Showing posts with label character shop. Show all posts
Showing posts with label character shop. Show all posts

Friday, 6 August 2010

Moviestorm 1.4 is imminent

It's taken a while, but it's going to be worth the wait. We've just assembled a complete build of Moviestorm 1.4, and it's looking good. We're dealing with a few minor issues over the weekend, then we'll be putting it through its final tests on Monday & Tuesday. If all goes well, we'll release it mid-week - and then our entire programming team is taking a well-earned holiday!

Moviestorm 1.4 includes a whole bunch of new features that you're just going to love. If you've been following the dev blog, you'll have seen us getting excited about them over the last couple of months. Individually, they're pretty cool. Now that we've put them all together, though, they add up to a huge leap forward.
  • For a starters, there's a whole new dressing room, and a completely new head creator. You can morph faces in a huge variety of ways, add make-up and decals, and you can create random characters to give you inspiration or fill out your extras quickly. Oh, and we fixed those annoyingly visible neck seams. That's something we've wanted to deal with for absolutely ages!
  • There's a totally new lighting system, which gives you much better lighting and really brings out the relief in your movies. It's a tri-light system which allows you to create effects similar to the traditional three-light system used on real-life movie sets. It includes lighting presets, so you can quickly flip to day, night, or low-light scenes. You can still use the old ambient & directional system if you want, but once you've used this, you won't want to go back. There's also a new color chooser which remembers the last colors you picked, which is handy for so many reasons.
  • The help system has been completely revamped. It's now much easier to use, and links through to the video tutorials. There's also a beta of the prop info tool: press one key and it shows you what every prop on the set can do. We also made a printable cheat sheet that you can stick in front of your keyboard or on top of the screen.
  • One of the most important "under the hood" updates is the auto-save and backup system. You can store up to ten backups of each movie, which means that it's easy to experiment with a scene, decide you don't like the way it's going, and get back to a previous version.
  • And, as we promised, we worked our way through a bunch of "papercuts", those little annoying things that irritate the hell out of you. Like the save dialog, which always confused people, and now makes sense. Or the load movie screen, which you can now order by date and quickly find the last movie you worked on. And when you load a movie, it goes back to the last view you were in. And so on.
The test team keep telling us how much easier and quicker it is to use Moviestorm now, and how the new characters really allow you to get much more variety into their movies. We're really looking forward to seeing what you guys do with it. The movies you've created so far have amazed us, and we're sure that you're going to do something truly astonishing.

Friday, 16 July 2010

Lighten up!

While working on the many changes to the character creation, we've now got the characters in proper dressing room. This gives you a much better idea of how they're going to look on set than having them against a plain background.

We realised during development that this worked much better if you had some half-decent lighting, so we took the opportunity to revisit the way our lighting controls work.


You can see in the shot above that we've now got lighting presets, so you can quickly go to some standard light settings and see how your character looks under different light conditions.


Here's a closer look at the controls. The current version has two main light controls: ambient, which is a general light, and directional, which comes from one direction only. The new system works more like conventional three-point movie lighting, and uses a front light (key), side light (fill), and back light. This gives you much smoother illumination, and the results look much more like what you're used to seeing in movies. And, as you can see, any light setup you create can be saved as a preset.

We haven't determined whether the new lighting controller will make it into the set workshop yet; there are still some big issues we need to address. However, we're fairly confident that it will make it into the dressing room for 1.4.

Wednesday, 7 July 2010

Moviestorm 1.3.1 just got too big for its britches

For the last few weeks, we've been packing more and more new stuff into Moviestorm 1.3.1. And now it's got rather bigger than we were expecting. So big, in fact, that it's completely outgrown 1.3 and will henceforth be known by its new name, Moviestorm 1.4.

As we developed the character shop, we came up with all sorts of new ideas. We started with basic decals, and rapidly expanded that to cover not only make-up in the sense of a little bit of lipstick and eyeshadow, but also cyborgs, Ziggy Stardust or KISS style face painting, scars, tattoos, and all sorts of fun stuff. After playing with those for a while, we decided this was just too good to leave out, so we opted to go with the flow and create more details. We also added in more morphs, and more ways to make characters look good when you film them. We've been paying particular attention to things like how shiny the eyes should be, so the characters look properly alive.

We also came up with a few oddball ideas in testing. We mentioned the "create random character" button a while ago. We ended up with three random buttons, which give us different basic parameters. One's fine for generating normal characters, one gives you more extreme characters, and one gives you completely random ones. This was really helpful for testing the morphs, and making sure they all worked together successfully. We then realised that this would actually be a useful feature anyway: you don't really want weird freaks when you're just trying to set up a restaurant scene. So yeah, we rather like the idea of a bunch of "create a sort of random character along these lines" buttons.

Whether this will make it into this release is very much open to question. As of now, we've stopped adding new things, and we're aiming to wrap everything up and get it through QA and out to you as soon as possible. There are several features in the category of "if it works properly with minimal effort, it stays, otherwise rip it out and ship it later."

Does that mean the character designer is finished now? No. There's still plenty more that we're planning for the future. Last week, for example, we figured out how to do some neat stuff with skin shading and tinting that's not going to make it into 1.4 for sure. And even today we were coming up with more new ideas, and everyone in the team is finding things we'd want to do differently if we had the time. The priority is to get you what we have, and see what you make.

So when's 1.4 coming? You know the answer. When it's ready.


Friday, 2 July 2010

Your face looks different

Last week, we showed you some of the more extreme heads we could make with the new face creator. This week, we've got some more normal looking male and female faces, the sort of thing you're more likely to use for most of your movies.

Bear in mind that this is still in development, and we're still adding new things and chipping away at the rough edges, so these aren't final. However, it's clear that we've got vastly more variation in these characters than we've had before, even without going for pointy ears, hooked noses, or oversize chins.









