Star Citizen Live: Q&A Tech Talk w/ Sean Tracy
Transcript — every row opens the video at that moment
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You don't know anything. You know but yeah there was a there was a new music video actually it's super cool they did cells and everything like they did cell animation 2D animation looks awesome super cool. >> They're on Saturday Night Live this weekend with Ryan Gosling. You're kidding. Oh I didn't know that. Well maybe that's why it's all in the media so of course now she sees it and she's like you probably don't know about these guys but but but but but but Have you actually heard the new album at all? Uh I've only heard this song only saw this song. So they went through and they got all of the outtakes from like every every person that ever like subbed in like clips of Dennis Hopper all the things that they left on the on the table and basically have resurrected them all to a new song so it's like so the whole album is kind of a tribute to to a forgotten and lost history that never was. Yeah yeah. of their lost history of the school. Yeah I did tell her I'm like yeah I wonder they should collab with Blur maybe. >> [laughter]
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>> And she's like who's Blur? I'm like see you don't know. But at least she knows the Gorillaz that's something. Uh it is cool which means she's on the right path somehow some algorithm took her to the right place you know. >> [snorts and sighs] >> Hi everybody welcome to Star Citizen Live Tech Talk with Sean Tracy. I'm your host Sean Tracy and Are you? No. And I'm your guest Jared Huckaby. Uh if you've never seen Sean if you've never seen Sean Tracy before just you wait. >> The first thing was a was a fake mess up and then immediately followed that by a real mess up because I'm a professional. I'll tell you I'm going to be completely honest with you I got a new implant up here and it's kind of vibrating when I talk and it's being really weird to me. Okay. Like I have an
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implanted tooth and it's vibrating when I talk right now. >> What did you get implanted that vibrates? >> tooth a new tooth. I understand but what's it made of? No I I I don't think it's >> I don't think it's secure properly. >> teasing you I think you're going bionic. sibilance There was a I did a show like a couple weeks ago I was completely missing a tooth like I I just completely missing a tooth the whole thing I was like, "Oh, that's cute." I kept my mouth like this. I like this. I don't know if anybody noticed. My old man had the same thing. He had a old thing. Fake tooth on it. Anyways, he was Mine doesn't come out. Mine's Mine's in there. It's just not in there super secure. It's going to vibrate. It's going to be weird. It's going to like It's going to be a focus for the entire show. So, I'm your host, Chad Johnson.
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>> So, uh This show's called Tech Talk with Sean Tracy. Now, Sean Tracy is the senior director of tools. And what do you Your title has changed. Actually, it's changed. Yeah, it's changed cuz they keep running out of words for You do have one of the longest titles. >> that doesn't come into executive because I you know, I'm not I'm not in I do not want to be in that C-suite. Um I'm quite happy where I am. Uh just below it and and helping out uh with the developers because I like working with dev. I like keeping my hands on on stuff. So, it's a managing director of technical operations, which is a big long title that just brings together tools, technology, uh animation technology, character technology. Um yeah, and all that. Chad's like, "Ah, so the D-suite." Yes, the D-suite. Welcome to the D-suite.
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>> Yeah, yeah. But yeah, I mean um definitely not an executive. A lot of people think that I've I've been, but I'm not. Like that's I don't want to be a developer like everybody else. Uh but I do have a lot of reports at this point. Yes. >> Yeah, you There is a lot of reports. The tech pillar is a rather large pillar. >> It's gigantic, actually. And right now, our our uh core technology group, CTG, is is split in two uh with two of us at the at the at the top. So, uh Ben Waus over top of all, uh and then Marco and I split the two um departments. So, it doesn't end up being 200 uh onto one manager or whatever. NTC transport says Shawn Tracy in the C-suite. Sweet. No, not in the C-suite. No, no. I know not not yet. I mean, someday, right? Maybe maybe Chris and
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goes and Rich and I can take over, but we're not there yet. I wouldn't I wouldn't I wouldn't >> probably finish some games first. Other people maybe not. Maybe not not you. Not me. Certainly not me forever, yeah. >> Certainly not. >> I'm quite happy. I'm super happy in this. Ah. So, while Shawn works in the in the in the in the tech content tree, the scope of his work is not nearly as broad as Ben was. So, one of the things that continuously challenges this show and our and our effort to to improve as we go along is properly conveying and identifying the topics that are appropriate for our guest or for this show. So, we thought we'd do a little thing. Look at that. That that's going to pop up from time to time. Today's topics are
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questions and situations and improvements and whatnot related to the engine, which is Star Engine, the editor, which is the thing with the interface for the engine that where where everybody makes their stuff, all the various tools that allow all of our stuff to connect, whether you're using Blender or 3D Max or whatever. Big focus on animation and character tech. Mhm. And then of course just a little bit of VR. Yeah, and it's just cuz I'm helping. It's just cuz I'm helping. I can't take anything away from Sylvan's work that's going on with VR, which is fantastic and it's great stuff. But by no means am I doing nearly the hands-on work that he's doing. I'm just involved a little bit. Got you. So, we're going to start with the we're going to start into the questions as we usually do. We put a thread up on Spectrum. We went we went through and pulled the questions that were actually related to the
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the topics. let's just be real plain up front. The overwhelming majority of the questions were not on the topics or for this person, but you know, people like to try. Uh so, we're going to get into the questions that were appropriate. Uh and the first question we have was the was about the character customizer expansion. This was actually about eight different questions that we've all sort of combined into one here. will we be able to edit body type, height, weight, scars, cybernetics, image-based face creation, FoIP scan import? Talk to us about the future of the character customizer. >> All right. So, uh it's a great question and uh all of the topics that they brought up there have been brought up by Chris. So, the the short answer is yeah. When? Wow.
