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|Session Name:||Grounding Wildlife in the Mountains of Far Cry 4|
|Speaker(s):||Andrew Konieczny, Julien Pelletier|
|Company Name(s):||Ubisoft, Ubisoft|
|Track / Format:||Visual Arts|
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|Overview:||With the overwhelming success of the wildlife in the open world of Far Cry 3, grounded and believable animals have become a staple of the Far Cry brand. The rich environment, dense foliage, and abundance of wildlife are a large part of what immerse the player in this vast world. With Far Cry 4 set in the high mountains of the fictional world of Kyrat, it was critical that the animals felt connected to their environment and follow the complex and rocky terrain in the most realistic way possible. This session will outline a novel new technique that involves insightful usage of additive animations, environment detection, IK and character physics. We'll dig into the underlying technical problems and provide solutions to create a symbiosis between animation data and procedural techniques, in order for quadruped characters to adapt to complex geometry and various gameplay scenarios. We will provide some key takeaways on how procedural methods can improve the quality of your character animations.|