes i can paraphrase and use the little numbers to show which references I'm using.

Keep on top of practical work for January hand in. Might want to start collecting it into one place. All sketches, storyboards, animations etc...

Final Note.
The lecturers seem to be quite positive about me going to eucroma which makes me think the only real barrier is if they accept me. I don't really want to think about that until i know more though.

Wednesday, 14 November 2012

14/10/12 - Case Study Continues

I had other things i needed to do yesterday which stopped me from doing anything towards my case studies but i think that's not such a bad thing as this morning I read my Crit reflection post again and decided a better Case study to do would be on Wheatley and his character. If I analyse what makes him a great character and look into his animations a little more in depth then i could find out something which would influence my study on personality a little later.

Little case study plans.

Skyrim.
Approach NPCs as varying Races and note if there are any changes to animations as well as dialogue.
If not create small animations suggesting what should happen.

Will look more into it soon.




Wheatley - Portal 2




"Wheatley’s animation process involved creating an extensive and intricately planned library of reusable movement and acting components that could be rapidly composited together to create unique actions for each of his hundreds of lines of dialogue." Karen Prell, Animator.
http://www.karenprell.com/Video_Games.html


Reminds me of the technique i read about for facial expressions in RPGs where they attach certain expressions to keys on the keyboard and press them at the right times to record the animation for that bit of dialogue.

Pretty interesting method and would explain how they produced animations filled with personality for each individual bit of dialogue in the time allowed. Am currently hunting for a clue as to the animation list or how they went about planning the reactions they'd need. It would be interesting to see if there was any research into eye movements done and how they'd affect personality.

Knowing the method and watching the animations again does mean i start noticing the little movements that are repeated but that's just because I'm looking for them.

The main challenge this method would have if I tried to apply it to my research would be the number of factors that would have to be pre defined. You could have a set of whole body expressions to choose from because it wouldn't be flexible enough to cope with the variety of interactions players might try.





Interesting Links to things
Half-Real: Video Games Between Real Rules and Fictional Worlds (Juul) 

http://www.ted.com/talks/torsten_reil_studies_biology_to_make_animation.html

 Torsten Reil Ted Talk on methods they used to overcome repetitive movements in games. They use muscle structures and AI evolution to help create realistic reactions to impacts. This was from 2003 and they used GTA3 as an example of what was wrong so a lot of the information they found out will be used in games i've looked into such as GTA4 so if i were to do a comparative study this would explain the differences.

Life Drawing

Blogger is being a bit of a pain. Its not letting me see the upload form for pictures and videos so the life drawing from last week and this week will have to wait till tomorrow when it might show up.

Monday, 12 November 2012

12/11/12 - Case Study

In the tutorial today we were asked to create two case studies based on subjects relevant to our projects. We'll be given the time between this tutorial and the next to expand on them.

The first I'm planning on doing is the NPCs in Skyrim. This seems like an obvious choice because of the progress I've been making with my proposal. I've started to notice that a lot of the examples I'm using come from Skyrim for example the way NPCs recognise my chosen race as something to help dictate their actions towards me which I've found is uncommon in games that i have played. On the flip side of this there are also examples of major gaps in interaction such as the way NPCs don't seem to form an opinion of you as an individual. I would be interested to see whether there were reasons for leaving out this sort of interaction that possibly link to the limitations I've already looking into or possibly new ones i haven't come across.



Maybe i should look at Heavy Rain for the second? More to do with making games more like playable films and removing cut scenes than NPC interaction but it's still a key point as to why my research is relevant to the current game developers. Also if i look at the method used and try to see how it could be applied to my research or could be improved by conclusions I've already made.

Interview with David Cage creator of Heavy Rain. Interesing insights into what they were trying to achieve.
http://www.fastcompany.com/1558681/heavy-rain-creator-david-cage-reveals-secrets-his-photo-realistic-serial-killer-ps3-game
http://www.fastcompany.com/1558728/conversation-heavy-rain-creator-david-cage-continues-spoilers


Create tests based on findings
Skyrim- film animations of a guard reacting to various characters. Create using existing conclusions what i think should happen.

