Star Citizen: Reverse the Verse LIVE - It's Bender and Tracy Time
Transcript — every row opens the video at that moment
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forty-two but up first the Week in Review now last Friday we had audio team members leave an yard and Philip Pierre Smallwood here to discuss all things related to the sounds of star citizen and to troll the hell out of me with their caret comments now as stated a number of times on a variety of broadcasts the carrick is not currently in production but you guys fill the comments of the last ship shape with requests to make the character I knew favourite ship it was my mistake to ask so because you did that maybe there's an additional reason to tune in to next week's ship shape focused a TV maybe please also on Friday we pushed our latest alpha 3 1-3 patch to our live testing environment and so far the
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results have been pretty good we've we've already got the 3-1 for patch out to the peach you now as our teams around the world continue to iterate and bug fix the entire 3.1 branch while others continue their work pushing forward to alpha 3.2 this June it's an exciting time to be a part of the star system universe as this game moves closer and closer to a more fuller realization it's good times on Monday we had another episode of our weekly Q&A series calling all Deb's which featured responses to your backers submitted questions backer voted on questions regarding NPCs flying their own trade routes the long-term plans for weapon racks and lockers in the pu now that we have mobi glass the future of land and space where you see in the persistent universe an arena commander the ability to save location bookmarks we create in the first and the future of the 2019 our aside roadmap now as usual you can submit your
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questions for consideration each and every week in the thread up on spectrum and don't forget to vote and also don't forget to keep your posts - one question per post now if you've seen your post get deleted it's almost certainly because you had more than one question about more than one topic in a single post so you got votes for two questions well everybody else competes with only one no cheating also on Monday we began a multi-week promotion with Intel and several of our streamers this week twitch streamers captain Richard and WTF asaurus received brand-new top-of-the-line computers from ibuypower and cyber PowerPC respectively thanks to Intel and their new obtain SSD program obtained it's got what computer straight it's possible I didn't run any of this
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copy by the marketing department Tuesday is Laura Day in the star citizen universe which featured part three of the cup the original fiction that introduced the Marie cup to the star citizen universe while Wednesday brought with it another all-new edition of bug smashers featuring an early look at the current state of the anvil hurricane now you're gonna see more of the hurricane in next week's aforementioned shipshape focused ATV so you got that to look forward to - now have you felt the power of the new origin 108 Wednesday also saw the release of part 2 of our origin 100 series QA on the robber space industries comm website now between this month shipshape featurette the first Q&A the follow-up RTV and now the second QA there's a lot of information available out there for about our newest spaceship
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from origin like the new eco-friendly air fuel system that makes flying in origin 100 good for the soul this is a good time to remind you that the concept of motion for this ship ends after this weekend so don't miss your last chance to make your calling cargo hauling dreams a reality with the new origin one 135 seat and keep the entire origin 1 in a series in mind when picking up your new starters yes I saw infinity war yesterday also yesterday was the release of our latest squat blade a squadron 42 centric episode of around the verse which featured a great look at some of the work going into making the gameplay a cinematic and story tastic as possible also yesterday we announced the date and location of citizencon 2948 you can find out all the details about the winds and
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the wears on the robert space industries comm website and i hope to see more of you than ever before on October 10th I'll be the guy that hasn't slept in 40 hours and can't stop for anything it's gonna be a blast now that wraps up this week's weekend review so we're gonna take a quick break and when we return we'll be sitting down with Steve bender and Shawn Tracy as they discuss star status ed in a squadron 42 why I silently write the emails in my head that I'll have to send a Chris later to explain what happened stay tuned come [Music] your imagination
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see all right of course that was a was
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another great fan video of created by created by you guys these stresses in community joining us on the show this week on our subscriber townhall addition to reverse the verse we've got animation director shot Steve bender and technical director of content Jean Tracy how you doing it doing well thanks man how are you it's great to welcome aboard that this is your Fingal board yes i just started working this is your first time on the new reverse the first this year the new reverse reverse yeah the table looks ass and people looks the same I don't know oh it's a new reverse the verse that's right um I'm excited to be here for my first time now because every show is somebody's first show there's always we're you know
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we're getting you we get new backers every week let's take a few moments to explain exactly who you are and what you do for psoriasis and we'll start with you first show you see that you started with me first this time I'm that's confusing T before be is it anyways so yes for those that don't know me I'm Sean Tracy the technical director of content specifically I run the tech art tech animation teams as well as the tools teams with in star citizen so basically I'm squadron 42 so anything that goes through some kind of DCC package little content creation package like max Maya Houdini recently has to run for me yeah so generally responsible for all the content within squadron 42