Friday, 25 June 2010

And now for the new heads

So you've seen what sort of controls the new face morpher has. Now let's see what it can do when you push those sliders around a bit.

You may not actually want characters this extreme, of course, but this demonstrates that Moviestorm 1.3.1 will offer a lot more flexibility and customisation than the current version.













New character workshop - first glimpse

I promised you a look at the new character shop as soon as I got something from the team in Cambridge. I found this waiting for me when I got up this morning, so here you go. I haven't even had breakfast yet!

Moviestorm Dave

Note: This is still work in progress and quite rough in places, so you'll see some broken icons on these shots. There's also a noticeable neck seam on these characters: Dave's fixed this, but the new neck code hasn't been integrated with the character workshop code yet. However, this will give you an idea of what the new face creator and character workshop will look like, and how much more you'll be able to do with Moviestorm 1.3.1 compared to the current version.

These don't show the more extreme characters we can do - this is just to illustrate the user interface and the range of controls. See shots of the new heads here!

First off, we've replaced the old grey background with a dressing room. The set isn't final, but already it feels much more friendly and fun to use. You also get a sense of what these characters will look like in context, which makes an enormous difference.


Now, this is the bit most of you have been waiting for. Check out the new face morph controls. (Click on the images to see them full size.) You get a huge array of sliders to play with, allowing you to control:
  • Ethnicity - this allows you to mix between different basic ethnic head shapes
  • Head Variant - several different face shapes
  • Nose shape & size
  • Ear shape and size
  • Mouth shape
  • Lip shape
  • Eyebrows shape & size
  • Eye depth, size and shape
  • Eyelashes






Let's take a closer look at the eyebrows, and see the range of variants available. Twelve different shapes, all of which can be tinted.


Next there's the new make-up. Add a design and colour it. We'll have some more conventional make-up, of course, but we can also do some more extreme things.


So there you go.

Now, where's my coffee and a cinnamon bun?

Tuesday, 22 June 2010

Thumbnails

Another little snippet from the commit log:
  • Revision 24087 Committed by dave: - Changed the angle for the body part's thumbnails
  • Revision 24088 Committed by ben_sanders: - Resaved the parasol thumbnail
  • Revision 24081 Committed by ben_sanders: - Updated thumbnail on the beachfront set, and added boulevard set
This is the kind of thing that you don't normally think too hard about when you're starting out building something like Moviestorm. You know how your character & mod shop and prop choosers are going to work: you have a bunch of different things to choose from,, and little pictures of them which you click on to select them. Not exactly rocket science.

Then you come to implement it, and it all looks a bit meh. In some cases, you can't actually find the thing you want. Turns out that the angle from which you view a 3D item is far more important than you might think. If you don't get a good thumbnail image, what you see is confusing and messy: in extreme cases, it's like one of those quizzes, where you have to identify a common household object from an unusual angle.

In our original version of the prop chooser some time ago, we had an automated thumbnail tool which took a snapshot of each item from a standard angle and distance with a standard lighting, and then cropped it to fit. When we re-did it, we replaced many of the automated thumbnails with hand-made ones. This involved employing an intern for a month or so doing nothing else, as it's a time-consuming and tedious job. However, the results were worth it.

Body parts are generally a lot easier to standardise, so we're sticking with automated thumbnails for the new mod shop and character shop designs. However, we're still experimenting with what the best angle is. It makes more difference than you realise.

Wednesday, 16 June 2010

More tantalizing hints

You can glean a lot about what's going on from the feed of the updates committed to the main Moviestorm codebase: here's just a few entries from today:
  • Revision 23995 Committed by amos_willbond: - Updated icons for morph regions (character shop).
  • Revision 23996 Committed by amos_willbond: - Further changes to morph area icons (character shop)
  • Revision 24001 Committed by chris_ollis: - Extra face textures for morph male
  • Revision 24012 Committed by ben_sanders: - Mouth height separated, and full morphs added
  • Revision 24013 Committed by ben_sanders: - Added blood and blemishes to the skin detail
  • Revision 24014 Committed by ben_sanders: - Beards added
  • Revision 24015 Committed by ben_sanders: - Copied beard thumbs from core
The new character workshop is definitely taking shape!

Monday, 14 June 2010

That's not fair!

I just had my regular weekly catch-up session with Johnnie, where I get to find out about what's being worked on this week. We were talking about the face morphs, and he told me "I really should send you a video of the faces being morphed in the character shop in real time. You're going to love it."

So I made the appropriate excited noises, and then he said, "I could actually have sent you something last week, but we all know that as soon as you see what we're doing, you're going to put it on the dev blog, and we won't be able to stop you. And it's not ready yet, so we're going to hold off for a few more days."

So there you go. You can all share my pain.

You'll see the new stuff about 15 minutes after I do.

But apparently you're going to love it.

Friday, 18 April 2008

Back to work, minions!

The guys and gals have had a well-deserved half-hour off after getting 1.0.4 out the door, and we even kindly gave them a celebratory packet of chocolate biscuits (apart from twak who's not allowed human-type food). While they were out enjoying our phenomenal largesse, this is what we wrote on the whiteboard for them to do next.
  • Complete overhaul of camera system
  • Mark's sexy walks
  • Make the men look as good as the women
  • Face morphing
  • Character shop redesign
  • Improve the improvisor (Or is that improvise the improver?)
  • Better facial expressions
  • XXXXXXXXXXXXXXX (That one's still a secret, sorry! We have to have some surprises up our sleeves!)
  • Crime (That's a content pack, not our new business model. Probably.)
That should keep them busy and out of that nasty sunlight for a while!