The Alexandra Institute // Right Now // Events // 2018 // Day conference: The next generation of animation systems

Day conference: The next generation of animation systems

Event

10-10-2018

Day conference: The next generation of animation systems

We invite you to learn more about the latest data-driven techniques in character animation – and to get the opportunity to expand your network within the creative industry.

Are you an animator or researcher in animation or simulation of human motion?

Do you work in a film or visual communication company and feel the need for an update on the latest trends in character animation?

Or are you maybe a recruiter in the game or movieindustry?

If you want to network with some of the most talented DADIU students from the next generation in the game and film industry, then register immediately.
You will hear talks about new methods in character animation from both Danish and international companies and experts.

Take home

  • The latest ideas in character animation in computer games and films.
  • A unique chance to get insight into the solutions chosen by some of Denmark's largest entertainment companies in responsive and realistic animations for games and movies.

Speakers

Among the speakers are:

  • Chus Rodriguez Nieto, Double Negative
  • Michael Buttner, Unity3D
  • Maurizio De Pascale, IO Interactive

In addition our own computer graphics specialists will talk about the latest research and its implications:

Programme

08:30 – 09.00 Breakfast and registration
09:00 – 09.15 Welcome
09.15 – 10.15

Intuitive motion capture tools for indies and people on a budget

Motion capture tools used to be very expensive, static and hard to use. In Rokoko we want to change that, so everybody involved in creative processes would be able to utilize the power of realistic animation created with motion capture for 3D games and/or animation content. In this talk, we will walk through how two of our tools, The Smartsuit Pro, and Motion Library work, and demonstrate how they can be used to create a rapid result for creatives and developers on a budget. Moreover, we will tell about our journey leading us to create the two products.

Niels Christian Konrad Nielsen and Matias Søndergaard, Rokoko

10.15 – 11.00

Identifying the challenges of tomorrow's film and game production tools

Predicting the future is a hard task. Using those predictions to pave the way for companies to stay on top of the technological developments is even harder.
This talk will address the challenge of doing just that, and describe our work with identifying the future tools and methods for digital creatives, and collaborating with the creative industry to make them reality.

Morten Pol Engell-Nørregård, Alexandra Instituttet

11.00 – 11.15 Coffee break
11.15 – 12.15

State of the art animation and rigging tools for VFX and Feature animation

Quality and complexity in film productions are constantly increasing, demanding more from artists and the technology supporting them. Quick turnarounds have become a normal workflow for modern productions, making real time a critical feature for any production tool. Games technology presents a great source to learn from and will definitely play a big role in the evolution of film workflows. In this talk I would like to present the state of the art in technology for rigging and animation, which strategies are being used in big studios to improve their animation workflows, and the path the industry might be following in the coming years.

Chus Rodriguez Nieto, Double Negative

12.15 – 13.30 Lunch
13.30 – 14.30

First Steps in Building an Animation Runtime and Pipeline

Since 2012 all Hitman games have been running using a modified version of Morpheme, the animation middleware. Unfortunately NaturalMotion stopped licensing their technology last year, leaving us on a dead end track. Luckily new approaches to runtime animation have emerged and matured recently. These techniques achieve better visual results than blend trees and state machines, while at the same time reducing the complexity and the amount of manual work to setup the animation graphs used in games. Pushed by the circumstances and armed with a strong belief in these new techniques we've started a journey to build from the ground up a new runtime and pipeline for animation to be used for all our future games. This talk details our efforts and learning so far and discusses practical aspects of building the foundation of an animation system.

Maurizio De Pascale, IO Interactive

14.30 – 15.00 Coffee break
15.00 – 16.00

High Quality Real-Time Motion Synthesis and Character Control

In order to create high-quality character animation conventional animation systems require a large amount of individual animation clips to get organized into hand-crafted blend-trees and state-machines.
 
This presentation will introduce a novel high quality real-time motion synthesizer and a new concept for character control that allows precise specification of the character movement, constraints and goals. The motion synthesizer does not rely on any superimposed structure like state machines or blend trees and produces high quality results required for games while leaving full control of the look and feel in the hands of animators and gameplay programmers. We will be showcasing complex navigation, parkour and free climbing to demonstrate the general applicability of this system for AAA character motion synthesis.

We will also describe the character control system in detail which allows the motion synthesizer to generate the corresponding poses. Usually gameplay code is required to explicitly send state changes and update blend weights in order to synchronize the gameplay state machine with the animation graph. In contrast to this approach our control system describes the desired movement of the character as part of the gameplay logic while the underlying synthesizer provides the appropriate poses on a frame-by-frame basis.

Demo videos
https://youtu.be/yWyFN_Iy0RQ [Short]
https://youtu.be/1Jt0F8F3ahY [Long]

Michael Buttner, Unity 3D

16.00 – 16.30 Closing

The conference will be held in English.

Date:
10 October from 09:00 to 16:30 May, date to be confirmed
Place:
Univate, Auditorium 4A.0.69, Njalsgade 76, 2300 København S
Price:
Participation is free of charge, but please note that there is a no-show fee of 500 DKK
Organisers:

DADIU and the Alexandra Institute in collaboration with Univate and KU PLUS – Søndre Campus’ Innovation Hub

Morten Pol Engell-Nørregård
Computer Graphics Specialist
+45 93 50 85 64
Njalsgade 76, 2300 København S

The conference is held in co-operation with DADIU, Univate and KU PLUS – Søndre Campus’ Innovation Hub

The Alexandra Institute has entered into a commercial co-operation agreement with DADIU, where our graphics and computer game experts, Magnus Koch and Morten Pol Engell-Nørregård, coach and supervise the next generation of game developers in order to use the latest techniques in computer-driven character animation.

It is a task they solve in close co-operation with the Department of Computer Science, University of Copenhagen, and drawing on the knowledge that the Alexandra Institute has built for a number of years in co-operation with Danish companies and with funding from the Innovation Fund.

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