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|Session Name:||Tools-Based Rigging in Bungie's Destiny|
|Speaker(s):||David Hunt, Forrest Sderlind|
|Company Name(s):||Bungie, Bungie|
|Track / Format:||Programming|
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|Overview:||This session goes into detail on the Rigging and Tech Art work necessary for bringing all of the animated objects to life in Bungie's Destiny. Destiny is a large scope game, requiring many assets to be rigged and animated including characters, players, combatants, cinematics, vehicles, weapons, and props. The process of rigging can sometimes be a bottleneck in game productions where 3D art and animation become interdependent. We will describe how we have developed a Python codebase and toolset for Autodesk Maya utilizing object-oriented programming in Pymel. We will show how our techniques helped alleviate rigging production bottlenecks and supported iterative processes with constant changes during game development. We will share examples of animation and rigging problems that arose during the production of Destiny and how we solved them using various methods.|