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Um there's a lot of pieces uh to that. So, uh one of the things that is coming sooner than it is later um is scars and we we call the the it's the feature and the technology of it is blood, sweat, and tears is what we call it, right? So, so the characters can bleed, so they can sweat, so that they can cry. Um and what that does bring you is some uh decal support for the characters and that's what's actually really critical to have scars and things like that. That starts getting into So, the tech enables this, but that starts getting into design discussions like, "Okay, when does a scar get made, right? Does a scar last forever? How long does it last? How does death of a spaceman work into scars, blood, sweat, tears, these these kind of things?" Uh so, I think there's a lot of great conversations to come for that, but it will be completely enabled. So,
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we're going to be able to put a character in, just put the scar on them, looks great. But as far as that being uh a dynamic thing that happens when a player is playing, again, we've got to have design discussions to see exactly how that would work out, but the tech would absolutely allow it. Um So, that's just on scars. Uh the body question is a bit of a bigger question and it's already been a mandate that Chris has put forward that he wants to be able to have custom bodies. Now, I'm not going to talk about the height adjustment cuz the height adjustment is a different problem than is the I call it thin fat thin fat variation. So, thin fat variations have been around for ages and ages and ages. And the old way of doing it is you just you literally have a thin one, you have a fat one, and you kind of blend in between all of them, right? As you guys know, we have a really really sophisticated system in DNA
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within the face. What I'd like to develop and what we are beginning to develop now is DNA for the body. So, DNA for the body would give us the basically all the same abilities that we have within the face giving a massive amount of ranges of body types that you could blend in between depending on different controllers or whatever you'd want to do. So, that's where Chris wants to take this. Now, there's so many challenges guys cuz it's not just about doing the body. Like I think a lot of people think about the customization. They they see guys standing there in an outfit and they're like, "Cool, that should just work." I agree, but that amalgamation of a character is like 12 assets all independent, right? If I were to restart this game again, I would make every body the exact same topology every every every shirt on top of it the exact same topology so that we
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could do those blending kind of things. But, that's why we've got to utilize something like DNA and a wrapped deformer on top of it to be able to do that. But, so you guys are aware when we mark up a hair or we mark sunglasses, tux, or anything around the face, it takes some time. It's a lot like skinning. We have to mark up the vertices to say how much or how little do you move, how do you move, whether it's elastic, whether it's a rigid it's it takes some time. We would have to do that then with every single body asset. And just to give you some idea, we are nearing 1,200 body type assets within the PU. It might even be higher. That's the last I checked. uh assets. So, we're talking a lot of stuff over many, many years, and they're all in different states of, you
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know, where's the mesh, LODs, face orders. It's It's It's tricky. So, the things that go on the face to make DNA work, um we know the vert order of every single one of those faces, and we know the vert order of the attachments, so we can move it. Uh but, if we have all these assets on top of a body, we don't know that. So, basically, we have to make a protos body, like we have the protos head, which is the mass average. Then, we have to mark up every single asset that would go on top of it to move appropriately within all those ranges. So, it's just a lot of work. So, I think the first step, but it's It's a question, I think, a little bit later. First step is going to be something like star wear, right? And then, we need to be able to look at the body adjustment. Um It's a question a little bit later
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on, as well. Uh the other place that we are able to use this is on new types of bodies. And what do I mean by new type of body? Well, I mean things like a quasi grazer. I mean bodies like a worm. I mean bodies that don't have many attachments yet. We can start doing some stuff with those. So, having, uh you know, we like to call them DNA creatures um makes a lot of sense. Uh but, there's a ton of challenges. Uh Evo Hertzeg is taking a huge look at it on our animation programming team. Yeah. He's a He's an awesome guy. I haven't talked to Evo in forever. >> I talked to him yesterday. Well, there was a bug in his code, I thought. And he proved to me the whole time [snorts] it was not a bug in his code. [laughter] It was somebody else's that sits near him, so that was funny. Um but, yeah, he's already looked into this, and and we've started sort of the investigations into it. So,
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that's body, and I realize this is a very long-winded answer, but that's a lot of questions in in one. So, we've gone over scars, we've gone over bodies. What was the other Oh, scanning. Oh, cybernetics. Cybernetics much easier. Um we actually have characters that use cybernetics already. Um there there's something in Bataglia within within the PU. Um and uh there may or may not be some within squadron as well uh that we've that we've used that. Um so to do it on a character is pretty straightforward for us. It actually relies on the underpinnings of Starware to work really well uh because Starware will be able to adapt to different arms, different lengths of arm like there's a whole bunch of stuff that will come with with those attachments. So I I think that's shortly to come. There's no tech stopping us now from the cybernetics uh
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uh of it. But the question then begets, can you take it off? What happens to FPS gameplay when you take your right arm off? Yeah. Right? There's there's there's some questions to be answered within uh It It could be just cosmetic, but that would not be a very Star Citizen approach. >> Yeah, but how ridiculous would characters look running around the like okay, yes, you can put a gun in your left hand, but right now all of our animations all very much expect that you're holding that weapon like this. So they're just running around like that like come on. Uh that's that's that's not really going to work out. Could we do it with NPCs? 100% right? No problem. Um and I think you'll see a lot of that uh in in in the coming year um for NPCs actually using that kind of stuff cuz it's there uh and and we do a lot of it. So that is cybernetics. Image based face Image based face creation.
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>> Yeah, I mean I love this conversation cuz as you know, anybody that's followed the project for a long time has known that I I like I'm really into the weirdy tech like like the the VOIP tech or or trying to scan things as as they might be aware I did all the scanning systems for a squadron 42 for all our head DNA. So um this is near and dear to my heart because of course when we go sit down on a scanner as you have, right? And we spent a good time. We got you to shave which was I shave semi-regularly. It just usually comes back by the time we show up. We got you to shave um Um, uh, and scanned you up and now we have a now we have a glore, oh, I need to tell the community about this picture we have. You know the dental dam? So >> So, we have a great image, community. And maybe if you, I don't know, I don't
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know, you're going to have to make a spectrum thread and really, really request this one. It is of Jared's teeth in a dental dam. Um, he looks beautiful. I I think I think it's great. Um I I love the fact that we now have eight directors who were very specifically selected. Um, I have this as ammo in case, you know. Yeah, you don't just have, let's, you're making this sound like it's some weird thing that I did for you. You have the entire, you have the entire development leadership. >> when we scan ahead, we need to scan the teeth, um, because we do give you uh, the actual teeth of the character cuz if you put somebody, this is going to sound weird, if you put somebody else's teeth in somebody else's mouth, it doesn't look right. >> you the actual teeth of the character. Yes, we do. Yeah, absolutely. They can check in DNA. It always does it. It's cool.
