Rigging, Animation and CCC | Devlog #7
[p]A characters movements are important to communicate the game-feel of a game. Numerous steps of development aim to allow the player the best experience possible. Throughout this blog, you’ll be able to notice the hard work of the people who ensure that Spire of Chaos: Arcana Unleashed as the best possible game-feel experience during the fights and control of the main character. Also, you’ll discover a few informations about other character, such as the ennemis and the final boss.[/p][p][/p][h3]Rigging[/h3][p]The many changes the characters went through had a big impact on their rigs. The main antagonist(s), the Lovers, had numerous modifications that caused complete changes in their skeleton, the previous work being unable to be transfered over.[/p][p]This enemy wasn’t the only one to go through several iterations of rigging along the production of Spire of Chaos: Arcana Unleashed. To ease the constant iterative work, a solid documentation and adequate time management were essential to adapt these constant improvements in the characters’ creation.[/p][p][/p][p]
[/p][p]The smaller enemies’ rigs, the ones for the cups, were much easier to make. The Thrower, the cup that heals its allies, particularily used volume preservation in order to be able to stretch and squash the model without losing its shape.[/p][p][/p][p]
[/p][p][/p][p]Something new to our team was cloth simulation as well as hair physics which we applied to Arxis and the Lovers. These make our animators’ work much easier so they do not have to create follow-through manually for these complex parts of the characters for simulating gravity on their clothes and hair.[/p][p][/p][h3]Animation[/h3][p]Characters’ animation also had to go through multiple changes, similarly to the rigs, since these are closely tied in the workflow. Integrating new rigs for the characters would thus have an automatic impact on the animations as well. In the best cases, there could simply be a few adjustments to the animations, but in the worst scenario, the new joints may not correspond to those of the old rig. Then, we would need to rework the animations significantly, which we have to account for in our planning and project management.[/p][p][/p][p]Arxis [/p][p]Spire of Chaos: Arcana Unleashed is both inspired by the Souls-like video game genre as well as by magical girl anime. Finding a balance between these themes was a challenge for animating our lead character, Arxis. We had to keep in mind the weight of her hammer while keeping a feeling of light magicalness throughout her animations.[/p][p][/p][p]
[/p][p][/p][p]The Lovers[/p][p] The Lovers were one of our biggest challenge for animation. Designing and creating animations for two humanoids that must remain fused together while moving was very complex. Moreover, they are atypical characters that do not really have a walk cycle. Their movements were inspired by dance and ballet, so it was very difficult to stay true to this inspiration and not falling back on a normal animation style for their movements. We had to, once again, go through several iterations to find the perfect blend for the movements of this enemy.[/p][p][/p][p]Vigor and the Cups[/p][p]The simpler models, that of Vigor and the cups, also brought some challenges because of their simplicity. It was much harder to convey their personnality through animation because there was simply less movement possibilities. The cups specifically do not have arms, something that helps players a lot in anticipating their attacks.[/p][p][/p][p]
[/p][p][/p][p]Vigor is a special case since his animations are tied to that of the protagonist, Arxis. Since he is her companion, he appears at her side all throughout the game, floating to her left. His animations thus need to constantly take into account hers as well.[/p][p][dynamiclink][/dynamiclink][/p][p]Motion Capture[/p][p]In order to make it easier for our animation team, we decided to make several animations, especially for our cutscenes, by using motion capture (mocap). However, the technological equipment available to us to make this happen was a 7 hour car ride away! Three members of our team made the trip all the way to this motion capture lab to create Arxis’ movements. The precision of the animations created with this technique helped us a lot for cutscene animations as well as some of the protagonist’s attacks.[/p][p][/p][p]
[/p][p]Anim Graph vs Montage[/p][p]To integrate our animations into the gameplay, our team used the animation blueprint system in Unreal Engine. This manages transitions between the animations based on code. However, this technique is less adapted for a combat system, and ideally we would have paired it with an animation montage system specifically for combat.[/p][p][/p][p]
[/p][h3]CCC[/h3][p]For our camera, controls and character, our main inspiration was Elden Ring. We wanted to draw from a souls-like game, and this one was the most familiar for our programmers, which made the creation much easier for us. What we retained from it was the camera’s movement and the pacing of attacks in combat. However, we also wanted to differ by making the game more accessible, less punishing and more dynamic to reach a larger audience. The creation of our CCC was helped by our documentation on the abilities of our main character as well as feedback for the feel of the character’s and camera’s movement.[/p][p]Our playtests had a definite positive impact on the character controller. With this information and comments we obtained from our testers, we could create several iterations to find the best result for our team and our players. It was crucial not to be scared to change things in the character controller since it’s a central element in our players’ experience in a game focused on combat like ours.[/p][p][/p][p]
[/p][p][/p][p]To ease the work of iterating on the CCC, we created a system using a database to change variables quickly during tests without needing to open the game’s code.[/p][p]Something we had not experienced before this project was working with root motion in Unreal Engine, something we use in Spire of Chaos: Arcana Unleashed which changes how distances and movements on animations are applied. This system removes some versatility in moving characters directly in the animation, especially for attacks, and restricts some options for programming. However, it gives our animators much more control in the end. Finally, we added some accessibility features like being able to toggle the camera shake and modify the camera sensitivity. We also added haptic feedback to give our players a better feel during actions and in combat.[/p][p][/p][h3]
[/h3][p][/p][h3]Q&A[/h3][p]If you had to choose a Tarot card, which one represents you best?[/p][p][/p][p]Victoria : The Fool which represents innocence, freedom and travel. I live in the here and now, minute by minute, second by second. I also like experiencing new things, by travelling amongst other things.[/p][p][/p][p]Noémie : The Wizard which represents motivation, talent and confidence. I want to bring my ideas to life and I have the ambition to do it. If I don’t have the right tools or the knowledge, I go seek answers myself.[/p][p][/p][p]Ana Paula : The Two of Pentacles which represents balance between multiple tasks and passions. In my case, I like being able to juggle between my passion and various hobbies.[/p][p][/p][p]Adrian : Strength which represents motivation, endurance and focus. I never give up on what I believe in.[/p][p][/p][p]Viviane : Temperance which represents harmony and union between contradictory forces. I am someone who likes to create an environment where everyone finds their place, where all can be listened to. I always seek to create compromises and I usually am the neutral opinion in conflicts. I like to think I’m a good moderator![/p][p][/p][p]Which is the best part of Spire of Chaos: Arcana Unleashed in your opinion?[/p][p][/p][p]Victoria : Seeing the game’s evolution with all we’ve learned and being able to put those into practice. Also, the fact it’s our game and we can have our influence on it before bringing it before a larger audience![/p][p][/p][p]Noémie : The Exploder Cup, which always looks like it’s having fun.[/p][p][/p][p]Ana Paula: The rooms’ lighting, which changes completely the ambience and brings our environments and characters to life.[/p][p][/p][p]Adrian: The parry, more specifically parrying projectiles we can send back. It’s super satisfying![/p][p][/p][p]Viviane: The journal! I’m someone who loves learning more about the narration in games I play. Our goal is to add notes while the player progresses and discovers the game, a bit like if Arxis and Vigor noted down their latest findings! I also love that the journal is literally a book we can flip through, with bookmarks to go from one section to another. I’m looking forwards to filling it in![/p][p][/p][p][/p][p][/p]