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Around the Verse: Episode 1.11 (2014.08.28)

28 August 201400:47:511,012 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:02

    [Music] greetings everybody Welcome to episode 11 of around the verse I'm Sandy Gardener and I'm Ben Lesnik what's been happening in your world Ben uh a lot of work but I get here for Dragon con uh and we're getting ready for version 0.9 of Arena Commander it's looking like as of today that it's not going to hit on Friday cross your fingers but uh whatever happens we'll post a com link letting you know the status and our very own Alex Maybury did a bit of a talk the other day yes uh we have a small partnership with AMD we're going to be including a limited edition racer

  2. 00:00:51

    variant of the Mustang with some upcoming Graphics cars starting around the end of September it looks super cool and I would like one the pilot looks cool too here is Alex's presentation [Applause] but of course you can get this in game

  3. 00:02:06

    so absolutely absolutely um when we say exclusive we don't mean you can never get it in the game just during the pledge campaign we also had a bit of fun this week yes uh Sandy and I did the Ice Bucket Challenge right here in the alley outside Cloud Imperium to support ALS check out how that went hey everybody uh it's Ben Lesnik and sand Gard uh we were challenged spr the RSI forums to do the ALS ice bucket challenge um here we go right and we are nominating Eric Peterson Mark Skelton and Ro Irving there you go take that Austin you ready I'm I should have shoes I got a challenge with you

  4. 00:02:54

    Ben oh my gosh my pants are wet you're just like cool as a cucumber number and I just was all kinds of crazy but we also let's go to the Austin team because they also took up the challenge hey everybody we've been challenged by our vice president of marketing Sandy Gardner and our community manager Ben lck to take the ALS Ice Bucket Challenge now we at cig support ALS and the research being done behind it Mark's warming up over here Rob's already warm with his heat and uh I did this this weekend so I'm doing it again baby and we're supposed to Challenge three people we're challenging Aaron Roberts at Foundry 4 Nick Elms at Foundry 42 and Phil Miller at Foundry 42 so you guys need to get your ice bucket on so you guys ready for this no all right not even close here we go three two

  5. 00:03:57

    1 okay okay CH oh my God back to you guys if you would like to help find the cure for ALS please donate to the link below not my crotch not then's crotch well let's uh switch over to news from around the verse news from around the verse Arena Commander um obviously the big focus is v.9 and uh the good news is that the build is now spitting out data for the leaderboards it's just not necessarily the right data we will keep you updated uh as the process moves along the UK team is building additional muray cup

  6. 00:04:46

    RAC tracks for arena Commander we are uh working on additional special effects for the M50 and the racing mode and work has finished up on the M50 ejection mode that was that was that okay that was that sounded like an explosion man and uh finally recent La transplant Zay by the way welcome to La Zayn has been working on the HUD he has I actually posted that on my Facebook page and here's the picture Squadron 42 Foundry 42 is working on the exterior of the shuin station including the gyroscope Refinery science Wing living quarters laser Refinery and more The Man In Charge Chris Roberts has signed off on chapter one of Squadron 4 two story and they've moved on to outling chapter 2 design specifications for the Mobi glass FPS

  7. 00:05:36

    interface gadgets and armor for squadron 42 have been finished and they've been doing a lot of work on Carrier based Landings it turns out when you have a complete physics system like Star seison carrier Landings become about as difficult to work in the game as they are in reality so there have been a lot of uh ship crashes but we are working on that persistent Universe art is working on VFX for the jump Gates and the cargo containers lots of product press on uh generated Mission design uh they've got three sample missions up and running in their test Universe the team has put a focus on the star system creation and loading tool and the guys at Moon collider are working on updating the kythera AI to uh work with some of the additional things Tony Zer would like to do in the uh persistent Universe ship's pipeline the Mustang is being animated and concept work on the retribution the

  8. 00:06:23

    Panther and the shuin mining box continues the itus is undergoing a review we hope to see more of shortly and the team in La is working on damage States for the M50 the Mustang and the Avenger and now and now it's time for MVP with our own William hey everybody I'm Le moderator B here to bring you this week's MVP this week's MVP goes to trenda for his narration of the galactic guides he's been doing it for over a year and has over 20 entries so thank you very much D you're this week's MVP and before we go here's a few of our favorite Arena Commander kills a

