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Jason Cole

Lead Cinematic Animator

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2016active
Reverse the Versemost heard in
NPCs & AItop topic

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2016 · 9
20162016

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Within animation and cinematics there are so many dependencies: characters need to be there, they need to be rigged, you need audio, lighting, things modeled, environments and so on. So what were some of the bigger challenges, or some of the stuff that's come in late that is now allowing you guys to get these things done?

Jason ColeLead Cinematic Animator

I think it's mainly just the tools and getting the tools in. I want to say converting our pipeline, but we've been integrating more Maya stuff, because in Maya we can sync up the face animation and the facial heads and all that stuff. So this is the first time where we really tested it to run live in the Persistent Universe, so that would go out to the public or anything like that. So that was really cool. But those tools are still being iterated on, but the base is working now. So we can just start using it and checking it and seeing with the face guys.

Reverse the Verse›2.4 - DE·
Published on this date.26 Aug 2016

Who played Miles [Eckhart]?

Jason ColeLead Cinematic Animator

I don't know the gentleman's name, no. I'm so bad with actors' names.

Brian ChambersDevelopment Director, Frankfurt

He was in the video, yeah. We can find his name and maybe put it in the notes afterwards.

Jason ColeLead Cinematic Animator

He was good, though. He's a good voice. He did a few other characters in the game as well.

Reverse the Verse›2.4 - DE·
Published on this date.26 Aug 2016
EpisodeNPCs & AIAudio

Do we know if all Quest Givers will be voiced?

Jason ColeLead Cinematic Animator

I don't know. I know that they are planning for 3.0 to add more Quest Giver stuff and more dialogue through the PU. So I think the more that face pipeline and audio pipeline gets synced, the more that they will add into the PU.

Brian ChambersDevelopment Director, Frankfurt

I know I've seen you guys' lists and lists and lists, so I know it's thick. So I know the amount of facial animation that's attached to these things to help give more guidance to the player is fairly in-depth.

Jason ColeLead Cinematic Animator

And like I was saying, the more the tools become streamlined, the easier it is to get the stuff in faster, so the more we can add. That was the first time we ever actually ran that system like that.

Reverse the Verse›2.4 - DE·
Published on this date.26 Aug 2016

Is Miles Eckhart the only cinematic quest giver in 3.0?

TL;DRMiles Eckhart probably won't be the only cinematic quest giver in 3.0, as more shoots are being scheduled, but how many more is unknown since it's still early pre-production.

Jason ColeLead Cinematic Animator

I don't think he'll be. They're literally talking about scheduling a shoot to shoot more stuff specifically for 3.0, to add stuff. So how much they'll add, I don't know. It's still very pre-production. CR intends to add more.

Brian ChambersDevelopment Director, Frankfurt

But as production goes, we know from now, kind of the beginning, to the end of when we have it all there. But as we go through the process, sometimes there's a little more here, sometimes our attention has to go to a different area and so on. I know the list is thick. And I believe the assumption right now is you would definitely have more than just Miles in 3.0, but I know more details will come out of that in the next few weeks probably.

Jason ColeLead Cinematic Animator

Absolutely. My main focus isn't really usually the PU, so that was the first time we ran that system. So now that we have learned it, we'll hand that more off to the PU guys and they'll do a lot more with that stuff.

Reverse the Verse›2.4 - DE·
Published on this date.26 Aug 2016

With a lot of the PU, you've got Tony and Austin, and we have animators there as well, so you guys are going to be working in conjunction with them as well, right?

Jason ColeLead Cinematic Animator

The animators there? Yeah, a little bit. I think we'll definitely be helping them, training them up on the tools and stuff, and if they need assistance, we'll help out like we did with this last PU.

Reverse the Verse›2.4 - DE·
Published on this date.26 Aug 2016

Working with the team that we currently have here, how's that going? It's a fairly new team that we've built up here in Germany. There are some guys you've worked with in the past and others you haven't, but how's that working out so far as a team?

TL;DRThe team says the Frankfurt, UK and Austin teams are strong, and that more work exists beyond what was shown at the live event, held back until fully ready.

Jason ColeLead Cinematic Animator

It's good. I think our team here in Frankfurt is really strong. UK has a pretty good team. And then Austin is really good as well. They actually had more stuff to go into the PU. There was actually some subsumption where people were walking around in that space in the market and stuff that we were seeing in earlier builds, and then for some reason on the last build they didn't go through. Because it was actually pretty awesome. There were guys walking up to the bar and then sitting at the bar, drinking and then walking away.