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in star citizen I think you might be the only two people in the company that have content in their titles yeah what's interesting considering I'm technically not even a Content me but that's the whole thing definitely not a director neither a technical director technically noted yeah okay Steve better too Steve who are you and what do you do for starts well Sean forgot to mention that most of his job is is putting up with me bitching at him about how something doesn't work or yeah we we want to get it done faster it's a song yes and Steve bender I'm the animation director so I oversee all animation content in the game we shoot motion capture and things like that so the questions that you guys have for the for the animation I think that's going to be fun so this is the subscriber Town
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Hall and of course I unlike regular are TVs we take questions exclusively from our development subscribers so if you have questions for either Steve bender or Shawn Tracy you can submit them in one place and one place only and that is in the subscriber channel up on spectrum the spectrum is our bespoke communication platform available on Roberts face industries comm so if you're watching on twitch or you're watching later on YouTube where you're really cancellous a set of questions I get a subscriber to submit your question for you in the subscriber chat we did collect some questions ahead of time we put up a thread earlier through the week so we have a couple questions ahead time but Steve before we get to this I can't help but notice that you have a thing on your omelet you brought something with you I did Jerry with you I just I just I got this as a gift it's quite wonderful for those of you who watch American football fly Eagle fly on the road to
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victory and if you don't mind I'm just gonna come boys put it up right no right back totally work - that's not gonna fall and break at all that'll be fine the rails alright so like I said guys you need some of your questions and subscriber chapters previs your question with the word question in capital letters surrounded by brackets that'll help us pull them out from all the other conversation starting with the thread where people were already submitting throughout the week the first question that was on there voted up by that by the majority of subscribers are there any core technologies needed that are not listed on the current roadmap now
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again the current with current are a robot only goes out to three point five so yeah all only three points no are there any core technologies that aren't listed on the road it's a good question actually because it really depends if we're talking core technologies for star citizen or core technologies for squadron 42 now we try to keep that as coplanar is absolutely possible but there are two very different types of games right one is a single-player sort of a little more cinematic scripted kind of experience whereas the other one is a huge MMO I don't think there's any massive ones I think maybe and in case the roadmap doesn't have this but the solar system transition so going from stanton system to another
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system so the wormhole kind of idea that's got to be addressed so I don't know if that's on the roadmap and if it isn't it probably should get there at some point but we need to get Stanton done first and then we'll we'll fly out of Stanton but in terms of core tech the thing that that wormhole stuff relies on is the object container streaming which is very very busy right now and definitely represent it on the roadmap I'm trying to think of other things I mean there's there's opportunities like core tech changes or things we want to do but they're not necessarily a blocking star citizen from getting made and right any to any effect so the major pieces of tech that we needed for this game are almost there like the really you only the object container streaming is one of the the
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biggest ones and that changes the paradigm that's how we how we work with objects in levels so I it's a big one it's also a good time to remind folks that has has been stated and calling all deaf has been stated in other episodes of our TVs for stating hate to be everywhere we can not everything that's being worked on is on the road yeah no I said that the stuff that you see on the roadmap are the things that we intend to release in those quarters so there are things that will be worked on continuously throughout 2018 that you know may not be coming until 2019 those are not on the roadmap and then there are things that are that we do think will come in 2018 but they're smaller features they don't fit easily within one of the years yeah and I know X Y s stuff like that so it's oh yes yeah maybe to dig into that a bit like we've got tons of tons aren t projects
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that we work on that you know again if we put that on the roadmap people feel pretty disappointed a lot of times there's a lot of times just general game development that happens all the time right you're spor an idea yeah I'm you know it doesn't work that's exactly it didn't sometimes you say no we're just not going to do that right because it's about making fun yes I mean if there was if there was a manual for fun everybody would be able to do this it's true it really is in some cases a year one of the things I like to say is that this is game development not game construction yes it's we are we're we are figuring out the answers to these things we are figuring out the things we want to do and then how to do them you know as we go along that's what game development is and if you're doing something that's truly never been done before if you're doing something that's truly innovative in the industry there is no excellent there is