  9. 00:08:10

    thanks William and by the way William just got engaged congratulations buddy um you are a lucky man her not so much uh and okay and Jessica just got married so congratulations to her as well that's right Jessica our event planner who worked on Gamescom uh in fact she worked all the way up to the day before her she did we were all surprised on fantastic congratulations guys Arena Commander version .9 includes the longer rated Murray cup or New Horizons mode which allows users to race against each other let's meet the audio team in the UK that is uh working on that Hey so uh we're the sound designers working in Foundry 42 in Manchester UK uh we've been working on the dog fighting module recently uh we've had sort of you know feedback from the community in the past and we're trying to sort of take that feedback wrap it up and we've made a

  10. 00:08:59

    sort of good start now on um improving the sounds um so we've got Luke here as well who joined us he's actually been here for just was it 3 weeks now month odd yeah I'm Luke Hatton I'm sound designer yeah Luke's been here for three weeks uh he's been sort of jumped straight in at the deep end I've been here for three months and again I kind of deep ended myself as well and we've been making uh iterations on things like the Boost sounds we had feedback about those the weapon sounds has been an area where people have been really wanting to prove them so I did some of the lasers recently and actually I think Luke you took on one of the sounds yeah that was a Gatling gun the gats that was a model number yeah and tell me a little bit about sort of uh how what you did with the implementation there how you felt like you improved it uh well when I started with it it was very um laser

  11. 00:09:50

    sort of pew pew classic uh retro sounding I'd say really um and quite quite defined each particular round that was sent off was quite individualized and um I felt like maybe we can make it a bit more noisy a bit more gritty kind of intense so Stefan and I had many discussions looked at lots of reference material for modern day Min guns and such and sort of formed a design based off that really didn't we and um yeah moving forward it's just iterating making it sound different to the other laser based weapons it was that Unique Edge wasn't it that we kind of really wanted to put across and you can hear when you release the weapon um the spin down of the the mechanical clacking as that gun actually spins down

  12. 00:10:39

    it's a really cool effect and really sells like this gun as being an actual mechanical thing um then I've been doing something similar laser weapons we don't want to take it for granted they are big powerful things and so they don't just sound like a a Pew laser they've got that element which is is a critical element but they've got the mechanical movement layered in in some of the sounds as well um and so we're looking forwards on the you know releases after this we want to introduce that to more of the weapons we've taken a selection of them it's been a good test case we're getting feedback from Chris on it and he's he's liking the direction it's going want spit a few more tweaks and we're just going to keep iterating and proving it basically so to make it better again another area we've been working on is trying to get a better sense of the sounds of ships flying

  13. 00:11:29

    around you so we've been working on quite an interesting system with flybys uh Luke's been working on the M50 ones recently they've been working on the M51 today trying to make them as unique as I can um and took direct inspiration from Formula 1 cars cuz obviously Formula 1 engines got that incredible tone and they vary greatly depending on the speed and uh the model uh what they are so yeah trying to inject like a different tone to match the the look of the M50 and the feeling of it as well going at break neck speeds and just kind of whipping past you so one that impressive sort of feel don't we yeah exactly and you know taking another example of it we had the uh the sides and the glaes for which are in

  14. 00:12:16

    Vandal form at the moment and uh We've introduced uh layers like animal sound into those Roars very animalistic stuff it just sells the aggression of the ships and the character of the vanal uh so obviously with us being fairly new to the company we've been elsewhere I started at TT and Luke had already been working there um for some time and uh I'd worked on projects previous to that but that was my first kind of Big Gig in the industry um and it was great because working at TT you we really got thrown at the deep end we kind of working on you know quite a few projects B franchise stuff that you had to do well you had to do it right and um had to do it fast like yeah do fast as well yeah used to working under that kind of kind

