The Inside Star Citizen episode Featherweight - Summer 2020 was published on 13. August 2020 on the CIG YouTube channel.
Topics and timestamps[]
Topic | Timestamp |
---|---|
Talon light fighter first preview, flyable in engine | |
Motion capture - From capture to animation |
Video[]
Transcript[]

1 00:00:07,600 --> 00:00:11,040 so i think it's really important for the
2 00:00:09,200 --> 00:00:14,240 the alien races to have
3 00:00:11,040 --> 00:00:17,039 representation it adds extra depth
4 00:00:14,240 --> 00:00:18,800 to the gameplay and to visuals there are
5 00:00:17,039 --> 00:00:20,400 all these weird and wonderful
6 00:00:18,800 --> 00:00:21,920 races and they each want to have their
7 00:00:20,400 --> 00:00:23,840 own style and
8 00:00:21,920 --> 00:00:26,000 influence you know obviously with human
9 00:00:23,840 --> 00:00:28,720 stuff a lot of it is quite familiar
10 00:00:26,000 --> 00:00:30,640 whereas the alien races that really is
11 00:00:28,720 --> 00:00:31,679 an opportunity for us to sort of push
12 00:00:30,640 --> 00:00:35,040 the boundaries of
13 00:00:31,679 --> 00:00:35,040 the star citizen visuals
14 00:00:36,079 --> 00:00:41,680 i really like the how the tavarian race
15 00:00:39,440 --> 00:00:42,879 and their ships look it is very
16 00:00:41,680 --> 00:00:45,200 different to
17 00:00:42,879 --> 00:00:46,800 the other ships in-game and at the
18 00:00:45,200 --> 00:00:47,440 moment the tavares only really have the
19 00:00:46,800 --> 00:00:49,520 prowler
20 00:00:47,440 --> 00:00:50,559 and that's a drop ship so it's not
21 00:00:49,520 --> 00:00:52,800 suited for
22 00:00:50,559 --> 00:00:55,199 a wide range of players so we created
23 00:00:52,800 --> 00:00:57,280 the talon to be a fighter counterpart to
24 00:00:55,199 --> 00:00:58,879 it
25 00:00:57,280 --> 00:01:00,960 so the talon is already well into
26 00:00:58,879 --> 00:01:01,440 production uh it's already flyable an
27 00:01:00,960 --> 00:01:04,239 engine
28 00:01:01,440 --> 00:01:05,040 and it's great to get a concept straight
29 00:01:04,239 --> 00:01:07,119 into
30 00:01:05,040 --> 00:01:08,560 engine without a sort of a pause in
31 00:01:07,119 --> 00:01:11,280 between
32 00:01:08,560 --> 00:01:11,600 so we worked really hard on the visuals
33 00:01:11,280 --> 00:01:14,080 and
34 00:01:11,600 --> 00:01:15,840 the materials of this ship you can see
35 00:01:14,080 --> 00:01:17,759 that it's very different to anything
36 00:01:15,840 --> 00:01:20,720 that we've done in the past
37 00:01:17,759 --> 00:01:21,600 the silhouette that's a really striking
38 00:01:20,720 --> 00:01:24,400 silhouette
39 00:01:21,600 --> 00:01:26,720 hanging in the sky and you know to form
40 00:01:24,400 --> 00:01:27,759 that sort of silhouette with the ship
41 00:01:26,720 --> 00:01:29,680 you know we've
42 00:01:27,759 --> 00:01:31,600 we've built the wings we've got the
43 00:01:29,680 --> 00:01:34,000 strong shoulders
44 00:01:31,600 --> 00:01:35,280 and those wings you know when they're in
45 00:01:34,000 --> 00:01:37,840 full spread
46 00:01:35,280 --> 00:01:39,040 you can see the feathers and we've got
47 00:01:37,840 --> 00:01:43,280 this
48 00:01:39,040 --> 00:01:46,240 iridescent paint sort of a dielectric
49 00:01:43,280 --> 00:01:47,600 it's very much reminiscent of birds like
50 00:01:46,240 --> 00:01:49,759 starlings
51 00:01:47,600 --> 00:01:51,759 and that sort of runs through the ship
52 00:01:49,759 --> 00:01:54,079 the talon is built to be a fighter
53 00:01:51,759 --> 00:01:55,759 that has some stealth elements to it so