Heavy Rain- Not sure.

Saturday, 10 November 2012

10/11/12 - Plan of attack

Presentation Plan


  • Continue with Likert Tests showing research into body language theories.
  • Set up test and evaluate results
  • Depending on results loop back or continue.
  • Choose characters to use as basis for further testing. (protagonist and pivotal NPC)
  • Justify choice of characters
  • Produce character studies on chosen characters including character profile.
  • Use research to decide which factor is the more important (and if there are any others i should consider)
  • Figure out a way to test animations effectiveness.


Presentation Feedback main points

  • More research into the importance of NPCs in story driven games.
  • Compare tests against games
  • Game designers use of NPCs at the moment and their potential
  • Look into modding skyrim
  • Case study wheatley portal 2 as an example of great character animation within a game.


How i could combine them

Body Language
General western opinion for simplicity (other cultures outside my jellyfish)
 not taking into account individual personality but taking into account level of familiarity.

Create 5-7 short animations with evidence to back up actions performed. Iterative approach where i research the body language required then use knowledge to create each animation.

Testing
Research methodology related to tests, appropriate protocol, variables that might need to be considered before testing.
Variable: Think about who I'm testing? Or does that really matter as it's purely based on body language and effectiveness?

Evaluate
Do the results i gather indicate the body language used is diverse enough for a range of people to understand? Any anomalies in the results? Any patterns? Any that people repeatedly get mixed up?

Revisit body Language for the tests that are shown to need more work

How long does it take for people to gain familiarity, Do people form negative opinions more quickly than positive (Harder to gain someones trust than to lose it theory?)

Stereotype Study?
Should prejudice play a role in how quickly someone warms to you?

Personality Study
"Foundation of character" useful phrase?
Case study wheatley when investigating personality and how it affects performance
Role of Personality on body language
Does personality play a role in how quickly someone will warm to you.

PARALLEL
Further research into role of NPCs in story driven games
Game designers use of NPCs? Do they use them in any specific ways?


Later on
Investigate modding skyrim possibility of comparing my personality system to the existing NPCs



Other notes
Start having more meetings with lecturers they may point me towards interesting articles and their opinions could influence some of my research. Also have meetings focusing on structuring proposal.

Blog like you've never blogged before! Keep better track of quotes that could be useful for write ups.
Keeping track of this stuff is hard... It's making my brain fuzzy so here's a kitten...

Friday, 9 November 2012

9/11/12 - Crit Reflection

 I put up the presentation yesterday so anyone reading should have a pretty good idea of what i wanted to say at my presentation. I think i got most of the key facts i wanted to out but my nerves did mean some of my carefully rehearsed phrases came out jumbled. Fortunately the lecturers seemed to understand what i was trying to say and gave me some nice positive comments on my working so far. I tried to write the comments and suggestions i received down and then immediately went to try and expand on my notes so i didn't forget anything.

Here's my notes:

Look into why NPCs should react more? How the movement breaks the suspension of disbelief? Maybe look more into what the suspension of disbelief needs. Look at more games with my theory in mind and point out more things that are missing?
Do game designers use NPCs to tell us more things than just what i found with reflecting personality in the protagonist if they even do that on purpose in the first place?
Compare tests I'm doing to situations in games? Side by side comparisons and notes
Suggestion to look into modding skyrim so i could put my findings into a guard perhaps? then have an original guard for comparison?
Look at wheatly more as an example of good character animation in an NPC the only thing he's missing is the interactive side.


I also took some more notes based on Michael Rushford's presentation. His project is also animation based but it seems to be on performance in animated characters as a whole and a lot of his research seems like it could be relevant to my own.