  15. 00:13:05

    of pressure so we came from a similar background and you know uh when I got this gig I put out the job spec for another sound designer Luke got in touch and he was like yeah really interested yeah really wanted to join in on this project because the scope of it is it's like a sound designer's Dreamland isn't it you know yeah that's it just too much fun so yeah thanks guys for listening I mean the audio it's ever revolving thing we're hoping to keep improving it uh should have more updates on that in the community and uh yeah thanks for listening thanks a lot hey guys I'm Stefan one of the sound designers so you guys probably saw the trailer at Gamescom for the New Horizon Speedway I was working on the sound for that and music was done by Pedro uh there's a couple of areas which I'm really really happy with so I thought I'd just show those like let you hear something you

  16. 00:13:53

    might not hear as it's buried with all the other layers and all the music and everything um it's really fun to work on one of our guys here did all the animation for that in the UK uh the team's made such an awesome looking thing so working with Pedro on the music doing all these passbys uh sound design has been really good fun on it because it's just it's just imagining all these new sounds uh but we've been using those PB I've been working on and sort of editing them together to make really satisfying moments in the sound so as we sort of skim through this you can see the first big pass by so you can see there on that first pass

  17. 00:14:48

    by um originally Pedro kicked straight in with the music as soon as they uh came in there but obviously I've spent all that time working on these passbys I I probably should give them their moment and so me and Pedro we had a really good back and forth um we decided to actually delay the music kicking in after the first pass by so it build up build up build up and it's almost like a a false drop uh into the music and then you get as they all fly past and then the music kicks in and it gives both the uh the space that it needs and we did the same thing again with the logo reveal I'll just play that end section there so what we originally had there was

  18. 00:15:42

    again Pedro's music came in and built up and it had a big sting on the on the uh logo reveal but actually what happened was we changed it so that the big buildup in the music happened just before the flyby and again we had that really important breath uh before it all kicked in to the logo reveal the big flyby and it just gave the sound that chance to uh breathe and sound powerful again cuz without that sort of downtime it tread it tread on each other I really like the shot where it comes close to the M50 um I think it was really really cool angle and I just was like right I've got a chance to sort of Channel my inner Ben Bert Star Wars sound design skills um if you will and see what I could do with

  19. 00:16:30

    that um so this is what I came up with no sorry I lost the wrong section so as you can see there but at first we just had some of the Basse sounds there and I thought I was really happy with that sound it was things like F1 cars which are taken and put effects on um a couple of sports cars as well uh but

  20. 00:17:19

    then I had some feedback from Jake the guy that was working on the actual visual side of it and he was really Keen to really sell the pass by of the ship that was overtaking the M50 so I added in the extra sound there and you can hear that pound off to the side I really happy with how that section sounded so yeah another part that I really enjoyed working on was where some of the ships are a bit further away from the camera to start off with there I think there's three of them that passed by uh and they aren't so close like the earlier shots where they really whiz past you know right there so all the ships like full bodied whipping past the camera so we'd kind of settle down at this moment and uh it was really good opportunity for them to play with that dynamic and introduce a really Hefty flyby sound and I took the flyby sounds that I'd made specifically for that ship uh but

  21. 00:18:08

    manipulated them further and added in some more race car I think it was a Mustang or something like that into the tail of it uh and it just has really cool impact so there's a cool bit at the end here as well with the uh logo reveal added a few extra layers into that trying again trying to reference as much stuff to do with F1 and fast and racing as possible um so we actually introduced a layer for when the little stars spinning at the end which is a I think it's a rivet gun or the thing that they Ed in F1 in the pit stops to put the tires on and it's got like a clacking sound uh I added that in over the top and I was really happy with that and

  22. 00:18:55

    then and trying to use as much racing sound in there as possible possible you can really hear as that ship flies up the middle you can hear the racing sounds as it's coming up there so with the music for the uh Murray cup Pedro he's obviously very music focused but he's actually quite a keen sound designer and we actually have quite a good back and forth working with him and uh he actually threw in some wind Ambience at the beginning of the track and I got this thought oh man what are you doing this is my job but uh actually put it in and he picked a really nice sound um and all I had to do was just layer in a couple of gust gusts over the top uh and it really sold it and the way his music then sort of again he's very good at leaving a breath

