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SOFTIMAGE|XSI Case Study: Capcom - DEVIL MAY CRY 4
By Takashi Umezawa
Released on January 31, 2008 for the PlayStation 3 (PS3) and Xbox 360, Devil May Cry 4 (DMC4)
leads the pack in the "stylish action" genre, having already racked up
approximately 2.3 million sales. The game takes its place as one of
Capcom's many million-selling hit titles. About 6.9 million games in
the Devil May Cry series have been sold in the past.
Including the new release, sales will soon reach 10 million—evidence of
the incredible popularity of this series. The producer, Hiroyuki
Kobayashi, explained that the worldwide market was their target all
through the series, which explains the use of English dialog and why
non-Japanese actors were used in the motion capture recordings. Capcom
has offices in North America and Europe, and the team made full use of
this network in creating a game with a global perspective that took
into account differences in language and culture. These overseas
offices also helped in developing a nuanced portrayal of Sparda, the religion that was created especially for the game.
In
this project, the team continued to use MT Framework, a game
development environment that they developed for themselves in-house.
But the birth of next generation of hardware systems changed how they
worked. DMC4 was the company’s first title for the PS3, so
every stage of development was a novel experience. The initial goal for
all members of the development team was to create a fast action game
for the next generation consoles at 60 frames per second (FPS). That
may seem audacious, but Capcom has always stayed strived to stay at the
forefront of innovation by taking game development to its limits. We
saw Capcom’s enthusiasm for research and development when they showed
the making of Onimusha at Siggraph a few years ago, and they have grown even more passionate since then.
Development started on DMC4
before the launch of the Sony PS3. During development, they were
constantly testing out new things. Their trial and error operations
involved the new hardware, HD video production, the new characters and
general issues regarding production data. Work began in earnest on
development for the PC version after development for the PS3 and Xbox
360 versions had been completed. With MT Framework, this work in itself
was not so difficult. But the checking work for compatibility with a
wide range of PC hardware and operating systems took a long time.
The
PC version was launched on July 24, and to mark this occasion we spoke
to various people who were involved in the development.
Makoto
Tanaka had the following to say. "At first we all started out with the
figures, saying let's use X number of polygons for the characters, X
polygons for the backgrounds, X joints for the characters and X bones
for facial animations. We were all wrong! (Laughs) We were dreaming
when we started to create the characters. But this process did give us
a vision of what we wanted to do. We created motion data by actually
moving elements and using XSI to repeatedly add or take them away,
while maintaining quality. This work was very challenging."
During
development, each team faced serious issues, came up against
challenging obstacles and had to resolve major problems. But thanks to
XSI's useful functions for game development, the project went smoothly,
and they maintained quality and data size while finishing the huge
project on time.
Real-time Demo
Takayasu
Yanagihara was in charge of the production process for the real-time
demo and progress control for subcontractors. He said, "Actually,
although the game itself is 60 FPS, the real-time demo was 30 FPS. In
the real-time demo, we gave priority to the images." This seemed to
conflict with their initial target. When we inquired further, Mr.
Yanagihara said that they came to this decision after repeated trial
and error. Of course, this does not mean that they did not prioritize
the images in the 60 FPS gameplay: this is obvious just by looking at
the actual game. So why did they use 30 FPS in the real-time demo?
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In a movie demo, the most important thing is the beauty of the video.
Since this was their first PS3 development, it was difficult for them
to set a target and predict the amount of work that was required. For
this reason, while developing DMC4,
the team looked at titles that were being released by other companies
and inspired by these, they set new targets for themselves. By
repeating this process, they rapidly improved quality. Initially, their
target was to use 60 FPS for the real-time demo too. But to make Kyrie
look cute or Dante look cool, they had to adjust the lighting as
appropriate and so the required volume of lighting grew. But while
lighting improves the appearance, it also increases the processing
load. After seeing the progress of this work, director Hideaki Itsuno
took the bold decision that if they could not create the event movie
with satisfactory quality at 60 FPS, then they should use 30 FPS.