54 00:01:54,079 --> 00:01:57,680 it excels at jumping in
55 00:01:55,759 --> 00:02:00,000 striking hard and then getting out of
56 00:01:57,680 --> 00:02:01,280 the fight using its agility to escape
57 00:02:00,000 --> 00:02:03,840 returning fire
58 00:02:01,280 --> 00:02:04,399 and it falls into that trope of glass
59 00:02:03,840 --> 00:02:08,399 cannon
60 00:02:04,399 --> 00:02:09,679 um it is very agile it has very low
61 00:02:08,399 --> 00:02:12,319 armor and it has
62 00:02:09,679 --> 00:02:13,840 relatively big guns for its size it
63 00:02:12,319 --> 00:02:15,680 comes with two gimballed size three
64 00:02:13,840 --> 00:02:17,360 ballistic weapons as default
65 00:02:15,680 --> 00:02:19,280 that means it has a size four hardpoint
66 00:02:17,360 --> 00:02:20,800 layer so you have the choice of going
67 00:02:19,280 --> 00:02:22,879 with the default load out of size the
68 00:02:20,800 --> 00:02:24,000 gimballed or you can really maximize the
69 00:02:22,879 --> 00:02:26,560 damage and
70 00:02:24,000 --> 00:02:27,680 change to size four weapons it also
71 00:02:26,560 --> 00:02:29,840 comes equipped with
72 00:02:27,680 --> 00:02:31,440 a missile rack on each wing so you do
73 00:02:29,840 --> 00:02:33,040 have some missiles but it really isn't
74 00:02:31,440 --> 00:02:35,360 the focus of the ship it's all about the
75 00:02:33,040 --> 00:02:35,360 guns
76 00:02:35,440 --> 00:02:38,640 the other area of the town that provided
77 00:02:36,959 --> 00:02:42,080 us with a challenge internally
78 00:02:38,640 --> 00:02:44,720 uh is the whole ejection cockpit canopy
79 00:02:42,080 --> 00:02:45,200 setup because a lot of our ships you get
80 00:02:44,720 --> 00:02:47,280 in
81 00:02:45,200 --> 00:02:48,319 you get on the seat and the seat ejects
82 00:02:47,280 --> 00:02:50,400 this is the whole
83 00:02:48,319 --> 00:02:51,840 entire dashboard and flight controls
84 00:02:50,400 --> 00:02:53,040 eject out with you
85 00:02:51,840 --> 00:02:54,400 and that's something that we haven't
86 00:02:53,040 --> 00:02:55,440 done in ships before we've had the
87 00:02:54,400 --> 00:02:57,360 ability to
88 00:02:55,440 --> 00:02:59,840 fire off parts but not the entire
89 00:02:57,360 --> 00:02:59,840 cockpit
90 00:03:00,159 --> 00:03:04,879 when going from landing to takeoff this
91 00:03:03,200 --> 00:03:05,840 ship is going to transform before your
92 00:03:04,879 --> 00:03:07,920 eyes
93 00:03:05,840 --> 00:03:10,000 and it's going to go from hawkish
94 00:03:07,920 --> 00:03:12,800 position into a bird of prey of
95 00:03:10,000 --> 00:03:14,319 in flight so the wings will be expanding
96 00:03:12,800 --> 00:03:16,560 the feathers will be
97 00:03:14,319 --> 00:03:18,000 revealed and in terms of when you're
98 00:03:16,560 --> 00:03:19,599 flying around you're going to have the
99 00:03:18,000 --> 00:03:22,000 sun glinting off that
100 00:03:19,599 --> 00:03:32,080 iridescent paint i mean it's just going
101 00:03:22,000 --> 00:03:34,159 to look amazing
102 00:03:32,080 --> 00:03:36,959 while the vehicle teams use alien ships
103 00:03:34,159 --> 00:03:38,640 to push against the familiar and stretch
104 00:03:36,959 --> 00:03:40,319 the boundaries of what we know about the
105 00:03:38,640 --> 00:03:42,799 universe of star citizen
106 00:03:40,319 --> 00:03:43,360 the mocap and gameplay story animation
107 00:03:42,799 --> 00:03:46,480 teams
108 00:03:43,360 --> 00:03:48,720 work to bring as much recognizable truth
109 00:03:46,480 --> 00:03:50,799 and authenticity of motion as they can