  23. 00:19:44

    before the things kind of kick in uh it then leads into his music it's nice and calm and I just loved how he does that false drop before everything's about to kick in and then you hear the Murray announcer for for the first time it's just a very nice little sequence there as you can hear at the beginning there there was the winds lay with some of the extra wind gusts that I added in nice soft music coming in from Pedro but then we have it building up and you kind of think something about to happen we're back racing in New Horizon and it's like you've kind of entered this new world you start from the left of the building uh it's quite sparse there's not much there and as you pan across we introduce

  24. 00:20:33

    all this busyness to the visuals and Pedro just took a queue from that built it up and dropped it out gave space for some dialogue uh and then gets ready gives him space to build up again into the first big pass by which I spoke about earlier so in the tunnel section of the trailer I really wanted to sell speed uh of the ships as you were flying past the objects it's one of the fewer times in the races when you can pretty much guarantee that somebody's going to be close to something in their surroundings other than other ships so really good opportunity to sell the speed there you see the visually it's just racing past you um and in the actual game mode we did that with some big whooshes one as you go into the tunnel then you have a looping one which modulates based on the actual speed of your ship and another one again that

  25. 00:21:21

    happens as you fly out there wasn't enough space in the mix for me to do that so what I did was added some extra layers in and tried to make it sound really reverberant and noisy but then to give it a bit of definition I picked out some higher end sounds and let them Echo around the room a bit so you can hear there's like a from like an F1 type engine um and that just fills the space and it cuts through all the other noise that's going on at the same time which makes it sound powerful of course course you have there the big boost sound which is again something which I've added to some of the ships for one of the main engines and we sort of sold it by having that

  26. 00:22:09

    reverberant sound of the high end followed by jumping down to the low end to the big punch as it as it fires out cool there that was some of the Mery cup stuff thanks for watching that it's very cool I love our UK team yes and sound guys in general they they put so much work into the game that you just never really think about I mean we all love the cool 3D renders and the animations everything it's the sound that really brings everything together now let's go over to the best damn customer support team ever hi welcome to customer service my name is Chelsea and I'm Alexis this week we have a lot of tickets um so if you're waiting for a response please be patient we're working through them as quickly as we can uh and I have a merchandise update for everyone towels and all-in-one playing cards notepads are still available in the store uh we're also having a sale on our

  27. 00:22:58

    commander and Hornet T-shirts they are all $15 each right now by tomorrow morning everyone should have a single use handle change badge attributed to their account you can change your handle by going to your account settings I also wanted to thank a few people for sending us some gifts at the office wolf sent us chewy giant nerds and chewy runs as well as regular runs oring a big jar behind me so thank you very much everybody's been enjoying those and Reuben sent me some nice personalized dog tags that was very cool I will be enjoying these thank you where are my dog tags all right let's go ahead and throw it back to Mark aent with bug Smashers these things are just going to

  28. 00:23:49

    keep falling box bashes good morning welcome back to bug Smashers qu vodka in here everyone this week's bug is a little special treat you guys get to see a bug never before seen by the public and you know get to see something we squash before you guys even get your hands on it so I jumped into the my little test map as you can see here and I'm going to go in the game go on my ship so today's problem has to do with the HUD and how it affects specifically M50 now uh normally in our HUD we have

  29. 00:24:37

    3D Elements which you know pop up on the left and right of the player and and one of the ships in the middle and you'll see you know the LI left and right panes rendering fine you'll basically this guy and this guy now for the Hornet the um 300i and even the uh Aurora the HUD poing out is perfectly fine in both first person and third person and what that means is when I'm sitting down in my seat I see the little things pop up hit third person and they look fine they're not clipping any geometry however with the M50 and when we're in first person it's fine but because we are a much much much smaller ship when you go in third person all that geometry that's supposed to be Holograms is now popping out of the ship

  30. 00:25:25

    and into space now if we we go into third person use the joystick you can see oh was that the Holograms rendering outside the cockpit well now that's not good what are we going to do about that well let me show you that close that um our HUD programmer Brandon Brandon Evans went through uh basically the vehicle code and how the HUD system behaves and he introduced some new code which will allow you to scale basically all the HUD that you saw there depending