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When SOFTIMAGE|XSI software was used to create such an event scene,
they created it with a single scene for each cut. They asked Yuji
Shimomura to continue his work from DMC3
and direct each cut. By creating pre-visualization with live-action
video, it was easy for the team to understand the required images,
which led to a smooth production process. The result is video scenes
with a good tempo that links together with the gameplay in an enjoyable
way. Each cut is made up of several seconds of animation. The fact that
they could divide work between team members for each cut made the work
very efficient and was a great advantage. Even though a cut is only a
few seconds, loading all the background, character models and animation
involved a considerable amount of data. But the team said that even
under such conditions, the operations in XSI were stable and smooth.

Event scene on XSI |
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Actual event scene
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Event scene on XSI
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Actual event scene
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Event scene on XSI
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Actual event scene |
Character Modeling
Although DMC4
had great significance as Capcom's first PS3 title, elsewhere at the
company advance work had already started on a different project for a
next-generation console. They used data from this other project as a
reference for creating models, which enabled them to successfully
finish the development without changing their initial target. The
actual data size was three times that of the previous PS2 title. The
polygon data size increased from 5,000 to 15,000 polygons, while the
texture increased from 256x256 to 1024x1024. Hiromitsu Kawashima was in
charge of creating Nero and Dante, Naru Omori was in charge of creating
Gloria and advertising materials, and Jun Ikawa was in charge of
creating Kyrie. In all, nearly 100 different character types had to be
created, including the main cast, enemies and ordinary citizens who
appear in the event scenes (such as old men and women, children, fat
people, religious knights). But thanks to the non-destructive
environment and intuitive modeling interface in XSI, the work proceeded
very smoothly. SOFTIMAGE|XSI software allowed for flexible changes in
all stages of work; for example, reducing the number of bones in models
for ordinary citizens, or editing the apex even after weight is added
to completed models for use in creating other models.

Nero model in XSI |
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Completed Nero image
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Kyrie model in XSI
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Completed Kyrie image
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Gloria model in XSI
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Completed Gloria image
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Dante model in XSI
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Completed Dante image
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The team said that the same model data and texture for all the characters that appear in DMC4
was used everywhere: in the gameplay, event movies and advertisements.
In other words, normal maps were used even for models in the gameplay.
When textures for models in the gameplay were imported from the
archive, they were used after being scaled down in real time. This
enabled the effective use of hardware memory and fast movements at 60
FPS. However, the textures were not blindly scaled down to a uniform
size; rather, appropriate adjustments were made depending on the map
type. Maps such as defuse maps were scaled down to a 1/4 size. But
normal maps lose detail if they are made too small, so they were scaled
down to 1/2.
In the PC version
that was released on July 24, the team set their own quality controls
to allow gameplay with their own original texture size. DMC4 is next-generation entertainment, and as such it can be played on hardware with the most advanced specifications.
Low polygon and texture resolution |
High polygon-count and texture resolution |
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Difference in texture resolution on the PC version (right) |
Fastest Motion in Gaming History
One
unavoidable problem when creating character animation is gimbal lock.
When an animator tries to move an IK bone above a certain value, the
chain rotates un-naturally. Because stylized action is a major
attraction of the Devil May Cry series, we asked the team how they avoided this problem when setting high speed motion.