110 00:03:48,720 --> 00:03:52,159 to the smaller story elements that
111 00:03:50,799 --> 00:03:55,680 permeate throughout the
112 00:03:52,159 --> 00:03:57,599 squadron 42 campaign experience
113 00:03:55,680 --> 00:03:59,760 the reason i got into motion capture is
114 00:03:57,599 --> 00:04:00,879 i wanted to tell believable stories
115 00:03:59,760 --> 00:04:02,239 there's something i find quite
116 00:04:00,879 --> 00:04:03,439 fascinating about tricking people's
117 00:04:02,239 --> 00:04:04,720 emotions with
118 00:04:03,439 --> 00:04:06,080 you know just the visual medium of
119 00:04:04,720 --> 00:04:07,760 whatever's on the screen and motion
120 00:04:06,080 --> 00:04:08,319 capture plays a rather large part in
121 00:04:07,760 --> 00:04:10,080 that
122 00:04:08,319 --> 00:04:11,599 sometimes you can be looking at a head
123 00:04:10,080 --> 00:04:12,480 cam and just see like a particular
124 00:04:11,599 --> 00:04:14,159 moment for just
125 00:04:12,480 --> 00:04:15,760 half a second and know that that's going
126 00:04:14,159 --> 00:04:16,320 to be used and the director can see it
127 00:04:15,760 --> 00:04:18,880 as well
128 00:04:16,320 --> 00:04:20,880 it's those exciting moments on set and
129 00:04:18,880 --> 00:04:24,560 being able to see scenes
130 00:04:20,880 --> 00:04:29,280 be birthed from the the the stage itself
131 00:04:24,560 --> 00:04:31,919 uh that is why i got into motion capture
132 00:04:29,280 --> 00:04:32,400 what's interesting about gameplay story
133 00:04:31,919 --> 00:04:34,160 and
134 00:04:32,400 --> 00:04:35,600 seeing that in the game is an un
135 00:04:34,160 --> 00:04:38,160 intrusive way of
136 00:04:35,600 --> 00:04:39,520 delivering you know small story elements
137 00:04:38,160 --> 00:04:41,199 or just bringing
138 00:04:39,520 --> 00:04:42,639 more life into the world as you walk
139 00:04:41,199 --> 00:04:45,919 around it
140 00:04:42,639 --> 00:04:47,840 gameplay story is lots of smaller scenes
141 00:04:45,919 --> 00:04:49,840 not full-blown cutscenes but also not
142 00:04:47,840 --> 00:04:52,160 pure gameplay either
143 00:04:49,840 --> 00:04:53,919 so that could be walking into a bathroom
144 00:04:52,160 --> 00:04:56,720 and overhearing a conversation
145 00:04:53,919 --> 00:04:57,440 the user isn't necessarily triggering
146 00:04:56,720 --> 00:04:59,280 per se or
147 00:04:57,440 --> 00:05:00,560 they they can do small things to trigger
148 00:04:59,280 --> 00:05:02,160 but at the same time they're happening
149 00:05:00,560 --> 00:05:03,520 in the universe as a living breathing
150 00:05:02,160 --> 00:05:05,199 thing
151 00:05:03,520 --> 00:05:06,800 you and yuri don't have to give us such
152 00:05:05,199 --> 00:05:08,880 a hard time
153 00:05:06,800 --> 00:05:10,720 oh i'm sorry was that someone else i
154 00:05:08,880 --> 00:05:13,680 heard moaning about having to recall
155 00:05:10,720 --> 00:05:15,039 all the diags last shift yeah okay i
156 00:05:13,680 --> 00:05:18,320 haven't been the best either
157 00:05:15,039 --> 00:05:21,039 but complaining's one thing we used to
158 00:05:18,320 --> 00:05:22,400 complain about nolan all the time too
159 00:05:21,039 --> 00:05:25,280 i don't know i think she could do a good
160 00:05:22,400 --> 00:05:27,199 job if we helped
161 00:05:25,280 --> 00:05:29,199 so i think the reason why motion
162 00:05:27,199 --> 00:05:32,560 captures such a huge benefit
163 00:05:29,199 --> 00:05:33,680 for the game for squadron 42 and star
164 00:05:32,560 --> 00:05:36,400 citizen