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no instruction manual for help no yeah and a lot of stuff you know in isolation has absolutely been done so it's like you know I can't think of a really easy example right now but just because one feature existed somewhere that's never been coupled with this feature right and sometimes it's a combination and the two things that make it really difficult but you know yeah now bender you took a lot of you probably more than Mazar thinking about it you and Chris take more trips yeah yeah you're on the world and then anybody here in this Judy I can only speak for the people that I work with in this ISO you spend lots of times away like like you're gone for a month then you come back and were like oh steep Enderman hole energy in the place changes it does um you just came back from one of these extended trips to
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Europe what can you tell us about what you were working on there yeah so I was a meeting with both the Germans studio and our to UK studios the darby studio and the Wilmslow studio we were going over combat AI within squadron and and obviously within within star citizen making sure that we had the the different user stories or plans in place and and reordering those talking about what it is that we're looking for on those cases also we shot two weeks worth of motion capture for combat AI things and yeah so it's been sitting down with the team working on on the the various
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FPS aspects and and social aspects and things like that throughout the the world now you mentioned a term their user story you know that for folks we've been following the project for well it's actually a relatively new term i user story is one of the ways we what once you tell Bungie tell so I know it's related to jurors it's how we assign we want we want this test its its test we want the player to be able to do this yeah here's yeah so so you can you can say well I want animations for people running around and shooting or something like that but what a user story is designed is that it's about what the player or what the the particularly use ur is something
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in the case of Shawn's guys when they sometimes will do tools it'll be the the end user would be the we say the animation beam or something like that but that way the the player it's from a player perspective so we're saying as a player I want to be able to feel like I am hunting AI or something like this right hunting enemies and then what we do is we start to break that down to see how it is that that we're going to to actually make it feel like that so we have some questions coming in from the live chat now now the first question that came in and says can Bender share with us any details on cool melee animations cool melee animations
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well you guys have seen some takedown things before I think right so some some stealth sort of takedowns and things like that and we're looking into things such as obviously if you can stab someone with a knife and you can hit the male a button you can hit them with your weapon what if you don't have a weapon in your hand what can you do there so that is again one of those user stories where we want to be able to without a weapon be able to fight somebody else was gonna happen eventually now one of the questions from the room that from the aspecting said oh when might we see a move to inputs recognized by a
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hardware ID instead of the windows input enumeration now this is a quality question for you right now when folks they could put their HOTAS and stuff like that that the client uses the windows enumeration said the core hard righty so for people to have multiple inputs it tends to become difficult - yeah and we rely heavily on DirectX the X min put for this it's an entire library that that is in Windows and generally we're probably not going to replace that if there's just it's a lot of work that's kind of the thing to ultimately just give it you know consistent I knees or whatever and quite honestly Windows has got to fix this you know this is something that's going to come from the drivers necessarily so we're not about to change
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the you know the entire input system for that but is there something that we could put in place so that if it does detect the same kind of things it's not going to remap you or change the IDs yeah probably it's just not really the highest priority thing right now gonna be fair a question for the live chat for you Steve enter any progress on character animations that interact with other character animations like like a high-five like I trigger a high-five and then they trigger - like why won't they high-five and then like that yes at the moment that is not on the short term goals but absolutely especially in the case of star citizen you know we talked about how we want to make a living breathing universe and that a lot of a
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lot of our players will say that they're they're really interested in role-playing and and living within that universe so connections between players is going to be very important for us but right now we're concentrating on our the the core pieces of the game to build this out properly you know one to one and then from there we will extend out and we had a conversation you and I feel like it's probably a year ago about about about combo animations when something does something I think yeah I shouldn't have brought it up so I can't remember the features of the conversation I thought as if I started talking about it my brain would kick in and remind me tells us they went but it didn't happen so next question for Sean
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Tracy yes sir will long hair and long beards be implemented as part of the character that and will they be affected by wind in gravity yeah yes actually so we've got a couple different hairstyles that are coming down the pipe what we're true we haven't talked about it for for this year but the DNA gene splicing stuff which is going to be what the part two of the character creator ATVs are so we've come up with some solutions within there that are gonna allow us to do this stuff which is super nice especially to do with beards which are usually one of the harder things to do when you're customizing and changing a face behind the seams but one of the one of the trickier parts to it is we've got to deal with gravity so gravity