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Um, so we have Jared with his poor dental dam in there, you know, back when he still had the natural tooth and it hadn't been replaced yet. Oh, really? Oh, oh, oh, cuz you just did that. >> happened. Yeah, that was just a few months ago. So, um, that's all fine and dandy, but we can't uh, have people do that at home. Uh, not the dental dam, you can do that for your own fun if you want, but um, in terms of scanning, nobody would want to do that. So, there are ways to get the the image projected out onto a character, but people have tried this before in games and I reference a very specific project, NBA 2K15. >> Yep. Go ahead and Google it now. NBA 2K15 facial scan or a face scan or, yeah, NBA 2K 15 face. And you'll see the results
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and they're very unfortunate. Those results. So, if you're going to do it, it needs to work super freaking well. Uh because again, you're going to contort your own players' faces, and that is not something that people As funny as it is, it it's not something you want running around in the verse. So, the only time we would do it is if we could guarantee uh those results. Now, DNA kind of takes us that direction. So, what I think is much more interesting is taking a FOIP capture or a webcam capture or even just an image capture and driving DNA as close to that position as possible right >> Right. and then bringing in whatever texture makes sense for that. Like, you get the closest you can. So, it's not a true scan. It's more of a DNA approximation of you rather than a full scan. I personally think that's probably
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a safer way to go, and I really [snorts] hope you guys have Googled 2K Oh, yeah. No, they are they are the the the the the the the the the search analytics for 2K15 just went up. Yeah, I'm sure. I actually used that feature in WWE 2K20. Did it work good? Yeah, yeah. I got it Well, I was able to cover like the bottom half of the beard and and stuff like that, but for the most part, yeah. Yeah. Yeah, it didn't mess up too bad. >> No, it it you you could you could tell it was sort of me Oh, that's good. more or Hey, cool. I I honestly, I thought they gave up. I thought they just bailed on it. They did for a couple of years, though. I know that. >> Um so, maybe again, uh brother resolutions are higher. But anyways, I like I think that's a very that's a very reasonable way that we could do this. Um is it going to work? I don't know. Uh haven't tried it. Uh but I hope to get there.
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>> Yeah. I I think the face wearing thing is probably the FOIP thing is probably the the right thing cuz you can get all the points and the structure from that, and then, you know, alter the structure, and then just find the the texture and then get people you get people halfway to Yeah, and I think we've got enough textures, especially now that we've done the new scan set, and we've got like 60 or 70 of the new uh materials and all that in. Uh plus the skin tinting, you can actually approximate somebody's skin tone pretty close. Um and there's a whole bunch of algorithms you can do to do that. So, uh you know, I think it's I think it's worth an effort uh for sure. Um but I can't guarantee it. Um because, you know, again, I work a lot on the technology that enables the developers. I'm kind of That should be my title, you know? I'm your developer's favorite developer. That really would be the title,
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developer's favorite developer. >> So, I make the tools for the >> keeps trying to make this happen. He asked me to make it his intro at the beginning of the show, and I'm just like I love it. I think Chaperone is super cool, too, but she she was the one that really properly coined it, I think. But it's Chaperone is super cool. I got I got two different skins on Fortnite. Oh, really? For Fortnite? Yeah. And there go any cool points I might have had. Yeah. What do you mean? Oh, because you play Fortnite. Forget it. I play Fortnite sometimes, too, with the kids. I like to shoot kids in faces sometimes. Just just like 11:30 at night before I go to bed. It's just like I'm just going to I'm just going to Yeah. merc some Yep. Yeah. That's when you can say it's over your bedtime, but honestly, that they they tend to they tend to smack talk me better than I smack talk them. Um let's stick with uh character tech animation stuff for a bit. Uh it's flash
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Hey, look, we got our topics there. Nice. Uh Let's talk some male female model parity, if if you will. Why are the male and female player models so different in terms of bugs and feature support? Ah, yes. So, um we we just talked a little bit. I mentioned it, the player heights. Uh so, height adoption. Uh the reason we have different heights between male and female is we have different rigs. Uh we we have identical human rigs, but they are different heights, and they've got different controllers, different offsets, all these different things. So, that means that their assets actually get skinned independently. We also have different geometry in some cases. Like, we keep we take parity pretty seriously. Um Um, we've made sure that when an armor goes out, it's got both versions. When it you know, uh and we don't go over the top with the okay, you know,
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the female version is massively different than than the male version. It's it's a darn close. I I hope that most of the time you can still tell uh that there is a difference, but there is and it gets skinned separately. So, it's dealt with as a separate asset. And commonly what happens is that somebody just messes up one of them. Uh or they're in a rush or we're trying to get a whole boatload of assets done at one time. And either the male one gets missed and the female got one goes in or the the female one gets missed and the male one goes in. So, it happens. Uh but we are really trying to keep parity in place as much as possible. So, the reason those break down is just because they're two separate assets, completely different. Um in terms of design and the data on the design side, they're identical. So, we have one it's called a record, a data
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record. We have one record and then depending on what skeleton that record goes on to, it will go down a different path of geometry in that record. So, for example, we just set a tag, it says female. And uh we have other tags like hanging. If it's on a hanger, it looks like the hanging version. If it's in a locker, it looks like the locker version. So, it goes through this little tree of of sub geometries we call them. So, yeah, that's why that's why it happens. but we we do take it pretty seriously. So, most of the time that something like that comes up, we absolutely try to do it. Uh another big reason is some legacy assets for sure uh that just weren't created for for a female in the first place before we actually started taking this seriously because if people remember, we didn't always have a female player, yeah, right? Yeah,
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the team has been pretty good about this. When it gets pointed out and and and brought up to obviously there's a lot of you you mentioned how many assets there are in the game to track. Every single time one has come across Uh, you you my path, I've been able to message like Armando and been like dude Yep. This shirt's been on the male model only worked on the male model for the last like 6 years. Can you can you can you help me out here? And it's not a high priority thing, but it's still it doesn't make it any less important. He's always He's always been really good. Shout out to Armando and everybody on the everybody on the tech on on the tech art team. Uh, they always find a place to to squeeze it in between tasks. Yes. And when I when I when whenever they can. Yep. It's it it it can't make the priority call above almost anything else, but there's always going to be those down time moments between tasks
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and whatever. Whenever they can, they always squeeze it in. >> Yeah. And I guess you know, not to use the the dirty word, but tech debt, right? That's that is what it is. That's exactly it. Um, that's that's unfortunately what what you're seeing there is a bit of debt that's accrued because of uh, yeah, decisions or priorities. Yep. Uh, Steambag, first time chatter in the Twitch chat, says, "So glad these guys have a stage is set with all the cool toys to show us instead of instead of a fully functioning game." >> [clears throat] >> Hi Steambag. I don't make the game. I don't make the game it it's it's I'm I'm here it doesn't slow down any aspect of game development. And for most of this cool stuff this is my childhood lunchbox. This is the lunchbox I had when I was like six. Actually, I had technically I was four
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when I had it and I used to take it to primary school. It It there's there's no rust inside it. I I've really taken care of it. Oh, my Somebody play with the my thermos is upside down. >> key is still in there, yo? Yeah. But, this stuff to me doesn't slow down the game at all. It just helps communicate and helps educate. Helps helps helps let people know what's going on. So you wouldn't want me in code. Although I I have the very first I was the first person to add multiplayer to the hangar module. Oh, really? Way back when, yeah. I I I spent I got into a hyperfocus for like 4 days straight where I only slept like 8 hours and I I took I took the the the CryEngine SDK, I took the hangar
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module at the time, like the first one, and I took a less than legal copy of Crysis 2 and I basically just was comparing everything to this and I basically managed to put multiplayer back into the hangar module cuz it's just a So, your why our Crysis bonuses were really small. Yeah, and I packed I packed it all up and I sent it to a guy in in Australia and we actually were able to log into each other's hangar and we had the first FPS match. We did it with race There's videos on YouTube and everything, but that's what I used to do before I worked at >> No, that's awesome. >> coding though, it's just raw Data mining. >> I want to understand how this works kind of thing. That's cool. But again, that doesn't fix a game really. Mhm. It just causes trouble. Tools. How many tools would you say you've made and how they've accelerated development?
