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[ goodies | dev diary | chapter five ]
#5 Boggy B Lives! Perhaps one of the most significant and visually important tasks on our hands was the transition of our well-liked, 2D cartoon characters to fully 3D, lit, animated models for a 3D world.
 
There was a whole style about the 2D stuff (Worms 2 onwards) which was developed by Danny Cartwright (no longer with Team17) and since people have been staring at this stuff for 5 years, people have become accustomed to it and therefore it was a tricky step to try and make a seamless jump into 3D.
 
back to the
drawing board
First up the character had to revisit the concept drawing boards and Patrick (not the inflatable one) had the task of planning the character, drawing his range of emotions and understanding what we'd need to do with the 3D character in terms of animation.
 
About 30-40 different worm poses were drawn, re-drawn and re-made for the character which took on the style of the 2D game but expanded it and made it more flexible. Since the character would be in 3D, he'd need more detail, more animation and as a result be a little more complex.
 
At the same time, Andy M (Luther on our forum) began investigating techniques and concepts to animate a worm, how it would move, interact with the environment, see what facial expression could be done, etc. The first series were using a default Worms model (which has long since been lying in the recycle bin) but it was important to get the movement and inertia right. Some animation problems in Maya (fixed in a later release) held things up for a little while, but things moved at a steady pace as Boggy B began to take his first steps in terms of moving and reacting to a new world.
 
here's what Andy
has to say
"Animating the worm is an unusual challenge because of the simplicity of the character's construction. Boggy B is essentially a big face with a short tail attached. His only 'secondary' features are his floating eyebrows.
 
This means that the animator has very few dynamic props on the character to work with to get any particular idea across. Long, floppy hair or a trailing cloak would be an animator's dream when it comes to making a walk cycle or a back flip jump. Luckily Boggy B's face is extremely expressive and his eyebrows can be (and are) moved to anywhere on his body when needed.
 
Those floating hands are pretty useful at times too. Patrick's concept art is fantastic and really helps me to define Boggy B's character through his exaggerated facial reactions.
 
Animating a character for any game involves a lot of technical restrictions and thus a huge amount of planning and prototypes. I currently have just under 200 separate animation clips just for Boggy B and it will probably be double that number by June. I work with three programmers (Steve Eckles, Paul Scargill and Martin Swaine), each implementing different classes of weapon and worm behaviour. The biggest challenge for me (aside from mastering Maya) is following the excellent 2D work done by Danny Cartwright on Worms 2/Armageddon. I've tried to preserve as much as possible from his 2D animations, keeping the actions punchy and easy to read. The Team17 forum community has been enormously helpful and supportive in the planning of the worm's animation, even if some of their dafter ideas would take several decades to implement.
 
So far I've had the most fun animating the Super Sheep. After 200 worm animations it's a nice break to work on something with legs :) I'm really looking forward to getting my hands on the Mad Cow and Old Woman in the next few weeks too. My favourite object so far is the new Jetpack. I could happily fly that thing round for hours.
"
 
influences Once satisfied with the 2D concept artwork of the 'new' Boggy B, Patrick set about modeling the worm in Maya. The worm had to be right, very tightly modeled and efficient in terms of its polygon usage, texturing and boning. The reasons for this are that up to 16 worms can appear, so that can bump up the polygon count very quickly, the textures have to look good on all platforms and each additional 'bone' in the model (joints, if you like) takes more memory and processing time. The worm had to be able to perform many expressions, move its head, eyes, produce hands when we need them, as well as fully manipulate its mouth, tongue and eyebrows for expression.
 
This process took a few months before it was finally ready to texture, which Patrick also did. Andy used the new model with his new techniques and animation paths and Boggy B soon began to come to life, first Boggy B was walking, observing mines and objects, then performing facial animation... pretty soon the 2D character was brought to life!

[ goodies | dev diary ]
Development Diaries We plan diaries right up until the end of the project and they will appear every week or two, so keep popping back for updates. The great thing about the diary is that so much just isn't written yet!

[ goodies | dev diary | chapter twelve ]
W3D @ E3!
How we spent an intense April and May preparing Worms 3D for industry consumption!

[ goodies | dev diary | chapter eleven ]
Artificial Intelligence
How we are getting the AI Worms putting up a decent fight!

[ goodies | dev diary | chapter ten ]
Tweak-Tastic March!
How the facilities to adjust and balance are beginning to shape Worms 3D as a whole.

[ goodies | dev diary | chapter nine ]
Level design
How the missions are created and the thought that goes into the finished article!

[ goodies | dev diary | chapter eight ]
Shaping up
How the development cycle is progressing towards tweaking stage!

[ goodies | dev diary | chapter seven ]
Happy New Year!
How we saw out the old year and welcomed in the very busy new one.

[ goodies | dev diary | chapter six ]
Sounds like a plan
How Bjorn Lynne got straight down to the business of producing the game audio.

[ goodies | dev diary | chapter five ]
Boggy B Lives!
How we are developing our worm character and bringing it to life.

[ goodies | dev diary | chapter four ]
Art for heart's Sake
How the concept artwork got off the ground and creating the visual look for the game.

[ goodies | dev diary | chapter three ]
Something for the weekend?
How the core deformable landscape technology was created and what it meant for the game.

[ goodies | dev diary | chapter two ]
Leap of faith
How we handled the jump from 2D to 3D via Worms Blast - the bridge to the new game.

[ goodies | dev diary | chapter one ]
Six years and counting
How we kicked off 3D development after waiting until the time was right.

overview The graphics and images shown in the diaries so far don't come anywhere close to where we are currently in terms of visual style.
 
The first few chapters merely serve to bring us 'up to date' to how we got where we are. It's envisaged that we will catch up with current progress by Christmas and the diaries will then mirror recent developments rather than things from the distant past.



Patrick's concepts 2002
 


Adding the bones
 


Animating in Maya
 

 


.avi animations 2002
 

 

 
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