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right now is just local to the to the player himself so all the character attachments they do there are affected by gravity it's just not actually the gravity in the world it is just just kind of fake value that sits on the character only so we've got to receive that from the planet we've already got the Zetas problem kind of fixed up for the simulation so that's one side of it but yeah that's that that's the first thing we've got to do and then on the wind front the wind got unified to a new system so the CryEngine had wind before but again it was real said up kind of assumption right with a with a level plane and when it was just an XY sort of idea and there were the boxes that would fly through the world so now that you're around a planet we've got to caval that entire system and a planet and Marco
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para has done that within our within our engine so we've got to get that now listening or get the hare listening to those values basically there's a couple other things with that is that short hair still has to be affected somehow by win because otherwise it just looks super static so it's whether or not we actually want to get world wind for that or whether you just kind of fake it a little bit where you've got you know wavy stuff going on you know there's no real reason to spend a ton of performance on you know just simulating so is somebody that's got hair you know short is mine or so but the longer hair you have we've got to do something with definitely the one thing to keep in mind though is that when you throw these helmets on we still have the sort of helmet hair which is a little more like like like the back of my hair here we put the Snoopy cap on and we actually
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remove that hair so that it's not simulating inside the helmet it would look a little silly but yeah now whether we go foo Manchu kind of beards that's going to be totally up to Josh and whether or no whether we want to support those but yeah they're gonna simulate just like the you know it's as crazy as it is this silly monocle chain and things like this that's that's all gonna simulate and be affected by what's going on in the world it's very very interesting [Laughter] more cargo the last update on squadron 42 showed how different NPCs with different personalities would have different animations will we as the
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players have a chance of selecting those animations for our characters yes so that's that's a really good question one of the things that that is is really important overall in star citizen's is player choice and you're able to customize your ships you're able to customize your loadout your your armor what you're wearing and everything like this what you know what your face looks like what you're what hair you have but typically in a game you're not able to customize the the specific animations that you have so animation wise one of the things we wanted to do is to make sure that you could customize that so that you could
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begin to as we put more walk cycles into the game and we create this this appearance as to not everyone that walks around walks in the same way that we then give you the ability to to access some of those so that you can start to customize your character say there's there's there's a more funky walk and that's that's what your characters like that you could choose that and various other things as well so different emotes and and dances and things like this okay it's even as simple as the idols right like I mean you wanted like a different Idol for like fighter jock stands absolutely absolutely so so what it's the whole thing right the whole package
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where where you could begin to start customizing every aspect that we're already doing that with the clothes and with the with the character faces and the colors of everything and things like this but you know if I want to stand there and my guy is is kind of that's that's who I'm playing this kind of broken down and character I should be able to eventually be able to customize those aspects I think that all sounds great just cleaning her up so Tracy yes sir I feel like a question about physics
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grids it sure from the live chat here is this actually this is for either one can you animate interior physics grits specifically in the whole series the interior what grows longer when it's a is that Matt inter area in the chat because because no he's asking about that every day yeah that's exactly something we need and one of the things that the physics guys are looking at now is the SDS and the physics for the ships yeah and that is that ship specifically is the is the main reason that we have to look at this so yeah that's gonna absolutely have to be supported so can we do it right now nope but we're gonna have to be able to with y'all home I think that's the the being able to separate and change
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physics great design that is a big part of our our non death death States for ships to yes because right right now the reason you know you shoot a ship and then explodes everybody dies because we can actually separate the well we just can't animate it we just can't move it around yeah that's that's the trick so with some of the transforming ships we totally worked around this fact right like the reliant specifically I there was a bunch of things that they had to do and again that's why that's why I laughed and whether that was Madden Terry or not because he's talking about this all the time so he's really after the physics guys for this but like with a lot of things it's not gonna get a huge amount of priority until that ship is coming closer closer closer so and I it kind of is does that work know what that doesn't work of course not what is a major piece of tech that you are most