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>> Well, honestly, if you count how many tools I've made, it's not it's not nearly as many as how many CTG has made, right? And and we're easily hundreds and hundreds of of different tools, scripts because it's like >> [sighs and gasps] >> what's a tool, right? Um is it an executable? Is it a Python script? Is it a Python script within Maya? Is it a MEL script in Maya? Is it MAXScript? Is it We've got so many. Um Tech-Art has a whole bunch. We've got CTG tools, we've got engineering tools, we've got designer tools, we've got production tools, we've got uh uh I've got my frame IO to Jira tool recently. Um so, there's honestly probably upwards of a thousand. I mean, dep- But it's all going to depending on what the function of that given tool is
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because what it's designed to be. A tool here is to force multiply somebody doing something, whatever that may be and a lot of times it's to speed things up that is probably how I spend most of my day is trying to figure out how much faster a person can go if I made a process easier for them if I put something in front of them that made a lot of sense so a lot and we've got entire teams dedicated to even different areas of the tools like just alone on the editor right we've got a a team for for the editor it's not a gigantic team but it's a very very busy one that is maintaining again there's thousands of tools just in the editor maintaining the python implementation in the editor maintaining all the plugins within the editor
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whether that's a character tool whether that's a mannequin tool whether that's the universe outliner whether that's level design tools so there's a whole bunch that happens there so that's one team then we've got another team that works on kind of global tools I call it we you know it's CTG tools UK they work on tools like yeah I know right it's like super [laughter] uninventive the cheekier names get confusing though that's the only problem right so they work on kind of the global tools for all the developers so this is out anything outside the editor they tend to work on so a good example is copy build when I got to this company there was literally no way to download a build to your computer you had to open up our perforce and I'm not sure everybody knows perforce but it's our source
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control repository management and you would sync everything like everything >> everything everything and you would launch it and I was like crazy so they then got a build system great okay so now the thing runs through a build and it makes a little package and artifact and and the best thing they had was just copy paste from network onto a local drive okay [snorts] so we have evolved obviously to to you know honestly just as good as any other company that's out there in terms of our back-end build infrastructure and our distribution, which is what copy build does. So, copy build does the patching, does all this kind of work. So, basically, everybody runs copy build that is going to be working on the game. Um almost everybody, anyways, runs copy build as our build distribution. So, they work on that. They also work on a very, very
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big tool called data forge. And a lot of people will come on here and talk about data core or data forge records or or entity records or what That is the tool that manages those. It's It's It's It's huge. There's a lot to it. There's a lot of data and there's a lot of interfacing in that data that people do. So, you know, I'm just rattling off a whole bunch of them, but that is what those guys work on, which is generally overall. Then, we have, you know, a newer team, a little bit newer, right? Montreal tools. And Montreal tools works on Starkitect, first of all. That's been discussed quite a bit. I think especially with the new planets on on the way. Um and that's going to be the way to propagate the locations out in a less manual way than we've been doing it because it's the only way that we're
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going to be able to scale, but that is when things are going to ramp up like crazy location-wise. That's going to get a lot faster. >> Even even beyond what they have. I mean, we just deleted two star systems in the same calendar year. This is going to take us to the next level. >> Exactly. And it's all part of Genesis, which is great. So, they're working on that. They also work on some density profilers within the engine. We're also working on a system called tiny machine, which is a smart asset system. I don't want to get too into details on it, but smart assets are cool. It's basically, as you move something around the environment, it actually has contextual awareness of where it's doing what it's doing. Just a super simple example is if I put a ladder up to a wall, it'll adjust to that wall depending on what that height is. So, then that way it level designers, it's not like, "Oh, I need the 10 m ladder. I need the 15 m ladder. I need the 60." They just put a ladder there and it's tall enough, and
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it works, right? Like, that's kind of the idea with tiny machine. Uh but, it'll go much, much broader than that. So, I think that'll append to uh Star Architect. Um but, that's all kind of within its own wheelhouse. And then, even beyond that, we have like online tools, online services tool uh team, uh the OST, and the live tools team, which works on a tool in our back end called Bootstrapper, which is basically the way that we run our environment um without having to send it uh up to AWS. Um so, you can kind of run the environment locally now. It's getting harder and harder to do that because our our universe is bigger and bigger. So, trying to run those servers on on just a local PC can can take can take a lot of memory out of it. So, if you're a developer and you're running Max, Maya, editor, the client, and Bootstrapper, it can kind of get a little heavy. Um but, there's all sorts
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of things going on with that. So, there's there's a bunch of different tool teams that are that are helping the developers make this game happen, basically. So, When you when you put those uh when you put the adjusting self-adjusting ladder and step in, will they still yeet people out of their ship and across the galaxy? I hope not. >> But, you know what that comes down to? And and it is a thing that this fixes is that comes down to different implementations. So, like, okay, somebody made a ladder entity at some point 6 years ago. Now, somebody made one 3 years ago. Now, somebody made one 2 years and this one uses this, this one uses this, this one does. It unifies everything. So, it just makes all of them are easy to place. So, you just use this one. It's the only implementation that will that will happen. And that way, when you fix stuff, it fixes it on
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everything and not just on, you know, couple [snorts] of old place ones. Jared is a 7 Up guy. Ew, Sprite for the win. Jared is a what they put in the fridge at work guy. >> Right. That's what I am. >> I would say, since I'm I'm I'm living in the US, and I come out here very often, that the 7 Up Zero here, amazing. In the US, absolute crap. >> Trash. Absolute trash. >> Absolute crap. I don't know why. And if that gets me in trouble, I hope not. You know, not like I'm getting sponsorship from them. Um but I will say that Sprite Zero on the other side is amazing. Over here is total crap. So, what the heck? I don't get it. Because they have to use different sweeteners and stuff. The UK is pretty gung-ho on on their on their on their zero sugar stuff. Like you find way more zero sugar options here in the UK than you can anywhere else because they decided to tax the hell out of
- 00:31:11
sugar a while I had that Dr. Pepper I said I didn't want on camera. The Dr. The Dr. Pepper Zero here is awesome. It has that caramel Sorry, but I like the one with cherry. Way off topic. Way off topic. Uh anyways, yeah. So, that that's a lot of a lot of tools. A lot of tools get made. And and again, a tool is just as much a process as it is a tool. Sometimes, the best tools are just rejiggering somebody's process a little bit. Um and it can work things out. >> know. I think I'm looking at one of the best tools right now. >> Cherry >> Bottom third, baby. >> Cherry Pepsi Max is probably the single >> Oh, yeah? probably the single best sugar-free yeah. Okay. The Cherry Pepsi
- 00:31:58
Max here in the UK, at least. I got to try. Probably one of the best. Probably the best, the most elite of the zero sugar things. Plus, it's got caffeine still. Um all right. So, we talked a little bit about Star girth. What are we calling the thing where you adjust the Uh tiny machine. No, the one where you adjust your torso. Oh, uh it just body DNA. I'm just I'm just I'm just trolling you. Uh oh, sorry. Let's talk That's the other one. That's the other one. Uh let's talk about Star wear. Had quite a few questions about Star wear. We've named dropped it a few times, but not not really an update. We've been talking about this for a while now. What can you tell us about where it's at? Yeah, we have a super rigid schedule now. Um and actually I got involved just a couple weeks ago just to check in on it because you know, I'll be super open about what
- 00:32:46
happened. We made all the content Tech Art kind of did everything. But was lacking a bit of engineering support and a bit of design support to finish it off. Now that's all been addressed. There's a strike team all back together. They've got a really really good schedule. It's not long. I'm not going to say exactly when as that will be a road map or a rich thing to talk about. He knows when it is, but it's it's it's within the year. To get that out to the players. And [clears throat] a big part of it getting prioritized was the community asking for it. So got to thank the community for that. That was great that they got this invisible under suit by accident. Is what happened.