Brian ChambersDevelopment Director, Frankfurt

And that's a fair point to say that there's a good amount of stuff that we're doing. What we showed at the live event isn't everything we have, right? It's what came together and worked in a way that we thought was representative of where it should be. We have a good amount of stuff that's also from all the different studios that's got great progress, and things are just about there, but we want to make sure that they're fully there before we're presenting them outwards.

Reverse the Verse›2.4 - DE·
Published on this date.26 Aug 2016

How long did it take you guys from the moment you got the actor into the studio until you were done with the final version of the video? And how much improvement do you see the pipeline seeing by the time 3.0 is just over the horizon?

TL;DRThe quest giver shoot was put together in about three weeks including testing new tools, but with the pipeline now in place a similar clip might take about two weeks at most.

Jason ColeLead Cinematic Animator

It didn't take very long. We shot the Quest Giver stuff at the end of the last PU shoot, or the last shoot, right? And then we literally had three weeks to put everything together for Eckhart and the Hawkers. And Mekin, too, actually. The other guy that waved flag soon or whatever. So that was within three weeks. And then on top of that, we were testing the system. We hadn't run that system. So we're using an OptiTrack system that was getting solved in-house. And then we were syncing all the faces, which we've done before, but we did it old school, manually. This time is the first time we actually used the tools. So we ran into a lot of issues, actually, within those three weeks. We're updating our facial real-time runtime logic, right, for the faces? So we're going to use more of a facial board so we can have more control over Look IK and turning that on and off and all that stuff. But for Eckhart, we actually had to revert to the older system, because all the NPC heads haven't been completely updated to the new one, only the three of them.

Brian ChambersDevelopment Director, Frankfurt

So it'd be hard to gauge the actual time then. If you had to do it today, with what you know and what you've learned, and now that the pipeline's in place?

Jason ColeLead Cinematic Animator

I don't think it would take us long. It was pretty straightforward. He had maybe less than a minute of time. I would say maybe two weeks at the most, start to finish, if we had somebody specifically on solving, and then an animator right off it, and all the tools were working properly. And that's being very generous.

Brian ChambersDevelopment Director, Frankfurt

And usually in the estimates that we give out on the production end, and even when we ask other leads to, we also have to understand that we need to put a little bit more time into those estimates as well, to foresee if there are any issues that come up, right? So if we say two weeks, we may go, oh, well, we think it'll take us seven days. But you need to allow for that time just in case something comes up, or other tasks come in that may take some priority and so on.

Jason ColeLead Cinematic Animator

It's weird too, because there are some things that you think will take two weeks and they only take two or three days, and then vice versa. You think something's going to be easy...

Reverse the Verse›2.4 - DE·
Published on this date.26 Aug 2016

We saw a quest giver example. Will the quest content each time be procedural or randomly generated, or will each Miles Eckhart be more scripted and always give the same mission?

Jason ColeLead Cinematic Animator

I don't know. That's something I have no idea about. I would think that they would stack the quests right on Eckhart, but within those stacks, you might get a random request, right? So say if they shoot 50 quests, I don't know if they're going to do it based on your level or if they're just going to be random within that. I have no idea.

Brian ChambersDevelopment Director, Frankfurt

And that might have been my fault for pulling that question. For Jason, in the animation, it's kind of, here's the stuff that needs to animate, here's the scenes that need to be put together. As far as the different types of missions, how random they are, which ones will be procedural versus scripted versus mixed between the two, that's more of a design-focused or design-driven question.

Reverse the Verse›2.4 - DE·
Published on this date.26 Aug 2016

Miles seemed to have evasive eye movement. Was this an acting thing or a tech issue?

TL;DRThe evasive eye movement was intentional acting, though they wished they'd had time to polish it, and Look IK can currently only be switched on or off, not blended.

Jason ColeLead Cinematic Animator

No, that's acting.

Brian ChambersDevelopment Director, Frankfurt

That's him trying to be sketchy, right? Looking over his shoulder.

Jason ColeLead Cinematic Animator

Yeah, exactly. I wish we had more time to make it look better. We just didn't have enough time. But the thing is that eventually the Look IK... right now we can only turn it on and off, but we can't blend it. So eventually he'll be able to look at you, and then when he doesn't want to look at you, he'll look away. So when you're sitting there, he's generally looking at you, but he's not actually making eye contact with the player. But when he flags you over, when he goes, 'Hey, come over here, have a seat,' that's Look IK on. He is looking and turning at you and talking to you.

Brian ChambersDevelopment Director, Frankfurt

And that's not only the eyes, but a portion of the upper body blended through.

Jason ColeLead Cinematic Animator

Yeah, exactly. So we're trying to get more control over that so we can really dial that in.

Reverse the Verse›2.4 - DE·
Published on this date.26 Aug 2016

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