Those Notes:

"Foundation of character" good phrase to use when looking into character personality
Power centres <-- body language?
Keith Lango- Power centres and Personality, good place to research
Context could be drafted in as an extra factor when considering reactions? Is that context of whats currently happening or possibly context of what environment is around the NPC for example a guard in a city street would act differently to a brawl than a guard inside a palace?


Finally an extra note i made to do with the tests I'm doing and how to write about my procedures was a reminder to take into account that the body language I'm looking at will only really relate to western culture as gestures meanings change depending on where in the world the characters were.


Tomorrow I'll attempt to form a little immediate action plan. i know i have a rough one already because of the work I've already been doing but I'll need to find a way to factor in some of the feedback from today without ruining my flow. I might want to reassess areas i may have veered away from such as the uses of NPCs in games and i definitely need to get back into the flow of blogging every day. It was a remarkably useful tool so far especially when it came to preparing the presentations and it's been pretty helpful when drafting my proposal too.

Tuesday, 6 November 2012

07/11/12 - Crit Week

There is a reason for me not posting every day. That summary i said i was doing so many days ago? It's been taking longer than expected. Who knew my thoughts could be so scrambled. So it's ended up that I've been using that still incomplete summary to create my prezi for Crit week. I'm going to give a write up of everything i talk about/ want to talk about right now so if you're in my crit group and don't want the advanced knowledge of what I'm going to talk about this is your SPOILER ALERT.


Slide 1:
As i'm in a group with people who didn't see my pitch i thought I'd have a quick slide which briefly sums it up. It shows that by the end of pitch week I'd pretty much managed to narrow down a topic to look into deeper but that was about it.

Slide 2:
This is a video of my initial research into GTA4 NPC animations, i chose GTA4 over the others I'd looked into as it actually gave you the opportunity to interact with NPCs outside of cut scenes that limit your options.
I spent time pushing NPC's from different directions and at different speeds, i pointed a gun at groups of people, i carried a gun around and walked around by a police officer to see if he or any others noticed and i spent some time stalking one NPC to see if he reacted in a believable manner.

Slide 3:
After watching the footage back and taking notes these were the four things that kept reoccurring and so i decided to create an animation that addressed those issues. I decided that i would create an animation of a gun being pointed at a group of NPCs and suggest what their reactions might be.

Slide 4:
I didn't want to assume any reactions so i started by doing a bit of research into defensive body language, from there i could make storyboards which reflected the findings. The top storyboard was a more generic reaction where one NPC reacts and the other notices the firsts reaction and then reacts them self so there is a slight delay. The second adds more personality where one of the NPCs might try to protect the other due to a close relationship between them or maybe the one NPC has a sort of heroic disposition. I chose the top more generic situation as i thought the personalities added a level of complexity that wasn't needed in this initial test. I also took out the third NPC as i didn't think it added anything extra that the two already showed. My main observation from this test was that yes it was more realistic but because i hadn't researched into existing limitations i didn't know how useful a suggestion it really was.

Slide 5:
Looking into Limitations i found they tended to cluster together so in an effort to make my findings easier to explain i decided to use an example.

Slide 6:
The limitations i found generally boiled down to the same things Time, Money and CPU power. I decided to start with Time and Money and come back to CPU power.
So the example i decided to use was a game called MechWarrior i found a reasonably detailed account of their animation process which i found quite useful when it came to researching limitations. When planning the animations for the game they discovered that they would need 152 animations for each of the 20 mechs the game required. This is clearly a massive amount of animating which they didnt have the time or money to create individually.

Slide 7:
This would lead to a Limited library of animations but as the project couldn't really sacrifice any animations due to the visual style they wanted to achieve they decided to go down another route.

Slide 8:
They managed to cut down the amount of animations to 30 vital ones and then blended them in varying combinations to achieve the full 152. This of course shortened the time it took to create the animations initially but blending has it's own problems.