- 00:33:32
And this invisible under suit kind of gave them some of what Star Wars meant to do. And people loved it. And of course they loved it. I was seeing jackets on armors and armors on t-shirts and like awesome cool super cool. But I I see people saying oh just give us back the under suit. Like we don't want to We don't want to half ass the feature. Right? Like let's not just half ass it. Let's let's get the full Star Wars out there to you guys. So designs come in. Engineering supports already in. So they're already working together. A small change happened once we got the designers involved. It was just splitting up it was literally some really simple stuff like like splitting up the cuffs of the gloves cuz the under
- 00:34:20
suit is like one suit and we want to chop it into gloves now. So like there's a couple pieces of it that required a little more content work. But it was only a month or two of content work. So we're not talking the end of the world. Again, I'm not giving a month or two estimate of when it's coming out. That it could come out before the end of the year, but yeah, the team's all back together and we've got the right amount of support that needed to happen for Star Ware. I mean, you could have just left the visible undersuit in until you were ready. Why do you hate Why do you hate fun? Well, Why do you hate fun, Shawn? Well, I hate fun because it would give a false representation of what you could do. And if something that they could do with the invisible undersuit as a bug doesn't work in Star Ware, they're going
- 00:35:08
to then want that back, right? Within Star Ware, whatever that may be, and that might be a design breaking thing. So, I don't want to give false rep false representation, I guess, towards it. But, so you know, so it's clear I think we've talked about it at CitizenCon, you know, Armando had gone over it a little bit. So, it does really go quite a long way in the the customization of the thing. And one other quick little mention about it that's going to be really nice is for for for players as well as for developers, is once we get those assets all separated in the Star Ware fashion, and a lot of this has to do with that data forge record alignment and structure. Once we get all that, we can mark up those assets or set information on those assets so that our procedural systems can start using it properly. So, for example, if I
- 00:35:57
know a t-shirt is green and it's cold or sorry, if I I know a t-shirt makes sense in a warm environment, I know sunglasses make sense in a warm environment, I know shorts make sense in a warm environment. If I'm spawning NPCs procedurally, they should probably have t-shirts or shorts or sunglasses or whatever. Or if it's sunny out, then I can just do something, you know, like it's these kind of pieces of markup that'll get really interesting. >> Every NPC has a manual loadout. Uh kind of. It's It's a set of manuals. >> of a set of manuals that are made up of >> Yeah, so It's like we could have an NPC that has 10 different output 10 different They're called loadout bundles. >> Right. Uh it has 10 different outfits within the loadout bundles and they will all kind of work together. But yeah, somebody's got to make those, which is crazy. Like we don't have to do that. So it sounds like the answer is you're just
- 00:36:44
a jerk. Leify Dance says, "Jared, wipe the lenses of your glasses, please." Mom? Mom? >> Mom's got a new uh new username. No, I got I got I got I got I got I got my hoodie. Uh Creature Tech. How is Creature Tech coming along? New beasts this year? So I don't know about creatures this year necessarily cuz right now I'm like from the CTG side I work for both projects, so sometimes I don't even know which one is for what. Um so I don't know of new creatures for SE this year. There's just always a creature on the way in in some sort somewhere within the within the pipeline. Had been a lot of Yalandi had been the different
- 00:37:33
Yormandy Yormandy Yoland What am I saying? Yeah, yeah, I know. Yoland was Yoland is who we met at the Never mind. uh there's always some creature in the group. So creature tech-wise I mean we're in this state where we are where it just works like a character. They're very similar. But as I mentioned before, we're looking into all the scalable skeletons as well as creature DNA so that we can give some massive amounts of variation to these guys because it's one thing to pre-can a couple assets and to spawn the like like randomly or so, but it's a way different thing to have the range of like a DNA system or something like that. Even material systems need to need to be able to scale in the in the same kind of way. So that's where we're going. That's where we're heading is definitely that
- 00:38:21
route. Now, we're also going to be adding a bunch more voids. Uh Um, like a bunch more of the more simplistic creature. Um, not a full, you know, necessarily uh, AI, but a a critter that moves around that you can shoot and pick up, whatever. Um, yeah. So, that's kind of the state of uh, creature. Okay. And I want to I want to tack on to that to that uh, answer. When Sean says he doesn't know, he's not being coy like, oh, I don't know if we're going to make it. He's saying he doesn't know. Yeah. He's not part of the scheduled content. Uh, it doesn't make the content plan for the year. It does he just works on the tech behind when other people determine it's ready and all the other aspects beyond his stuff it makes it ready. That's when it goes in and you often you know, come around going, oh, I didn't realize that went out.