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Team members said that they used an FCurve link mechanism with an
auxiliary Null so that only the X rotation was retrieved for the
character rig. If the X rotation exceeded a certain value, a different
auxiliary Null would be used for control. However, even with this
mechanism, there is a limit to the control possible with the three axes
of XYZ. This meant that the auxiliary Null rig often failed |
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But
if they added a tool to avoid the gimbal lock, it would also inevitably
result in some sort of restriction. A rig should make it easy for
animators to set the movements that they want. But the team knew that a
rig for the gimbal lock would suffocate the creativity of the animators
and put them off their work. For this reason, to avoid interfering with
the stylish work of the animators, the team decided against introducing
a rig to resolve the gimbal lock issue. When gimbal lock occurred, they
corrected it by manually inputting the figures, or they corrected the
FCurve from the plotted results using the Animation Editor. |
Normally in XSI, the rotation order is set as XYZ, but in DMC4,
work was performed with a YXZ setting where the Y axis rotation is
prioritized. The team also used a mechanism to ensure the optimum
envelope condition when characters bend their fingers or knees. They
also embedded many other mechanisms, but this is confidential company
information.
Swelling when bending the fingers is adjusted |
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Comparison of elbows and knees with and without auxiliary Null
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So how did they create the motion rigs, which are so beloved of animators?
The
team said that in past productions, work was very laborious because the
rig structure and the number of models and bones were different for
each model. For this reason, in DMC4 three key staff members
came together to decide the optimum workflow. These were Jun Ikawa in
charge of modeler management and Kyrie; Hiroyuki Nara in charge of
motion management and creator of Dante's player motion; and Takayasu
Yanagihara, who set up the motion and facial rigs and was in charge of
event demo management. The result, as mentioned earlier, was the
decision to use the same model texture and rig for everything: the
gameplay, event demos and data for advertising media. The only
exceptions were the demo movie and the number of bones for character
faces in gameplay. All other structures and number of bones were
exactly the same, to eliminate wasteful work. This rig was created by
Mr. Yanagihara and he succeeded in constructing a workflow that was
fully optimized and did not fail.
Mr. Yanagihara explained that when the team started rig creation for DMC4,
they had not yet finished any models. For this reason, they based the
rig on the body shape of Dante's model in the previous DMC3 production and then performed a wide range of modifications. This was the standard template.
Workflow with the standard template
>> View Flash Video here
Mr.
Yanagihara himself created a script that automatically performed
corrections to this standard template to make it compatible with other
characters that appear in the game, who have different hand, leg and
body sizes. Of course, model scale adjustments were performed manually,
but only two adjustments were required, the first for the scale from
the ground to the stomach and the second from the ground to the knees.
When the script was executed after performing these adjustments, a
model with a controller was completed after about a minute, even when
the character sizes were different. This meant that the team could
start to add motion to character models as soon as they were finished
by the animators.
Although the
team used a large amount of motion capture data in the event demos,
their target was to work with XSI and the standard template, without
using Motion Builder. Usually with motion capture data, motion for
specific characters is shot using specific actors, and then the
animation data is created. Because the body sizes are different,
reusing this data for different characters would involve shooting the
motion capture again for a new rig, or performing adjustment using
functions such as motion retarget.

Diagram showing the reuse of motion
with the standard template
To
avoid this work, Mr. Yanagihara requested that the captured data be
delivered in a form suitable for the standard template. This meant that
all captured data could be reused for all characters and that even if a
character's model data had not yet been created, other team members
could press ahead with the capture work. Of course, the motions added
by animators could also be output to the animation presettings,
enabling reuse for all characters with a single click of the export
button.
Re-using motion with the standard template
>> View Flash Video here
This
workflow also had many other unanticipated merits. The first was that
using the same mechanism allowed changes right up to the final stages
of production: usually, in game production it is strictly forbidden to
change elements such as hand length or leg length partway through the
project. Although the bending of hands required adjustment, motions
that did not involve sliding the legs could be converted automatically
within a few minutes. This resulted in stress-free work for both
modelers and animators. The second merit was that the workflow was
extremely useful when importing data from subcontractors into the
in-house specifications. The Capcom team provided subcontractors with
the same tool set and asked them to work according to the same
workflow. However, on some delivered data, a large-volume Null was used
over the standard template. This was because, for example, if an
animator wanted to move the body of a character as the character had
his hands on a desk, the animator would add a Null to set the desk and
constrain. Even this could be set as an animation presetting, usable
with the standard template with one click of the export button.