165 00:05:33,680 --> 00:05:37,759 is because we're able to shoot in a very
166 00:05:36,400 --> 00:05:40,160 short amount of time
167 00:05:37,759 --> 00:05:41,440 huge range of animations um and i think
168 00:05:40,160 --> 00:05:43,199 if you look at our database at the
169 00:05:41,440 --> 00:05:46,960 moment we have something like
170 00:05:43,199 --> 00:05:50,479 38 000 animations for this game
171 00:05:46,960 --> 00:05:51,759 and that it's only because we're able to
172 00:05:50,479 --> 00:05:54,240 use motion capture
173 00:05:51,759 --> 00:05:54,880 to capture data very quickly and deliver
174 00:05:54,240 --> 00:05:57,919 that data
175 00:05:54,880 --> 00:06:00,160 to the teams very quickly so i think a
176 00:05:57,919 --> 00:06:02,240 common misconception with motion capture
177 00:06:00,160 --> 00:06:04,080 is that we capture all of this data and
178 00:06:02,240 --> 00:06:04,720 then it just seamlessly works with the
179 00:06:04,080 --> 00:06:07,120 engine
180 00:06:04,720 --> 00:06:09,039 that definitely isn't the case after the
181 00:06:07,120 --> 00:06:10,960 mocap shoot's finished i first need to
182 00:06:09,039 --> 00:06:11,680 use a wonderful tool the mocap team have
183 00:06:10,960 --> 00:06:13,360 written to
184 00:06:11,680 --> 00:06:15,039 actually make my selections which is to
185 00:06:13,360 --> 00:06:16,800 choose which takes i actually
186 00:06:15,039 --> 00:06:17,600 want and which parts of those takes i
187 00:06:16,800 --> 00:06:19,360 want whether they're going to be
188 00:06:17,600 --> 00:06:20,000 recorded and so on and so forth this
189 00:06:19,360 --> 00:06:22,639 data isn't
190 00:06:20,000 --> 00:06:23,360 always necessarily super clean as well
191 00:06:22,639 --> 00:06:24,880 so
192 00:06:23,360 --> 00:06:27,120 it's the job of the mocap team to be
193 00:06:24,880 --> 00:06:28,479 able to track and retarget that data
194 00:06:27,120 --> 00:06:30,479 in order to then deliver it to the
195 00:06:28,479 --> 00:06:33,440 animators who can then do a final pass
196 00:06:30,479 --> 00:06:33,440 and get it into game
197 00:06:33,520 --> 00:06:36,800 so doing pick-up shoots is quite a
198 00:06:35,039 --> 00:06:39,039 natural part of the process really um a
199 00:06:36,800 --> 00:06:41,039 lot of the original content that we got
200 00:06:39,039 --> 00:06:42,800 for gameplay story was captured uh some
201 00:06:41,039 --> 00:06:43,759 time ago and the game has progressed a
202 00:06:42,800 --> 00:06:45,680 lot since then
203 00:06:43,759 --> 00:06:48,000 and we just didn't always have answers
204 00:06:45,680 --> 00:06:48,560 to questions way back when the stuff was
205 00:06:48,000 --> 00:06:50,560 shot
206 00:06:48,560 --> 00:06:52,400 for example the other day we were doing
207 00:06:50,560 --> 00:06:54,000 pickups for a character who had to usher
208 00:06:52,400 --> 00:06:56,479 the player into event
209 00:06:54,000 --> 00:06:57,520 and uh the original data for all of this
210 00:06:56,479 --> 00:07:00,400 kind of left that
211 00:06:57,520 --> 00:07:02,240 npc bystanding not doing a lot whereas
212 00:07:00,400 --> 00:07:03,919 with the pickups that we've done now
213 00:07:02,240 --> 00:07:05,919 she actually has a lot more life and she
214 00:07:03,919 --> 00:07:07,440 actually you know beckons the player to
215 00:07:05,919 --> 00:07:08,720 go in multiple times if the player
216 00:07:07,440 --> 00:07:10,479 doesn't decide to do so
217 00:07:08,720 --> 00:07:13,199 it's small things like that that create
218 00:07:10,479 --> 00:07:15,840 that believability in the world
