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Gamebryo Art Pipeline

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Process Plug-ins: Manipulate the data in the pipeline in some fashion (E.g., optimize) ... Can silently export directories of models to Gamebryo NIFs ... – PowerPoint PPT presentation

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Title: Gamebryo Art Pipeline


1
Gamebryo Art Pipeline
  • Overview of the art pipeline

2
Objectives
  • Present an overview of the entire art pipeline
  • Review of
  • The Gamebryo Max Plug-in
  • The Gamebryo Tool Plug-in Framework
  • Pipeline Automation

3
Overview of the art pipeline
  • Pipeline Input
  • 3D models and animations created in Max (or Maya)
  • Pipeline Output
  • Files that are compatible with Gamebryo
  • .NIF Art (models, textures, etc)
  • .KF Animation key frame data
  • .KFM Animation blending data
  • .GSA Scene Designer XML file

4
Art pipeline
  • Take Max or Maya files (Photoshop files)
  • Run scripts to convert Max scene into Gamebryo
    scenegraph
  • Plugins optimise and analyse scenegraph
  • Exported to nif format or iteratively viewed
    (Target viewer)
  • Nif to game or scene designer
  • nif file with kf/kfm formats (typically
    characters) can go to animation tool
  • Keep source files (e.g. max and maya, hard to
    change nif files)

5
The Gamebryo Max Plug-in
  • The plug-in consists several parts
  • Exporter
  • MaxScript Utilities
  • Texture Conversion Custom Attributes
  • Gamebryo Cross-Platform Material
  • Gamebryo Shader

6
The Gamebryo Max Plug-in
  • Exporter
  • Converts Max scene graph to Gamebryo scene graph
  • Starting point for launching the Gamebryo Tool
    Plug-in Framework
  • The Tool Plug-in Framework is responsible for
    modifying scene graph (optimizing or adding
    information) and saving scene to NIF file

7
Gamebryo Tool Plug-in Framework
  • There are four main types of plug-ins
  • Process Plug-ins  Manipulate the data in the
    pipeline in some fashion (E.g., optimize)
  • Import Plug-ins  Open an existing file and bring
    its contents into the art pipeline.
  • Export Plug-ins Write scene graph to one or more
    files
  • Viewer Plug-ins Display the scene

8
Gamebryo Tool Plug-in Framework Exporter dialogue
  • Select cameras and lights. Choice of exporting
    cameras and lights in a scene or
  • not e.g. character
  • Include textures inside nif or as an external.
    Makes it flexible to edit later. E.g.
  • export textures as nifs, then change.
  • Script selection, decides whether to run scripts
    (process) and plugins to do stuff
  • Choice of embedding animations into nif file or
    extracts animations into kf files

9
Gamebryo Tool Plug-in Framework
10
Processing Plug-ins Animation Analyzer
11
Processing Plug-ins Asset Analyzer
12
Processing Plug-ins Controller Extractor
13
Processing Plug-ins Create ABV
14
Processing Plug-ins PhysX Cleaner
  • The Gamebryo export process automatically finds
    this Ageia PhysX content and adds it as extra
    data in the scene graph.
  • This plug-in removes this extra data.
  • Use this plug-in if you are using PhysX but not
    using Gamebryo-PhysX or do not want the PhysX
    content in nodes.

15
Processing Plug-ins
  • Remove Hidden Objects
  • This plug-in will delete AppCulled objects from
    the scene graph.
  • Typically this would be used during character
    export form Max where you want to delete the
    unused bone geometry.

16
Processing Plug-ins
  • Save Source Texture Renderer Data
  • Performs platform-specific texture format
    conversions at export time
  • Improves "high water mark" behavior for texture
    memory at load time
  • Improves load time performance
  • Texture is configured specifically for a target
    platform (and/or graphics card)

17
Processing Plug-ins Scene Graph Optimization
18
Processing Plug-ins Skin Analyzer
19
Processing Plug-ins Stripify Geometry
20
Processing Plug-ins Texture Analyzer
21
Export Plug-ins
  • NIF Exporter
  • Save the scene graph out to a NIF file
  • Multi-NIF Exporter
  • Can save parts of the scene graph as individual
    NIF files
  • Used to streamline the art creation process
  • Typical use prop creation

22
Pipeline Automation
  • Command Line Operation
  • Automation starts with being able to run tools
    non-interactively
  • Both exporters and tool plug-ins support a silent
    option
  • Max can be run from command line specifying a
    script to execute
  • Gamebryo Max Plug-in ships with sample batch
    export script
  • The Asset Analyzer plug-in can be used to ensure
    assets created by multiple artists adheres to
    studio-specified criteria.

23
Pipeline Automation
  • Batch export from Max
  • Can silently export directories of models to
    Gamebryo NIFs
  • Example batch export script included with
    Gamebryo Max plug-in

24
Pipeline Automation
  • Gamebryo Tool Plug-in Batch Tool
    ToolPluginBatch.exe
  • Example Uses
  • Conversion of non-Gamebryo files to NIF (E.g.,
    OpenFlight)
  • Optimization of existing NIF files (E.g.,
    post-export stripification)
  • Conversion of legacy NIF files to the current NIF
    version
  • Verification/profiling of existing NIF files
    (E.g., printing statistics)

25
Pipeline Automation
  • Remember NIFs are immutable
  • NIFs are considered to be immutable by the rest
    of the Gamebryo art pipeline
  • Downstream data changes cannot be reliably
    reproduced unless the change exists in the source
    (E.g., Max or Maya)

26
Review
  • The Gamebryo Art Pipeline is largely composed of
  • The Gamebryo Max Plug-in
  • The Gamebryo Tool Plug-in Framework

27
Review
  • The purpose of the Gamebryo Art Pipeline is to
  • Convert art tool models into Gamebryo assets
  • Provide a consistent mechanism for individual
    artists and studios
  • Allow art assets to be tuned and configured for
    the Gamebryo rendering engine

28
Gamebryo Art Pipeline
  • Overview of the art pipeline
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