Synoptic view for the standard template
>> View Flash Video here
For
hand control, the team used four more bones than in the previous title,
making a total of 20 bones. The extra four bones were added to give a
curved motion to the back of the hand during hand movements such as
touching the little finger with the thumb. When setting hand animation,
the team was able to use synoptic views. They could call up presettings
such as shapes for holding a gun or sword. They imported the default
pattern and then performed detailed adjustments for the finger joints.
In the same way as the character rigs, the synoptic views for the hands
could be switched to any character with a simple tab operation. Even
with many different characters, this made it easy to create animation
for hand gestures that suited each individual character. The document
that describes this work method runs to 50 pages and enabled both
in-house and external designers to perform the best possible work in
the shortest possible time.
Easy-to-Develop Synoptic Views and Scripts
The
team had to outsource a lot of work for this game development and demo
movie to external CG companies and freelancers, because they were under
pressure to create a huge amount of data. In this context, the synoptic
view was extremely useful for unifying the workflow between the
in-house team and external subcontractors. Game data are created under
extremely strict conditions: if you get only a single value incorrect,
the result will be completely different from what you intended. To
avoid this problem, all the required functions were embedded as a
script function within synoptic views, so that even XSI beginners could
work without making any mistakes. As such, the production environment
was exactly the same for the in-house and external teams.
For
example, during motion creation, one function allowed the automatic
setting of animation keys simply by operating a rig controller and
without opening Explorer or Schematic. Another allowed character body,
hand or face movements to be set as presettings and the data to be
output to the PS3. Of course, the team also created other automated
processes, such as setting noise to camera movements.
The team also used XSI in DMC3, when they created a large number of scripts. This accumulated know-how was invaluable in DMC4.
When the team faced a serious problem, they were able to quickly
resolve it, thanks to a script. This problem was an error in the rig
controller. The parent-child relationship was cut and movement in the
buttocks area became unnatural. The model team had already finished
dozens of models, so they had gone too far to redo them. Instead of
starting again from the beginning, the team gave the modelers and
animators a script that performed the correction. By executing this
script, they were able to quickly resolve the problem. In this way,
XSI's expressions, constrains and scripts were extremely useful in
making their workflow effective. Without these functions, their desired
workflow would probably not have been possible. Mr. Yanagihara said
that the scripts were also extremely useful in avoiding problems in
advance.
Challenge of Facial Animation
If
you take a look at the demo scenes, you'll see that facial expressions
such as surprise are extremely realistic. Mr. Kawashima created these
character facial animations, Mr. Nara created the presettings, and Mr.
Yanagihara created the actual facial rigs. They knew that facial
animation would take the most time, so they created various mechanisms
to simplify the work and make it more efficient. For DMC4, they constructed a new system that was inspired by SOFTIMAGE|FACE ROBOT.
Facial setup
>> View Flash Video here
Mr.
Yanagihara said, "We used a three-stage system where about 30 markers,
150 bones and a separate slider could be used." The facial rig setup
for the characters was automated in the same way as for the standard
template. When they imported the rig and model, pressed a button and
waited for about one minute, the rig adjustment was performed
automatically to suit each face model. This was then applied to the
face model, enabling the facial animation settings to be performed
immediately. In the same way, there was only one synoptic view type, so
it could be switched to any character using a tab within the synoptic
view.
So, how did they create
facial animation using these rigs and synoptic views? Manual setting
for the nearly 150 bone animations in a face model would be very
inefficient. Instead, first they developed sliders for controlling
vowel sounds and emotions. By moving these sliders, they could generate
rough facial animations. These sliders were connected to the markers.