Slide 9:
Using blending meant that the animators had less control over the performance  Whereas maths can easily bring a characters leg to the right position. The computer doesn't understand how to give the movement a sense of weight or timing that a skilled animators expertise can. This boils down to the revelation that earlier pioneers of animation found when forming the exaggeration principle and is nicely summed up by the bottom quote "Many times, looking real is not actually being real" and can leave the movements looking "unnatural and clunky"

Slide 10:
This meant that the Animators then had to check all 2440 animations that they hadn't created themselves  and due to the sheer volume by the time they discovered a problem with the landing animations they had pretty much ran out of time and the game ended up being shipped with the problem still intact in all 20 Mechs.

Slide 11:
Which leads us nicely back to the whole Time and Money problem. They had managed to produce all the animations in time but due to time they couldn't fix all of the problems they encountered.

Slide 12:
Moving on to CPU power i found a general opinion that if the game is causing too much strain on the CPU power available, the animations are one of the first things to go. This seemed to be because generally game play was thought of as being more important. As with before this leads to the possibility of a smaller library of animation.

Slide 13:
A smaller library can result in repetitive motions. This problem seemed more relevant to my project as at it's core i'm trying to find a way to make NPCs into more believable characters.

For now i'm choosing to ignore these limitations in regards to my research as i think both these problems can be solved by technological advances. The blending resulting in stiffness could possibly be resolved by giving the animator more control over how the animations blend together and the CPU power will no doubt become less of an issue as computing advances over time.

Slide 14:
Continuing with the idea that CPU limitations can lead to the limiting of animations. I attended a talk that Lynn organised between Sean Laverty who works at Blizzard and Fraser Maclean who i know off hand as the author of setting the scene. During the talk Fraser made a comment which i could have misinterpreted but it sounded like he thought characters weren't very important in games. I didn't agree with this at all as in my opinion story driven games at least seem to be heading towards being more like playable films where characters play a vital role in story telling. It seemed that Robin Sloan's Journal shared a similar view but i wanted to have more of a reason why so i dug a little deeper and found the second quote referencing the idea that NPCs actions can help define the players opinion of their character.

Slide 15:
 I thought this was an interesting concept and formed my own opinion that the NPCs animations should reflect both their own personality and that of the player they are interacting with. The second could be split into two catagories though and i thought the best example would be to combine the interactions from skyrim and fable. In fable the NPCs react to you as an individual based on your actions and reputation within the world, they recognise you on sight and the more extreme your actions the more extreme their reactions. In skyrim i found the NPCs reacted to me based on my race. I played as a Kahjit who have the reputation of being theives, sneaky and deceitful and the comments they made reflected that however they never reacted to me as an indivudual. The blacksmith in Whiterun who i interacted with an inordinate amount of times never changed their reaction towards me. I would have thought it would be better if depending on my actions around them and how much i saw them they grew warmer or colder towards me.

Slide 16:
This is what i'm doing now. I'm developing a test using the Likert Scale on the reaction to initially seeing the player. I'm looking further into body language to help dictate the reactions that might occur. Then i'll give the resulting animations to a selection of people in a random order and ask them to place them on the Likert scale as to how warmly they feel the character reacts. This should hopefully prove that the animations give them an impression of the characters opinions.

Slide 17:
Depending on the results i will either go back to the drawing board with body language or choose a game character and an NPC study their personalities and traits and devise some sort of animation tree which takes into account their own personality their previous stereotypes of the character and the past possible experiences of the player. I'll have to figure out which of the three is the most important somehow.



Thats the slides i have and hopefully what i'll be saying about them, just so my work isn't lost for all time as i think theres little things i might want to keep in there here is the post i haven't posted yet thats not complete at all...
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Summary
I think i need to summarise what I've actually found and the direction I've been heading in the past couple of weeks since pitch. So kind of make a between pitch pitch, to myself. Because I'm getting confused and with so much information floating around i think i keep going off topic.