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looking forward to joining the roster of star citizen we know like like like technology bits yeah um oh pizza what's the tech what's one piece of temperature that you want most that your did you object container streaming by far because that's the thing that is that is changing our paradigm has already shifted away from levels and prefabs and these kind of things to the object container approach but it's not complete until we've got fully synchronous spawning across all those object containers we're able to profile them and then even better is once we're doing that we can we can rework or or update update the tools so that oh that's a fail with all that power you couldn't even belt in there with all the Infinity stones couldn't couldn't
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balance I just lost my turn yeah object containers Jim so that's the biggest one for me anyways cuz it's it's not it it's stopping us from scaling huge and it's also making it not confusing but unclear how to write certain pipelines or tools for the design guys to work with in it because we don't fully have it now they do work with object containers yes then it'll be a matter of streaming them but once it's a matter of streaming them it's a matter of how big are they do we can we profile them can we export them in the build process can we share them day to day you know there's a lot of questions that need to be answered within there so for me it's it's object concern object container streaming an asynchronous polling yeah have it used to you Benny wow that was a really intelligent answer
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was it yeah yeah I have no idea what you're talking about so par for the course yeah that's a really good question I don't know I don't know if if this actually answers the question but I'm looking forward to especially the core AI especially the core AI combat and things getting worked out because even if you're not necessarily interested in going to new places meeting new and interesting people and shooting them in the face there's still a lot of the aspects of the gameplay that go into this which once we have that that set and ready to go we can extend out and it really becomes a far more deeper
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experience for us animation wise okay couple one animation questions in the list here what animation was the most interesting or funny to work on hmm what animation was the most interesting when he demonstrated on Jean Tracy oh yes I most certainly can the kissing emote that's where he's going kissing you mud you're gonna go there and vote no okay I'll help you know we had Wow that's a really good question because we've done a lot of we've done a lot of different mocap shoots and a lot of different content for the game probably the one that got the biggest sort of result on the set where where people people really
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got tied into it where the takedowns mm-hmm and there was some really brutal stuff going on there I think we demonstrated seven for that huh show me seven sure to show yourself oh no he can't he can't show me no I ain't showing that one so that's what yeah there's a really there's a really good one that that we're holding on to at the moment and by we I specifically want to be working on that particular asset but yeah can you describe it no I know it's when he's talking I can't describe it he's been reluctant to talk about it for a first for sometime it's a good one though it's he saw it yeah yeah he had to talk about for a while he realize oh by this the
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one you've been talking about for a while yeah sure sure mm-hmm yeah he's good although we did have on a like at the end of every mocap shoot so not not every day but like say you do a week or two weeks or something like this we do a just a little like five minutes at the the end of the day we try and we try and cut off five minutes early give everybody a a bit of a breather there and we just asked the the actor typically to just give me something and we had a we had one of our mocap actors who is a Special Operations member and he he was talking about
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there's the Fanta orange Fanta or something like that and and there's a commercial wanna don't you wanna and and there's like this this orange because guy in this orange suit who just runs up to somebody in the room like that runs away and this guy did this on set and I I lost my mind like that we I'm glad we did it at the end of the day with five minutes left because we never could have gotten control of that set everything the next animation question right after that was we've talked a bit in the past about fast entry and exits yes especially any progress on that yeah so I've seen this sometimes people asking about this we
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actually shot a three different speeds based on the the role-playing intent that you're going for in your gameplay intent one was sort of a just on walking and I'm climbing in I called it grandpa goes to the store then there was combat which is just say scramble fighters and you're getting in in emergency and that would be say the entire vandal horde is chasing you and you need to go into the ship right now the same thing with exits the first one that we've implemented is the combat set and just like anything else when it comes to animation we get those things in and we
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go through play testing we may need to speed up those assets and stuff like this but actually the the we don't each of the ships on set and on the mocap set and had the actor try and and get into it as quickly as he could so the answer to that really is yes and there will be faster ones coming there a user story actually for forgetting in any emergency sprint sort of speed and also getting out I cheered in my head a little bit when you were able to pick that up just getting there in my head yeah you're adapting that question about volumetric class Wow sure sure how are volumetric
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clouds coming along I I don't know I actually don't know this is something that honestly the best guy well okay if we're talking volumetric vbb gas coil stuff I think we just actually I think we just showed a whole bunch of it in the ATV yesterday so I mean they pretty much see where at that if they're talking about planetary clouds that's a whole different conversation now you you might think that you could just use the same thing but the problem with clouds and real ones anyways that like on a planet they change they're always moving they're shifting they're they're flowing these kind of things the the coil and the volumetric nebula gas stuff is all as good as it looks it is it is static it is it is a is an export of a voxel