The moved markers controlled the various bones in the surrounding area
based on the set expressions. For example, when a marker was moved to
close the corners of a mouth, the lips would bulge out before they
shut. Or when the line of sight of a character was moved, areas such as
the eyebrows would move in tandem and the nostrils would swell. If the
slider adjustments did not produce satisfactory results, they performed
further adjustments by adding marker offsets on top. If the adjustments
were still not satisfactory after moving the marker again, they
performed fine adjustments by moving individual bones to control the
expressions. On the PS3, animations involving these 150 bones move at
30 FPS.
Basic
emotional expressions for each character were registered in the
synoptic view. These could then be called up with a single click of a
button. Had this not been available, each designer would have had to
create emotions from scratch each time, and a smiling face for Nero
would look completely different depending on which designer created it.
By using standard, uniform expressions and then performing fine
adjustments, they minimized variations between different designers,
enabling everyone, including subcontractors, to work more efficiently.
Other useful functions for facial editing were also included, such as mirror-image reversal, and reversing the X axis only.
Such
high-quality facial animation was the direct result of Mr. Kawashima's
hard work in performing weight adjustments for close to 150 bones for
each character. He said that XSI helped him hugely because the
non-destructive environment meant that he did not have to start adding
weights from scratch each time. Also, XSI allowed him to add weight to
only half a character and then perform symmetry copy to finish the
process.
Large-scale Background Production
The world of DMC4
looks like a mixture between Asia and Europe. They decided to go to
Turkey to shoot materials because the director was keen to go, Capcom's
texture library was from the PS2 era, and the amount of information in
256-resolution was too low. As for the results of this shooting trip…
well, take a look at the game screens and you'll see.
Their
superb depiction of buildings has a unique atmosphere; not quite Asia,
but not quite Europe either. The shadows and textures are also
exquisite. However, had they applied the real-time lighting process to
all objects, the load would have become too heavy. So with the
exception of certain stages such as the jungle stage, the real-time
shadow process was only used for the characters.
Capcom developed a mechanism for displaying pre-rendered results in the
game using the integrated mental ray® renderer in XSI. This allowed
them to create light maps with XSI for the background and surrounding
objects and then use them in the game.
The information from final gathering and ambient occlusion during
mental ray rendering could be baked in a light map. UV was then
generated for the resulting texture with unique UV and they were used
together to output apex color.
This
enabled them to reduce the number of textures, and achieve a gameplay
of 60 FPS while minimizing the size. Although the details are
confidential company information, Mr. Tanaka did say, "Without XSI's
render map, render vertex color and light map, we would not have been
able to achieve such high quality." Mr. Tanaka was the coordinator for
the background team in DMC4, and he also performed modeling work himself.
In DMC4,
they created 56 scenes as new background data. Including past
background scenes that they reused, there are 70 scenes in all. When
playing the game, sometimes opening a door is a trigger to jump to a
new scene; these switch scenes are included in the number of scenes.
Although the size of each scene was 300 MB to 400 MB, thanks to the
gigapolygon core, smooth work was possible even in 32-bit environments.
Finally
If
you still haven't played this game, check out the Test Version and
Benchmark. If you play the game after reading this article, you'll see
the buildings and characters in a slightly different way. As you gaze
at the mosque-like building in the opening scene, or at the shadows and
texture of the fountains, your eyes will doubt that such beauty comes
from prosaic data. And as you look back to the real world, you may feel
a little uneasy and find it difficult to decide which world is more
beautiful, or more real…
The team that we interviewed
Capcom Co., Ltd.
(Front row from left)
Hiroyuki Nara, Character & Motion Section Leader;
Takayasu Yanagihara, Event Section Leader;
Naru Omori, Model Manager
(Back row from left)
Makoto Tanaka, Background Section Leader;
Jun Ikawa, Model Section Leader;
Hiromitsu Kawashima, Model Facial Manager
Click here for a video that describes the XSI functions.
Visit the Capcom website
Visit the Devil May Cry 4 official website
© CAPCOM CO., LTD. 2008 ALL RIGHTS RESERVED |
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