What am i looking at? I think i need to look at my aims and objects more when researching. I'm getting away from what i need to be doing with some of my research


Objective: NPCs Role within Story Driven games.

http://vgstorydesign.com/solutions.php

This looks at the role of NPCs and character within story driven games, it argues that its the levels and story elements involving the protagonist changing or growing in some way which are the most memorable and dramatically the best for the game.

http://rpgmaker.net/forums/topics/11519/
"NPCs are indeed crucial to the story as not every character presented can be a playable character ""Pivotal (NPCS) - those constituting the supporting cast of a video game - are essential to the telling of a game story. Particularly in genres that focus on story and characters" (Sloan, 2011)


"Then the article speaks about methods of portraying personality of the main character within the game and one in particular i thought applied to NPC personality. They speak about predefined action as a method of retaining consistency of personality and the example they give was the way characters (NPCs) react towards the protagonist. An NPCs reactions to the protagonists actions or presence will give the player some idea of the protagonist's personality. They use ICO as an example of this, Yorda's reactions to ICO within the game are trusting and obedient which will help to establish ICO's nature as friendly and caring." (My observations of an article on the importance of character)

Note, however, that the player will be affected by how NPCs react to the main character. Unless you want to lower a player's opinion of the main character, NPCs should generally react positively towards it. (Toby Guard, 2000) <-- backing up ICO statement above link to original article below

http://www.gamasutra.com/features/20000720/gard_01.htm

"I then picked out a reason why i thought skyrim had done better than a lot of previous games because when playing as a Kajit some of the NPCs in the world had almost a racist attitude towards me, and comments and reactions fitted with that, but what they didn't do is react to my character as an individual which is where it fell down a little. From this i thought perhaps a mix of skyrims reactions to the stereotype of my character and fables reaction to me as an individual would be the best way to approach a new system. So if you spoke to a character in skyrim often enough they grew either fonder or more aggressive towards you based on your previous actions." (My Final thought)



Objective: 
Research what technical limitations exist in game animation.

Problem
"The high state of rendering fidelity exposes low-animation quality much more than on previous consoles. Characters look great in screenshots, but they can seem unnatural, clunky, and even robotic when in motion."
(Reil, 
2006)
Solution
"The way to solve this, and to get in-game animation to the quality that the raw material already supports, is to provide animators with intuitive tools to perform the tasks currently carried out by animation programmers."
(Reil, 2006)Problem
"After playing any game for a little while, users will notice that the animations always look the same. " (Reil, 2006)
Solution

"Rather than pre-producing every clip beforehand, we can use the console's processing power to synthesize animation on the fly, as the game unfolds. This, of course, is not straightforward, as it requires a full (and real-time) simulation of the 3D character (including body, muscles, and motor/nervous system), but it is now possible on the Xbox 360 and PS3."
(reil, 2006)
Problem 
Key frame methods can create repetitive movements that break the suspension of disbelief

Solution?
New method of animation called "Mesh Skinning" 
"The mesh skinning technique has several distinct advantages compared to the traditional computer game animation techniques such as key framing and rigid articulated body animation. It can produce realistic and smooth character animation in real time by allowing more than one transformation matrix to affect the vertices that form the "skin" of the character. With advances in both hardware and software, it has now become more practical to implement this technique in PCs in real time." (
Zhigang Wen, Quasim Mehdi, Norman E Gough, 2002)




Objective: Develop my understanding of human interactions"Making a character aware of its environment has an incredible impact on its believability. If your character examines its surroundings and the other characters in it, it automatically appears to be thinking about what it's looking at." (Toby Guard, 2000) (reffering to awareness in the illusion of life)"Besides just awareness of presence, emotional responses by NPCs toward the main character add immeasurably to its substance and believability" (Toby Guard, 2000)











 Practise using the book Force : Life drawing for animators i've been practising adding more movement to my drawings
Dishonored Note: There is a part when you reveal your identity to a character who knew you at the beginning of the game. His animations should really reflect that but they don't.

Dishonored Note: There are times when civilians will wait till you have your back turned then run for help. Nice little bit of self preservation.