Developing IK Rig Animation Technology – An Interview with Alexander Bereznyak

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Alexander Bereznyak came to Ubisoft Toronto from Ukraine to focus on the development of new animation technologies. This week, Alexander will be traveling to GDC to talk about IK Rig, a technology designed to transfer motion between characters of varying sizes and skeletons. We sat down with him to learn a little more about his work.

Alexander_Bereznyak_cropWhat’s it like to be a technical art director?

Alexander Bereznyak: For me, technical art is really the mix of art, programming and design. Technical artists need to have an overall understanding of projects, and constantly ask themselves how the art they create will fit into the game, taking into consideration technical constraints while protecting the overall artistic vision. Whenever teams deal with new tech – be it normal maps, physically based rendering, or motion capture – they can be sure a tech artist has had their hand in it.
Technical art is also all about being creative and finding innovative solutions to tech problems that seem “impossible” to solve. My greatest satisfaction is the moment when I’ve created tech, taught someone how to use it, and then see that they’ve taught the tech to someone else. This means that the solution I’ve created is operational, and that I can celebrate before moving on to the next puzzle.

One of the recent “problems” I worked on was developing a multilayered material system that allows players to progressively destroy objects, inflicting unlimited damage and tearing them apart piece by piece. Normally you’d have decals that create similar-looking holes, then disappear; but we managed to make it so that players can cause damage that is accurate, persistent and affordable, even after shooting at objects with submachine guns for hours.

At GDC you’ll discuss IK Rig, an animation technology you’re currently developing in order to create rigs that are adaptable to multiple characters. Can you tell us a bit more about the tech?

AB: Every person is unique in their size, proportions and style of motion. And it’s time that we start reflecting this range in games. One size fits nobody, but maintaining a huge database of animations for many characters is a real challenge. By using a systemic approach to animations, we are stepping away from making multiple animations by generating animation content at runtime. Life is versatile, and we strive to reflect this versatility.

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During my talk, I’ll give examples of how we can use IK Rig to transfer motion between rigs of different sizes and skeletal hierarchies. If I can take human motion and turn it into an octopus riding a motorcycle, that’s pretty cool, right?

I’ll also demonstrate how this technology allows us to teach characters how to interact differently with weapons, props, uneven terrain, walls and obstacles. Your grandma is not going to carry a rocket launcher in the same way as a soldier, for example. IK Rig is about the freedom to shape your character based on the concept, not the rig.

How do you think animation will evolve in the next 10 years?

AB: Currently, it takes a lot of time and resources to produce and maintain rigs for characters. Whether it’s IK Rig or another solution, animators are working to build tools that allow us to make more eclectic and responsive characters. In five years, characters may start being generated per request at runtime.

It’s time for animation and games to become truly systemic so that we can let players create their own experiences. I love it when in the game something happens that makes me go “What?! We never built that in specifically.”

What makes GDC such a special moment in the year for you?

AB: It’s my first talk at GDC, and it means a lot to me – especially in terms of recognition it gives to IK Rig tech. Representing Ubisoft at such a big event is an important highlight in my career.

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I strongly believe in sharing ideas as much as possible because it benefits the video game industry as a whole. When I have something worth sharing, I get excited finding people to discuss it with. Bouncing around ideas with bright people is the best way to make them great ideas.

Alexander Bereznyak speaks at GDC on Wednesday, March 16th. GDC attendees can also join him at the Ubisoft Lounge on Thursday, March 17th, to discuss IK Rig technology.

For more on Ubisoft at this year’s GDC, check out these stories:

Ubisoft @ GDC 2016

Vehicle AI in Assassin’s Creed Syndicate – An Interview with Eric Martel

The Art of Destruction in Rainbow Six Siege – An Interview with Julien L’Heureux

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