  31. 00:26:13

    upon if you're in first person or in third person so in this par particular area this is the seat for the driver and down below here we have our settings for our visor and as you can see it uses no matter you know if you're first or third person it just uses these settings play out and all Brandon did was introduce a way to describe first and third person and as you can see he actually scaled up the first person quite a bit and scaled down third person while moving it closer to the pilot I want where is it I see you uh

  32. 00:27:02

    history got go third person again one more time and we broke it I'm going to two default fixed I see everything apparently he didn't fix all of [Laughter] it he

  33. 00:27:56

    fixed half of it but the other half is still popping up so this one's fixed but this one isn't fixed that's the front HUD I think it's this one let's try this EXC I know right there we go so the back HUD is fixed however the front

  34. 00:28:42

    HUD scales a little off so what we're going to have to do is actually fix we I changed the scale a little bit but I'm going have to tell Brandon about this all right so Brandon introduced a fix for the front and near HUD but for the back further away HUD it still has a problem so what he'll have to do is basically apply the same things for first and third person we're going to have um a different scale for that far away HUD just like we do for the near HUD and that will fix fix it all woo all right so got oh you guys love messing with me thank you ladies and thank you Mark let's go over to our own James Pew who's sat down with technical artist Matt inary I hope I said that right thanks

  35. 00:29:32

    guys I'm here with Matt inary how you doing Matt really good James you want to answer some questions yes right would you like to explain to people what you do before we go into them uh sure I'm a technical artist and I also specialize in tools programming so what I do is automate a lot of processes and try and get things done faster for you guys get those ships out sweet you want to mention anything else about yourself I'm a dad I have a eight-year-old girl that's super sweet dude very special a all right then well with that let's get into the questions first question comes in from isogen they ask in around the verse episode 9ine you use a mirror script to mirror the vuel wing in the far future when CJ releases the modding tool soding kit will you have access to these scripts like this or we need to write these from scratch also what other quality of life script tools do you use

  36. 00:30:19

    when I first started here uh we looked at the the tools that existed and there were none uh we developed this toolbox to deliver the tools to the artist and uh we call it the RSI toolbox and I do hope that gets Del that gets released to the mod Community I did have a conversation early on with Chris and he did think that was a possibility but we don't have any formal plans at the moment uh there are quite a bit of tools already in the toolbox um but uh there's it's still growing we're adding uh more ability to edit XML and do all the engine side editing and making that real easy for artists designers to go and edit values and things um I'm still continuing doing these like ship integration tools where we just hit hit

  37. 00:31:08

    a button and it just flows right in I'm concentrating on kind of this what I call inference uh which is um when the art kind of resembles what it will eventually function as in the game so you name something a door it should function like a door in the game so um that's kind of where we're headed and I I did all this stuff for special effects now we can just drop boxes in hit the button add a bunch of particle effects so things are uh things are moving along sounds like a pretty good thing you came on the project it was you got here we didn't have any yeah there was nothing there there was nothing going on that's crazy yeah well thanks for oh sure you know my pleasure I get paid I get a check oh wait you don't do this for free yeah well you know it's a pleasure well you get paid I yeah right yeah sorry next question from spoon dagger

  38. 00:32:00

    how much duplicate work do you have to do on a ship variance does the game understand the Aquilla is just a constellation to the cockpit or is it treated as a totally different ship if someone change if something changes in the constellation in the future do you have to manually update every variant no we are uh trying to optimize our variants as much as possible we do share kind of the base asset the base structure but then we do swap in textures we swap in some geometry piece by piece and then we're also swapping in whole hierarchies uh say want to replace the whole nose with like the cockpit that's a whole hierarchy that we bring in and we're kind of working out the details of that right now um on several ships that are going through the pipe and I hope to automate that process as well so seems to be a common theme with you I automation love it next question is in from Roger Wilco how many more tools need to be written

  39. 00:32:49

    in order to stream on the ship building process or are they in place now should we see work speed increase as more of these tools come online and the staff becomes more familiar with the their use absolutely speed has been increased quite a bit already um we've turned days of work into seconds already in some cases like I'll show you a few tools uh that I have I've taken movies of uh we can now uh copy vertex colors across any geometry um we can let me see my list here so uh so anytime I get a file from say CG bot uh they we we order the damage of say the constellation and we get it Pac mail so we're constantly iterating on the main uh constellation to add these pieces in