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simulation one frame of it from Houdini so that's not something that we could do a we had clouds on planners just don't know which it's just not not where we want to go with this and the Frankfurt Engine team guys in the engine room will be will be working on this I just don't know when I think it's going to become very important with our next couple landing zones though that's the thing I just don't know where it sits on the the actual roadmap itself like we've got kind of I don't want to say half-assed ways but I mean I kind of have asked ways of showing intermediate approaches right exactly let's make it keep it professional right yeah so half-assed ways of doing just the clouds it kind of particle techniques or just some real simple 2d stuff but I know
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Carson won so who's one of the I mean best rendering engineers I know but it's tech director honor on our project did everything did a lot of the rendering work for the atmospheric scattering and he wants to continue that onto the clouds so I know he's got some great ideas for this it's just a matter of time and since he's heading up the performance team which I hope you know everybody's been experiencing that the huge huge wins that we've been making on the performance run is once that's in a good state that's probably where I guess he'll move on to but yeah I can't I can't say for sure I mean he's my senior so I don't really know here's an interesting question for you Steve it's about combining mocap captures it can
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you technically combine multiple no caps from multiple sources and create a new single entity that that's that's unique from the other two that like an alien animation or something with it they cloud is that well you could certainly load on one layer a a animation and then create a second layer and load a different animated result onto that but what I think what you end up getting actually is is a bit of a mess you're not you're not I don't think you would get something that looks like a believable alien you're going to get something that kind
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of stuff like this I missed it what good it was time right now and I call it yeah we just look completely broken and and the problem there is that you're you're then unable to control the outcome of the the hundreds of animations that come off of that so could you have a happy accident and go wow I haven't thought about about that and then and then start to plan out how you would create that later on maybe but it's I would assume it would it would end up being more of a technical mess actually yeah I did it's I know yeah I think if you try if you
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could start combining the start looks like stuff I would making it compares I don't know what the hell I'm doing well I mean you know if you're talking about something let's say you have you have an alien that has like a the bottom half is mechanical and then top half is organic and there's there's an actual disconnect between those two you could certainly do something like this but what you're doing is you're combining but the top half is something with the bottom half of something else you're not you're not actually meshing the two of them together like I'm just sort of going like you know I got red green blue yeah getting brown here's a question for you Sean sure how does CAG use vertex vertex
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painted regions on the character mesh to cull sections of the body under clothing uh it's interesting any kind of answered answered his own question while he was asking no that's cool yeah that so you to give that full idea the workflow we call it zone culling it's and it's not really telling in this matter later on but that's that's what we call it what it is is it's a we have some tools in Maya for the characters typically yeah it might be easier because there's three of them I don't think so though I think it's gonna fail me answering this question I I'm always excited because in my head I'm I'm going go Jared go Jared and then he fails and I go Oh in my head right we were talking about zone culling in
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vertex colors so when we make a character when we make a character asset we've got some tools that will allow us to project the vertex colors that we need of all the given zones and I think there's something like thirty to thirty to thirty eight it changes so we've got a lot of the different zones that need to call out depending on the attachment that is attached to whether you're putting a jacket on top of a shirt on top of a body we've got to call all the lower layers and the reason for this is is a little bit performance and a little bit and actually much more clipping so because when you have dissimilar topology for example on the shoulders a good example or elbow is an even better example if you've got an edge here an edge here and an edge here for a for shirt and then you put a jacket on and it's only got an edge here and an edge here you're still gonna get deformation
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coming through and there is no way you can fix this the only way you can really fix it without you know actually calling some pieces out would be to keep the exact same topology between all the assets and that would have required that a long time ago you know four or five or six years ago and whenever they started making some of these character assets that everybody just followed the same topology now it's super restrictive for artists so it's really hard to work with and it's really hard to maintain that all the way through so what we came up with instead was an ability to mark these areas up with vertex colors in Maya now that doesn't go all the way to the engine that just tells the tool within Maya separate this mess chunk this mess chunked this mess chunk and then within our data Forge records we tell a whole bunch of different areas to hide depending on the attachment or the removal of attachment and there's also