- 00:39:08
>> 100%. Yeah. Yeah, that's a bunch. Yeah, so so he's not making a he's not making a statement of of of of cautious reservation. He's being quite literal. He doesn't know. Well, I know Cuz the well, no. Yeah. Exactly. Uh, destructible foliage, vegetation. Can we chop down trees or run over vegetation like in the original CryEngine? So, no. Uh, you can't right now. Uh, obviously, uh, cuz people have probably driven their cars into the trees and stuff like that. Small ones I I think we just disappear sometimes, but most of them you just run into. So, the original Crysis, so it's clear, uh, was super ahead of its time. Um, it used a cutter object. It was really cool and anybody that does 3D modeling
- 00:39:57
uh, will understand a Boolean subtraction. And Boolean subtraction is a is a technique you put one mesh kind of over top of another mesh and you subtract the first mesh from the operand, from the next mesh, right? Uh, and it creates a hole. Um, and what's cool when you do that, you can project the UVs and get the material from from the cutter object, anyways. Uh, we don't do that anymore at all. Uh, Um that whole system is long gone. What we do have is uh in Maelstrom, which is no not quite uh rolled out, I think, uh to the persistent universe, but is but is very uh in use uh for Squadron 42. Uh we have 2D uh fracture procedural fracturable uh planes that come out of Maelstrom. We've got fracturable 3D meshes uh that can come out without the
- 00:40:45
Boolean subtraction. You don't need to do that. It's much much uh less heavy um in the end. Uh but Maelstrom will be the system we likely rely on for all of that. Uh Maelstrom is uh heavily heavily engineered uh system for all kinds of different destruction, and I'm sure the community's heard a bunch about it. Uh physics talks about it and works on it all the time. Uh and Chris is particularly involved and interested [snorts] in Maelstrom, if you know. Uh if you if you say the word nearby, he'll he will he will give you >> Yeah. the the the the feature list and the documentation and everything that goes. Uh for example, I'm working on another area of Maelstrom right now for a given character for armor destructibility in some sense. Now, this isn't a big feature that I'm about to roll out. There's a very specific character that has to have some armor
- 00:41:33
break off. That's all. Um so, we need to make that work, and we didn't have characters working with Maelstrom. So, that's something that's starting to happen. So, I expect that we will be able to break trees. I expect that the level of immersion we've always wanted out of this game will will let us do that. But how that works with the planets and Maelstrom, I cannot say. That's going to be physics and planet tech, and they're going to have to have it out. You said Maelstrom enough times I half expect Chris Roberts to just burst through here like the Kool-Aid Man. >> People say say it weird. Maelstrom. Isn't that Maelstrom? >> Maelstrom. Maelstrom. So, not Maelstrom. I mean you you you you you you you you you you you you you you you you you you you you you you you you you you you I Yeah, I guess. Don't talk about Matukae. >> [snorts] >> Talking about Matukae? Uh, Blue Minks. Hey, buddy hoser. Blue Minks says, "Then why does he even work at this company if
- 00:42:22
he doesn't know? Maybe Jared should pick a random inst- in streets to explain things." Cuz that's not his job, Blue Minks. To know the road map of Star Citizen? >> so many other things that are actually his job. He focuses on the stuff that he actually like matters and is important and necessary, man. You know, I could say, "Why why don't why don't why don't you You should know better. You've been in these chats long enough, man." You've been You've been hearing this in the in these chats, watching these shows long enough that you know. I'm going to I'm going to I'm going to I'm going to suspect that that's a that's a troll question and you get to be timed out. Look, I just timed you out. You're timed out. >> Is that kick? >> That's a troll, yeah. >> Is that a kick? >> Yeah, he's just He's just He knows better. He knows better and they showed me how the buttons work, so. Re-censorship. Uh, what about VR physical interaction?
- 00:43:13
Is full physics-based VR interaction, grabbing, lifting, throwing objects, NPCs part of the long-term vision? Uh, I would say it's part of the long-term vision, but how we get there is a whole conversation happening right now. As the community is aware, VR super new. Uh, it's super new for us. It's just gone out in 4.5. Sylvan's done a phenomenal job on his own uh, to get that working. Open that Awesome, right? But no controller support, right? And it's like the first thing you want to do because already it's it's incredible when you go into it. It's uh, I'll just talk about sitting in a cockpit is is cool enough. >> Yeah. Right? You're sitting in the cockpit and your mouse and keyboard [clears throat] like this, right? But you see the character inside the cockpit is holding the holding the joystick, holding the throttle,
- 00:44:01
and you lean [clears throat] and stuff with the VR and it sees you moving and your character is moving inside the And all of a sudden you're moving the mouse and probably the keyboard and it doesn't feel right. You want to have controllers or you want to have your own actual uh joysticks or whatnot. But the um immersion it gives you and the things you notice that you don't notice when you're just playing on a screen versus you noticing it in VR it begs the the the need >> Mhm. to grab it to to interact with it to see hands, to move it around. Now technology-wise, I mean, it's not an impossibly hard problem and it's kind of solved in some cases in some games. There's a great VR game. It's It's not that obscure. I mean, a lot of people know it that are into VR. Bone Works.
- 00:44:50
Bone Works has completely done this. Now, their characters can look crazy weird sometimes, especially in multiplayer, like when you are doing these kind of things. So, a lot of these things, just like FOIP, it it'll come down to our, you know, not capacity, but our tolerance for whackiness, right? Because again, as soon as you're driving the hands cuz you could absolutely do this now. You could drive the wrists of the the the joint anyways that you would need to of the given hands and you could drive them around. Think of what that would look like right Right? A guy's running through the forest like he could look like Superman. Um so, there's a lot of stuff to to solve, right? To make this so that it makes sense. Because we are totally unified in first person and third
- 00:45:38
person, right? It's all the same thing. So, we can't just show you one thing in first person, like your hand tracking and it works and it looks amazing. It's kind of how Half-Life Alyx works, which is an incredible VR experience. Like that is a bar to to to achieve just by itself. Um people will see you in third person doing these kind of things. So, yeah, that's going to be a tricky thing. So, it is something that we want Sylvan to be involved with. We want to start talking to design about, try to work out how this is going to work because it's also not just about supporting one set of controllers. It's about supporting all the sets of controllers that are going to do it. So, we've already had a tricky enough time supporting the gamepad, let alone these extraneous devices that are that are on top of it. So, I think the interaction it it it's impossible to say
- 00:46:26
no because you you want it so bad when you are doing VR. It's one of those things where and I promise everybody there will be a time where we'll have Sylvan in this chair and we'll do a whole thing about about VR. We're going to let it We're going to let it continue to mature a little bit more and and and know a little bit more about where we're going before we subject him to such things. But, if you spent any serious amount of time with Chris Roberts, you know, you you said our tolerance for silliness and whatnot. It's never going to be just okay. It's never going to be Oh, that's all that that's enough. That's enough and we can we can just sit there. 100%. >> It's we're going to push. We're going to push and we're going to keep pushing. We're going to keep pushing.
