Jared:
A lot of questions about uh different body types, heights, sizes, muscle definition. We've had a lot of statements on this before uh in you know star's been in development for a while new technologies have come online stuff so it's a it's a question we tend to revisit uh periodically uh after a while. Wo what can you tell us now as the truth as of 2024, (we're in 2024!), about different body sizes shapes? Tall, short, skinny, not skinny? Uh what can you tell us? Why yes? why no? What's the scoop?
Andreas Rohr - Principal Technical Artist:
I guess I take that one. Okay so yeah regarding body customization uh it's simply a super hard problem to solve it's consists mainly of of two problems that I think we can like differentiate. Uh one is like body shape customization. So that's more about like being able to blend between a skinny type and a like heavy type and maybe like a super on steroids bodybuilder type. Um these kinds of shapes we could technically do this already with with the way the the DNA system works currently um the question is uh what happens with the attachments and like for the head customization we've developed uh runtime rap deformers we which can like scale helmets which can conform beards to the changing face shapes in a way that that keeps the art like intact and and keeps like the art directors happy no distortions and stuff like that that works on on the face the same deformation Tech applied to to bodies uh would break in in many cases so um while we can uh already uh morph the body shape we cannot conform the attachments in a in a good way right now so that's the the big problem one of the two big problems we need to solve for that and the other thing is um regarding like body height changes and limb length changes this is another super hard uh thing to do because that affects all animations in the game like if you imagine like a character holding holding like a a pistol or even even holding a mug and and moving moving that to his mouth to drink something um currently in the game we have like tens of thousands of animations that you have been Al authored with so-called like forward kinematic like every every bone in the skeleton defines its rotation over time and that's how the arm moves towards the mouth and then uh you get the impression that they drink something without spilling anything like imagine we just scaled like the length of the neck for instance or the length of the arm like your mug would end up somewhere else so you need at runtime retarget that animation and while we already use like inverse kinematics in many places characters pushing buttons reaching for things there's like a lot of procedural elements to our animation already like doing that for the entire body and for all animations requires like massive changes to to the like animation back end um but yeah we have all intentions to to tackle those problems uh but personally I I would I have some good ideas for how how we can fix the first problem about like the confirmation of the attachments and then we have like smart animation programmers uh Evo that I've been on stage with 2018 uh in Austin uh he's somebody that has a knowledge and the brains to to fix that hard uh retarget problem but it's it's going to be a lot of work but it'll be worth it because yeah everybody having the same height is not great but I think as a first step we could for instance tackle the just the shape changes which would already uh give us like some big gains because we kind of already do it with the head right like if if you're you know when we're in the DNA customizer and we make the head larger you're going to in the game you're going to put a helmet on well that helmet's not going anymore so the technical artists go in there and they mark up these assets um to be able to deform based on the deformation of the DNA head uh but then obviously there's not you know quite limited here and limited movement then you know introduce a whole body set um it's a lot of data that you're going to have to mark up and stuff like that so that's another one of the challenges but I think the head was kind of the first step you know a little bit and now we're moving into the the difficult part right yeah and that's also like body customization immediately has like implic implications on gameplay like when you have a larger character that's going to need like a larger like hit volume right I don't know I hope not all players will then like shrink themselves so maybe you want to balance that with like larger character the characters can run faster carry more stuff like that but it will affect a lot of systems once once it comes online yeah but like one more thing I'd like to add regarding like what the state of this is so initially like our DNA system which is the the system that allows us to morph the heads and the faces and conform the attachments um that was developed specifically for heads initially that was around 2018 2019 and we've then used it on heads like the system there were have been systems that have been built around that system so the code Mak making use of that that back end grew and grew and grew so at some point uh we already knew like we want to do we want to tackle bodies at some point uh but we have a system that is very bespoke to faces so I've worked for almost two years not not full-time but like halim on on a refactor of that DNA system with the goal of getting it to into a position where we can actually start tackling the the body customization problem so so that's been that was finished last year and there are other priorities like uh gene pool head extension and and giving us like 60 more heads and the rigging pipeline that needs to be set up and the tools around that in order to to even be able to create fully rigged nicely animating heads that also takes a lot of time so yeah it's it's a resource and priority issue