- 00:43:40
you know partial layers and things like this but the tech artists deal with this generally but it's a it's a lot faster than it sounds we've got a really nice tool that gage Hellman has been working on actually he's working on it today even to make it faster for the character artists to even do it but what we really need and and and Josh and you character artists stop changing the zones stop changing the zones because then we've got to update all the assets every time we do it so but yeah the zone should be pretty good at this point I think so that's how we do it and I know a lot of other games do it the same way I just don't know how they necessarily put their put their meshes together for example I've seen bugs in GTA that mmm I'm like oh hey they're just the same thing that's cool I just don't know how they actually marked up their assets or
- 00:44:28
whatever you tell mr. bender yeah when running canned animations like the ship entry-and-exit there is currently no way to abort connection once it's started is that the intention for the final game abort abort abort abort I get halfway up my luck the ladder to my ship and then decide no I don't want any my ship yeah well that's a good question from-from that from the code he's a smart feller so so from a code aspect we actually do have the ability to when we're playing in the animation to sort kick out of it an example of this would be if you say threw a grenade at somebody and they were about to throw a grenade at you and they explode the good
- 00:45:17
rag doll so weather weather weather design wants you to be able to have that ability or not it really becomes a design question but the way that the animations are authored they start from the bottom of the ladder and they go up into the seat area so I mean that's really there's there's you could allow the players the ability to interrupt
- 00:46:05
that by say pressing the spacebar and they jump off but that that would be something that design would need to request from code to be able to I've heard ideas like just anyways I'm not I'm not just ideas that have come from the community I think we've talked about it before like it might be cool of geez I've been it's dangerous to go there it might be cool but it might be cool and no Todd might not agree Chris might not agree Steve might not agree but I think it's be cool when you're getting in the ship if usually a family in a panic and I want this thing to go a lot faster faster you press maybe it steps through you know different speeds of the animation or whatever it's just basically button mashing as you're getting into the ship if you want that thing to go faster go faster right you know what we have we have like I said
- 00:46:53
earlier though we do we did shoot and we do have on the user stories couple of speeding you know a couple different speeds so for instance the sprint speed so that if you hold down the sprint button and and are executing that I think that gets you into game or gets you into the ship faster mm-hmm and stuff like that so it really does come down to I remember it you know exploring those gameplay aspects yeah because you have an idea once and I think it even depended on the rate at which you were approaching your ship right because you'd liked it where if you were in an all-out run towards your ship that you would do sort of a slide across the the hood of the car type thing yes so there there was there you know we've been talking about whether your your ship would so when you go up to your ship you
- 00:47:46
have to hit the use key and an opening this up to everything and stuff like this well what if I'm on a run I'm on a sprint I got the vanduul horn chasing me Chuck get the plane go and drunk and as I get near it it begins to open and I hit that full stride yes brain but that's not something currently that is that design dot design was after they was they wanted to make sure that that was specific that you were opening and things like this so I think what the I'm not sure in which aspects there they're talking about whether it's the aspect of just partially getting up the ladder and then hitting a jump button so
- 00:48:34
they can leave the animation or if it's a matter of exactly what that is right I'm not not entirely certain another question via live chat lost it no you were talking about how to get you mentioned gta5 recently or a GTA used - is that you - yeah let yourself be inspired by other games or maybe totally take over good techniques I like how they said that rather than steel right because it's definitely not steel and yeah absolutely like and if you're not doing that in any industry that you're in if you're not I there realistically compare ourselves against it's not even competition but as similar
- 00:49:24
things in the same space the thing I hate doing personally and I think a lot of people hate doing this is resolving a solved problem this is something that Dennis crow says all the time which is really nice and I like the way he says it which is he just if a problem has been solved in a very good way why why go through the trouble of really resolving that so sometimes yeah I say well that's kind of a solved problem why don't we do it this way right there's you know okay we want to implement whatever it is a chat system in the game ok cool there's like you know 30 of those yeah it's probably a lot more than 30 but you've got Skype you've got yeah no not MSN anymore I'm kind of showing my show my team SN yeah aim you know America online they have even I heard
- 00:50:14
but basically the point being you know they go first day tables yeah they've got they've got slack Facebook whatever so do it the way that they've done it I mean that's the it doesn't need to come up with a brand new solution don't reinvent the wheel every single time sometimes it's a solved problem so yeah definitely I let myself be inspired like a great one right now and I can't I still can't understand why we're not doing this so hopefully you guys post on the forums about this because I'm gonna make a big deal about this right now so you know how cool it is to get into the ships it's really really hard to find the damn doors on the ships if I'm not if I've not gotten a briefing on a given ship I have as the one of the tech directors of star citizen's been in there for 10-15 minutes trying to find that door so there's a but let me and this is to go back into the question because playing Zelda if anybody's