- 00:47:13
Occasionally, occasionally chat there will always be somebody in chat talking about, "How are they still figuring this thing out in the in the year of our Lord 2026 and whatnot?" And that's because this project doesn't end. You know, if if if we all have our way, we are making this game and continuing this game well beyond 1.0, well beyond 2.0, 3.0, just going on. It's It's like any other MMO. Wow is still going 20 some odd years later. It's like this, you know, that's our aspiration. So, so when we talk about these things, it's it's not about the end goal is not 1.0 and you and you stop. And that's why sometimes the the tense that we speak in can seem like it's a we're already looking and planning and you know, the thing that comes next, the thing that
- 00:48:01
comes next, the thing that comes next, and the thing that comes next. So, yeah, at this point, it would be foolish to say, "No, it would never get to a point where you can grab things and interact with things." Yeah. You know, you know, my my my my my dream is a nice little, you know, the tracker that just I just want to be able to throw the bird without needing anything and I can just throw the bird and whatnot. Just I'm not a But, think about it. We have diagetic screens, we have diagetic UI, we have the cockpit. So, like, of course, of course we need to do it at some point. But, when, who, what? We didn't even have a We don't have a VR team, right? Um so, you know, like, you know, the timings and and and details I just can't give. I just Uh but, to to your point, which is so good, that we have to look that far ahead because we have to make
- 00:48:50
decisions now that we don't regret later. Um it's happened a lot. Right? Where we go, "No, no, no, 1.0 is just going to be this. So, we're going to do this, we're going to do this, we're going to do this. It's going to be great." And then that changes. And we're like, "Shit, now I'm wrong. Now I'm wrong. I'm I say it this way internally sometimes to people, 'You will eventually be made to be wrong, right? At some point. Just try to project yourself as far as you can so you're not.' What's wrong? Did I just reveal something that was like some No, not nothing, you know, nothing that's never nothing that's been a secret on this show. Just the number of times over the years, you know, you've been here 14, 13? >> Uh 13. Yeah, 13 on here. >> just under just under I'll I'll I'll you know, I've been here 11 going on 12 at this point. It's the number of times we've hit something because of a bad
- 00:49:39
decision that was made 2 years, 3 years, 4 years, 5 years. And it was made back then with the best of intentions. It was made back then with all of the knowledge and experience and foresight that we could have had back then. And then you just go Oh. Well, we could either accept that or we can rework the inventory for the third time or the fourth time. And we don't accept it. >> yeah, that's where we end up. >> If we can make something better, we're going to make something better. >> Sure. And we're not going to sell it short. That's what Chris says. I'm with him. I get it. I get it. Um does it suck to eat that sometimes? Yeah, it does. But in the end, it it does work out and you got to trust that >> Yeah. Yeah.
- 00:50:30
>> [singing] >> We haven't had many animation questions. Find an animation question. >> Sure. Can you add random blinking, eyebrow movement, body shifts when FOIP isn't active? Yes, totally. Um we have a facial idle. Um it Yeah, we have a facial idle animation, but I agree. It it's not as animated as it should be. Um I I think it's a little too idle. Um not meaning like it needs to talk and do all the but yeah, blinks, a little bit of saccades. Um a lot of times you do those separately. Like you almost uh just put them in as procedural. So like you got eye saccades going on, you got blinks going on. Um I think that makes a lot of sense and actually it's something for a facial animation. But so it's so it's clear, I know facial animation is spending the
- 00:51:18
the the lion's share of their time right now uh wrapping up uh Squadron. So, um pretty sure we can get something out of them. I'll mention it to Steve. I'm sure he'll he'll have a look um at at some point. Uh what also happens though, uh unfortunately, is that sometimes that facial scope of the mannequin uh animation uh breaks uh in in certain contexts. So you might be, I don't know, it might break after wearing this helmet and changing this armor and doing this thing and something breaks that context and now their face is just dead the whole time. So, you know, if they're seeing that, that's a problem. There should be an idle all the time. Um and on everybody else. And if they're not seeing it, that's a culling problem, which is something else, but um so, yeah, we can absolutely connect that. you mentioned the blood, sweat, and
- 00:52:08
tears thing earlier. I remember we did that Star Engine trailer uh trailer. It's 25-minute Star Engine single star fly through. >> Yeah, I don't know what that is. >> You have a 25-minute uninterrupted your tour of everything Star Engine. And the la- of all the tremendous features, of all the various aspects, the last thing that we end on is a guy crying. Oh, I know. I hated that. I hated that. I hated that. I thought it was such a Yeah. It was one of those things >> like that. It's one of those things where you're so close to it when you're making it. Like like there were so many hours. There were so many We're so close to that it never like It was It wasn't until It wasn't until I'm in the audience, you know, run run the show backstage. I'm I'm like, "Okay, this There's 25 minutes
- 00:52:56
where nothing And I you know, I I I I I I I >> was he crying? He wasn't crying. He was bleeding. It was his nose. >> It was bleeding. It was a nosebleed. It was a nosebleed. >> Right. He wasn't crying. It was bleeding. >> a nosebleed. I'm like I'm like, "Okay, I I have I have a break from calling the show." So, I take off and I go up and I want to watch this with the people and whatever. And it wasn't until it was live. And I've seen this thing a hundred times. >> ever. >> And the last thing is the nosebleed and I'm like So, the question is I'm sorry. I'm I'm I'm way off here. >> a question on that cuz we're just on our game? >> Yeah. Yeah. Is that Is that some This This question is basically Are Are things like that just for the NPCs or is that intended to come to players? >> No, it's intended for players, absolutely. Um it's uh and the work on it is way more gory than I would have expected. Um it was actually so uncomfortable. Uh story time. Uh but were doing a little bit of work on
- 00:53:44
that system before. I had shown what a face looks like. Okay, so I made a little video with Dexter music and I had a knife in the game and I sliced the face and it was super I thought it was super funny. Uh, >> Right, I thought it was great. Uh, Forrest thought it was funny, too. You know, he was like check mark but for some it was gory, right? So, in the end I had to I had to blur out a couple of the screenshots. And I know like it sounds stupid because it's like oh, it's a video game but but it looked so freaking real that it was kind of weird. Like it was around his eye and stuff. It was all very gory. So, um, there's some questions there. Right? Of of how far that goes or how far that needs to go. Uh, but we're going to have all those abilities and right now it's a big deal for for wrapping up on on Squadron cuz
- 00:54:32
of course there's, you know, humans and there's combat. So, yeah. Uh, we talked about Starware, Star cloth. Anything you can update us on? Um, yeah, but I don't know that the community is going to care that much. Um, there the Star cloth technology uh, continues to Yeah, no, it's great. No, no, no, it's just that it was like uh, we've complete So, that we talk about tools, right? So, when we did Star cloth, uh, we didn't really make a lot of tools for it. We just made it work. Um, so I could have Paul I marked it up in Maya, we could export it. It was super easy. Um, two sec but um, to really really start polishing some of the issues that we had with different sections of it especially within Squadron but also within the PU. Uh, to really polish some of the outfits