  40. 00:33:37

    so so it's never it's never like well we go to the animator and then go to the you know the hookup guy and then it's this it's kind of like it keeps going back and forth back and forth as we get new geometry in and things need to be fixed and and gone back through the process so we run these tools several times during the process uh one of my favorite tools fix broken links so I open a Max file the nerdiest thing that's ever been said by the way missy textures dude that's the one that I love fixing broken fix it it just like boom it just lists it all out I'll show you a little example of this and it just and it tells you if there's duplicate um Assets in the in the directories and uh it tells you if it's missing or not so it's a really easy way to

  41. 00:34:25

    to reapply all your textures no matter where your max file is in in the database then we have something called vertex color uh transfer and that just takes a base Geo that you've painted on painted your vertex weights on for you know to enhance the uh the damage say and you want to transfer that onto our level of detail models or the debris well now we can just do that instantly and it does it by um through the closest vertex so it finds the vertex find looks at its color looks at its vertex opacity cop is add on to the other Geo's vertex that is closest to it so then um you guys saw the mirror tool so I did correct my issue I I was able to fix the negative scale but uh I had a request from kaix who is always you know I love him but he makes my life more

  42. 00:35:14

    complicated I'm me tell him yeah yeah and uh so he came up with this idea where uh he wanted an asymmetrical spine in the constellation and what that meant was it wasn't it wasn't necessarily that everything could be mirrored over directly you the way it was parented into the hierarchy sometimes they shared a parent and sometimes they're parented to separate Wings say so I developed an enhanced mirror tool call I call it mirror Stitch maybe not the best name but uh what it does is it um mirrors all the Geo resets the transforms transfers the animation and it stitches it back into the hierarchy on the other side based on a bunch of rules and we I'll show show you the uh the mirror Stitch tool we'll show you that right now right here wo okay and we're back that was

  43. 00:36:14

    crazy that was I know was it saves us so much time so that process alone uh that could be a full day of mirroring each piece going into the sub object resetting transforms reversing normal doing all this stuff paring it to the right thing renaming it all done instantaneously now cool um so what was the other things let me look at this so um after we get all the pieces in place uh on the damage hierarchy we have to have representation of each damage piece in the pristine hierarchy so what we do is we add helpers and now we can do this automatically as well and we'll look at that right now we're back that was a crazier that was

  44. 00:37:18

    even nuts it really helpers are you wouldn't think they were that exciting they are though they are I mean you got to remember where we're working no you know when when when I can take a day of work and turn it into a few seconds that is pretty awesome it's pretty cool and it really relieves KX and Dan who are doing the the the nitty-gritty work where they're editing the XML and they're doing all this stuff if they can spend their time doing something more creative and trying out new things then we get a really a much better result when they're slogged down in the technical bits and they're trying to find a debug something because you know human Creeps in when you're editing so much data mhm you know it's so much better to do you know the tool route and to relieve them of those uh repetitive

  45. 00:38:06

    tasks definitely you must be their hero well you know one one of the question on the Forum said you know do they think of you as God's Gift Matthew means God's Gift in Hebrew well I appreciate that question and uh not in so many words do they do they uh think that ready for the next question sure this one comes in from zero satava sorry bro are you doing much with procedurally generated content artwork if so can you talk a little bit about what the team is doing to meet Chris Robert's requirements that the procedurally generated content not be repetitive or uninteresting he has mentioned that several times in interviews but obviously it's easier said than done so when I first started here there wasn't a procedural content team established yet so I was kind of thinking very broadly when I started out

  46. 00:38:55

    and one thing you have to realize we we have Max and we have cry engine and cry engine the tool the the the uh the data in there is based on XML so just getting Max to speak XML and back and forth has been a huge hurdle in developing procedurally generated content now what I do already is sort of procedurally generated but in I think what you mean is like you want to create a bunch of planets or you want to create uh you know the Milky Way galaxy something like and I had a plan in mind but they're kind of going this other route have this this system and they're going to have these editors in hand uh but I do have the facility to edit XML directly which is what cry engine depends on so I can pretty much make it make scenes and layers and all sorts of crazy things uh