- 00:51:03
played Zelda breath of the wild great game you know master class and open world design super cool but one of the things that they do really well in these divine beasts is and I'm not trying to give any spoilers or anything but there is been a philosophy yeah yeah so but in the divine beast they have this 3d map view that is that it's phenomenal because the the in Zelda you've got it's like a 3d puzzle within these within these divine beasts and in the in that you have to know where you are and you have to know where certain switches are within this this 3d space you can rotate that thing around you even control it but it's got this great holographic kind of transparent view with really really bright orange indicators for different things and it's not dissimilar to what our targeting stuff already does but
- 00:51:51
that would be a super nice way to be giving that map to the players so that I know where in my door is or I know where that so so you know it point being is I absolutely am looking at other games and if and if other people in the industry don't do that or if other people just in their own industries don't do that then they're they're selling themselves short and sometimes you - yeah I love what oh I don't think we can say what you call it um competitive analysis yeah I I do that I do that a whole lot actually because when were when we're talking about the animation for something or we're talking about a feature and things like this we'll take a look at obviously we have our own ideas and our own visions as to this but as Sean said it's about seeing
- 00:52:41
if any but he else has solved this problem before how they did it and it allows us to as well say okay this gang did this look at it but we don't we don't want to we we don't want to I'm glad they got it we don't we don't want to we don't want to do it that way right here's an interesting way as to how they solve this so maybe we go in that direction but we give it our own spin or something like that yeah and that's it and and you know we've had people you work in this industry long enough you have people that come up and go oh you worked on that thing oh yeah we saw that mm-hmm and we were like how did they do that okay we want that right and things
- 00:53:30
like that so so there is a lot of especially industry why is wide and stuff like this there is a lot of give-and-take that goes on and people being inspired by the work of others and and things like this so absolutely absolutely and it should happen yeah are we ever going to be able to emote while we're moving like waving or well while people are running I think you could yeah yeah you know we've been looking at for instance signals and things like that right things where you know emotes emotes is one of those things within within an MMO that is a that's a living system and you keep adding and you keep
- 00:54:21
adding and keep adding it's it's a Content sort of thing right so yes you know the idea with with emotes and and you know we have them for for dancing we have them for saluting and waving and laughing and various things like this and and the more life that we want to get into the universe the more those the more animations we're going to be making for those and giving to the players final question yeah I don't know what that is I don't know if that's coming over our microphones or not but the vanduul boards yeah exactly that the grim reaper is dragging his scythe
- 00:55:09
around all right well hey you want to play 20 questions no I want to play 20 questions yeah yeah oh I got one okay are you a mineral yeah yeah are you dumb bro I tried to no sell it that's it I'm ending it on that this was fun Tracy Steve bender thank you so much do you have any more of these damn things in your pocket I made a mess of the table - well yeah it's it's a wood
- 00:55:56
table to soak in the creamer I was hoping for a drink how many of these did you have I've got more I I certainly have I certainly have more you said you were a wrestling fan so do these these are at least a quarter each you are wasting backer money don't I look forward to the email marketing back Steve bender to send your emails care of Shinar aside calm night we're in take a short break we're gonna play another backer and VP video and we'll be right back with the wrap-up stay tuned where's-where's the packer video
- 00:56:44
no where's that's not the backer video I said this is the one you picked the best one there is sit-in no no save now state no I don't want him just you try you trying so hard to make a good show and they send you the Bender's and the JJ's his teleprompter is black what does a mess that about wraps up this week's
- 00:57:34
show of very special thanks to Steve bender and Sean Tracy for taking their time to be on the show with us some housekeeping before we let you go this is the last weekend for the origin 100 concert promotion so don't miss your chance to pick up one of these stylish starter ships if you haven't already and citizen Gong tickets they go on sale next week so you can find all the details on the Roberts space industries comm website also there is a screenshot contest going on right now to win a free intel octane SSD those details are all up on spectrum you can check that out and then of course Monday we'll be right back here with another all-new episode of calling all devs this time with questions about the oceans on the planet Hurston but the current state of things the planet Crusader orbital markers and the future of planetary approaches and more there's a lot of planets stuff in
- 00:58:23
this episode and I didn't realize that until I just read it all out right now so too late to change it now for calling all devs no for reverse diverse life I'm Content Manager for global video production Thanos Huckabee it's 50/50 whether we're gonna see you next week wrap it up JJ wrap it up thanks for watching for the latest and greatest in star citizen a squadron 42
- 00:59:10
you can subscribe to our channel or you can check out some of the other shows and you can also head to our website at www.uvu.edu/library
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