- 00:55:18
that we need to start making like ponchos over armor and things like that. Uh, we needed some more markup ability. So, what they've done it was really cool that the neat the physics guys uh, we have um, um, Abinav in Montreal. They've all worked together to um, make a physics plug-in for Maya that replicates Star Cloth in Maya and the mark and the markup that we do within my the deformation that we do with cages and things like this so they can see it real time. So what this does is just amps up the quality of the data that we actually get out of it which and it's so much better because yes we would go in the engine but if I could show you like I never did show the tools that we were using to paint Mhm. in the engine. They were very basic. We have a we have a system called image gooey that has this
- 00:56:06
very very debug GUI and the physics guys had made a a quick tool so that we could just kind of broad stroke it but you couldn't do anything sophisticated with it. Now that it's in Maya super sophisticated. You still see it in engine real time and stuff like that back and forth so that's fine. But there's just more control over it. Oh one nice but I get so excited over these dumb things. We can now put this sounds simple but it's not. We can now put rigid objects like rigid okay so for example buttons. Mhm. Buttons on the medical gown there's an example. There's buttons that go down or a bishop's trench coat. They're rigid and they're on top of cloth. Before they were just like cloth they would move like cloth and it's hard to see it. But now that we have these rigid pits
- 00:56:53
they actually affect the simulation too just those rigid areas. It looks so much better. So there is a a trench coat the bishop has as well that has these and it's totally not expected but it has a belt that hangs down that has it's like a big leather belt of a trench coat. And the belt hangs down and there's these little grommets within the belt so we made all those grommets rigid totally changed how this thing looked and it was way more real way more what you would expect from that. So so that's a nice little piece of tech that came out of that little work. I know it sounds small but like again I'm your developer's favorite developer. They think it's great so I think it's great. I cherish you Shawn Tracy. >> I love you. Um we're just about out of time. What? >> Uh yeah, we're at we're here. We're
- 00:57:41
here. What do you You you you you we we talked at the beginning about the size of the tools team. We talked about all all the different all the different aspects. You represent you know this pillar over here. There's Marco over there. There's Ben Wa over like this. We have Ben Wa on every six every six months or so now you know do this, but we don't often get to talk about tools and stuff. It's not the it's not the sexiest topic. There's it doesn't have a whole lot of visuals to go with it. Often it's it's not you know everybody wants to know about you know what when when can I do this in the game and when can I do that in the game and most of the conversation about tools is how we make the game for instance. You've got a couple minutes here. What You got a couple minutes here and we've got a platform. What would you like to say to the Star Citizen community? What
- 00:58:28
would you what would you like them to understand, to appreciate about the role of tools in making video games? Yeah, imagine working for these guys. Imagine working for these guys. These developers, right? You meet them all the time. Uh no, it's the the biggest thing I want them to appreciate is that there is guys that are working for their favorite developers to do that job. Like always, we don't have middleware. We're not Like it's the thing I'm really so proud of. Yes, we started out of lumber yard. Yes, we started out of CryEngine. I've had a whole history with that. Uh but we have become something so unique and so big um that sometimes we're so busy on on what we're doing. We look up and we'll even
- 00:59:17
do some competitive analysis. I'll go into Unreal. I'll go into Unity. I'll look at other games projects or whatever and realize how at the top of the game we are. Uh we are progressing amazingly and those tools people are are part of the reason why. Um there is huge areas of this game that aren't getting the tooling it needs because I'm sure developers are watching this going but my tools total garbage, right? Because I hear that stuff all the time, too. Uh every day. But it it really depends on the area, it really depends on the process they're in, and it really depends on what they're working on. Uh one of the things I like to say a lot of the times is that people like to complain about editor stability is what I hear a lot. I'm like, "Hey, do you play the client?" They're like, "No, I'm always running in
- 01:00:03
the editor." I'm like, "Well, listen, the client's running in the editor. So, the editor's no more stable than the game. So, please make the game stable and that editor gets more stable. You know, it's things like that. Like it's it's just the reality of the work that we do that that the tool that it comes into gets the blame. Copy build, the one I talked about on the onset. Exact same thing. Copy build slow today. Copy build's not working. Copy build this, copy build that. And in the end, it's never copy build. It's always a network problem, build store issue, patcher bug, you know, like it's so it honestly it's a tough job. It's a tough job. Uh it's tough job to take that kind of stuff, but it's also incredibly rewarding cuz I was just doing some work today. I even said to the guy, "Just tell me it works. I need
- 01:00:50
that dopamine hit." And realizing that, you know what? Just in satisf finding sometimes the request or the need of the developer honestly gives me a sense of pride and joy and and and reward. So, you know, it's a great job to have, but it also can be tough um on the same token, so. what? Sean Tracy, make your game stable 2026. Yeah, yeah. Uh Uh, that's it for the show everybody. Thanks for watching. That's Shawn Tracy, our managing director of technical operations and whatnot. I'm Jared Huckaby. Um, we've got a show next week. I don't actually know what it is. My producer's over there. She's been
- 01:01:38
waiting to find out what next week's show is. Uh, some shows like this one are booked months in advance based on travel and stuff like this. And some shows like next week I forget about until like the week before and I'll spend most of tomorrow frantically trying to fill it with something. Um, I also did say that I would I would show you guys this. This is this jacket that this cool this cool like windbreaker style jacket. It's it's it's Van Dooley. Um, the reason I said that I would show it to you guys because it's on the store it's actually it's cool they didn't get me one that was my size so I can't wear it. I was like oh I'm like this is really cool. I definitely want one. I want one too. >> I'm going to wear it and then it then it doesn't fit. But it's pretty nice as far as the as far as the clothes that we
- 01:02:26
that we've sold over the years, you know, I'm I'm not going to I've never lied to you guys. I won't. It's some of it's been a mixed bag. Some things are better than others and stuff like this. You know, you get trouble with manufacturing and stuff like this. This is actually pretty nice. So if you were ever on the fence about it and you don't mind you know walking around like a vandal thing I think it's pretty good. It's very comfortable. I am going to ask for one that's actually in my size and wear cuz it's pretty comfortable. And that is why I work in marketing. >> Anyway, thanks for watching everybody. Are we rating somebody? Probably, maybe not. Thanks for watching. I'm Jared. That's Shawn. This has been Star Citizen Live. We'll probably see you next week everybody. If not, we'll see you the week after that. Bye. >> Mhm.
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