  47. 00:39:44

    procedurally um which I will be getting into right now I'm focused on ships though ships and then I'll probably move over to a little bit more into environments and then uh the the open world the procedural gener universe last question comes in from gion we know that a fully modeled ship like the Redeemer needs an additional two months of work by CGI programs ready for the game what tools are in the works to make the ship creation faster and what is your goals for future ships in terms of the time needed to create the internal development tools available and to make a ship model ready for the game in the past we've had to go in and actually export e anim each ship animation by hand which means we enter the name of the animation the frame ranges what what bones are part of it and we hit the button and we do that over again for the constellation you do that 200 times and

  48. 00:40:33

    it can take a whole day if you change the constellation in any way you have to re export all 200 200 animations now recently I came up with a batch export animation script and now we just for every ship going through the pipeline we have a batch list we just hit the button and it goes Bam Bam Bam Bam and it just hits all those animations this frees us up to change hierarchies at will add you know add more destruction or um you know landing gear everything that requires animation you know the elevators the turrets all those things that were going on um so now we can do that real quick uh other things that are going on I mentioned uh particle effects now we can just drop helpers in and hit the button and know we've got explosions happening on debris explosions happening when you detach debris on the main ship and then explosions what we really are

  49. 00:41:21

    excited about is you hit the ship and then you things happen on the inside and especially in the cockpit you want that Fe Fe back so we're going to be uh able to hook those up we did that in the Hornet manually but now we're going to Auto automate that process um coming up uh we want to be able to attach things to the ships easier uh right now we have all these different weapons and it's very manual process we add a hardpoint then we go to the XML and we add this bit of code over here and then we go to the load out and we say this is what starts with and these are what's legal to put on the ship and this size and this quality and it's little tedious so we got to do this for lights we got to do this for weapons um Shield generators all the little bits that that attach and in the future it's going to be an automated process uh one the thing I

  50. 00:42:09

    like to do is is uh infer that if a file is in a weapons folder it's a weapon it should be treated as a weapon if it's in the ship's folder it's a ship so right away you kind of like have this art side mirroring the data side and the functionality and we're going to keep driving forward with that awesome man well thank you so much for joining us thank you thanks for coming on all right all right you want to say goodbye goodbye and if you have any questions about how the scripts work or you know like you need a little tutorial on mauscript I'm kind of I'm thinking it'd be cool to answer some questions you know you want to say uh goodbye to your daughter hi to your daughter bye Maddie all right thanks again man back to you guys I don't know what I just saw but it looks awesome I am not sure either but I do have some good news uh

  51. 00:42:57

    James's leg is healing up nicely he does not need surgery so he'll be uh running around very shortly he is quite Nimble on that leg I must say one minute he was in the alley and then I saw him like around Coffee Bean I'm like wait what I think it's like a write a passage for Community managers here about this time last year I fried my hand as you all saw on M's hanger and uh James managed to do something similar I remember that foror you um so uh big things this weekend we've got uh PAX Prime and Dragon Con I be heading to Dragon Con along with David's ladyman and hadock and our executive producer Alex Mayberry we've got some uh cool stuff over the weekend to show you we'll have a schedule posted later today we have Chris Roberts uh Mark aan and Chad samel going to P Prime that should be fun so try to find us if

  52. 00:43:44

    you're at any of these conventions we'll have some swag giveaway and we're always happy to talk star Suson next week's interview will be with project coordinator Kami telei and uh last week if you recall James put together the script and that his happened again he has written as our ending more from the wing commander and parentheses she is my boss so no nickname Sandy what what the hell does that mean more from the wink command she's my boss of am I supposed to say something no it's just a joke waves and smiles the it's like a queen wave but wait there's actually more there is there's an art sneak peek yes um if you saw the site recently you may have seen some diagrams we did for Popular Science which feature the uh Gladiator bomber uh

  53. 00:44:32

    the guys in the UK I'll put together a short video which you can check out here n now we can wave and

  54. 00:45:52

    smile see you next time guys see you next week hey guys check out the top 10 QA bugs this month number 10 number nine number eight number seven number

  55. 00:46:52

    six number five my understanding is cons enjy number four number three number two and number one

Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

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