219 00:07:13,199 --> 00:07:17,120 it's extremely rewarding to see the
220 00:07:15,840 --> 00:07:19,280 finished product after you've done a
221 00:07:17,120 --> 00:07:21,120 shoot and it goes into game
222 00:07:19,280 --> 00:07:23,039 put a lot of hard work into getting all
223 00:07:21,120 --> 00:07:23,919 of the scenes nearly 250 scenes that
224 00:07:23,039 --> 00:07:25,360 have been shot
225 00:07:23,919 --> 00:07:26,960 and don't want to make comparisons to
226 00:07:25,360 --> 00:07:28,560 other games but yeah i definitely think
227 00:07:26,960 --> 00:07:30,080 what we're doing it goes far and above
228 00:07:28,560 --> 00:07:31,599 what's been done in other games really
229 00:07:30,080 --> 00:07:33,360 in terms of uh
230 00:07:31,599 --> 00:07:35,599 the immersion the fact that somebody can
231 00:07:33,360 --> 00:07:37,280 be busy doing something and you can go
232 00:07:35,599 --> 00:07:38,319 up to them you can have a conversation
233 00:07:37,280 --> 00:07:40,400 you can break away from that
234 00:07:38,319 --> 00:07:41,360 conversation mid-flow and all the
235 00:07:40,400 --> 00:07:42,720 animations match
236 00:07:41,360 --> 00:07:44,800 people aren't rambling talking to
237 00:07:42,720 --> 00:07:47,280 themselves the whole scene is believable
238 00:07:44,800 --> 00:07:48,800 at the start beginning and the end you
239 00:07:47,280 --> 00:07:50,319 and yuri don't have to give us such a
240 00:07:48,800 --> 00:07:52,400 hard time
241 00:07:50,319 --> 00:07:54,319 oh i'm sorry was that someone else i
242 00:07:52,400 --> 00:07:55,840 heard moaning about having to recall all
243 00:07:54,319 --> 00:07:58,560 the diags last shift
244 00:07:55,840 --> 00:07:59,440 yeah okay i haven't been the best either
245 00:07:58,560 --> 00:08:01,759 but
246 00:07:59,440 --> 00:08:04,479 complaining's one thing we used to
247 00:08:01,759 --> 00:08:05,840 complain about nolan all the time too
248 00:08:04,479 --> 00:08:08,400 i don't know i think she could do a good
249 00:08:05,840 --> 00:08:09,840 job if we helped some people aren't cut
250 00:08:08,400 --> 00:08:12,639 out for command
251 00:08:09,840 --> 00:08:14,960 sink or swim right sure but do you have
252 00:08:12,639 --> 00:08:18,879 to be the one who drowns her
253 00:08:14,960 --> 00:08:21,599 point taken i'll try
254 00:08:18,879 --> 00:08:22,960 thanks do you ever think it's weird how
255 00:08:21,599 --> 00:08:25,520 much we still use all these water
256 00:08:22,960 --> 00:08:28,240 analogies in the navy
257 00:08:25,520 --> 00:08:28,240 all the time
258 00:08:31,840 --> 00:08:36,479 hey look who it is so what'd we learn
259 00:08:35,200 --> 00:08:38,000 about this week
260 00:08:36,479 --> 00:08:40,719 well we learned that the talon brings
261 00:08:38,000 --> 00:08:43,360 more avian flair to the ever developing
262 00:08:40,719 --> 00:08:44,640 alien tavarin culture that the work of
263 00:08:43,360 --> 00:08:47,040 motion capture isn't
264 00:08:44,640 --> 00:08:47,920 simply done when you just take off the
265 00:08:47,040 --> 00:08:50,320 suit
266 00:08:47,920 --> 00:08:52,880 and that the squadron 42 gameplay story
267 00:08:50,320 --> 00:08:55,120 team may work on the smaller elements
268 00:08:52,880 --> 00:08:57,440 but they do add richness and texture to
269 00:08:55,120 --> 00:08:59,519 the larger campaign adventure
270 00:08:57,440 --> 00:09:09,839 for inside star citizen i'm jared
271 00:08:59,519 --> 00:09:09,839 huckaby we'll see you next week
272 00:09:21,680 --> 00:09:23,760 you