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Dev Blog: Champion Animation

Riot··6 votes·141,482 views

Hey guys - Rory “RiotLamz” Alderton here to take you through our champion animation process!

Whether we’re chatting with players on the forums or at events, champion creation always seems to be a hot topic, so I figured I’d take some time to explain just how we go about making champions move.

The first thing I need to point out is just how we animate. There are two techniques that the animation industry uses these days: hand key, and motion capture. You’ve probably seen videos of actors running around in body suits covered in reflective balls, right? That’s motion capture, which has been used in countless games and movies that look to establish photorealistic and lifelike characters. Then there’s hand keying, where animators hand-draw each frame of an animation. It’s a slower and more manual process that ultimately gives the animator more control over the finished animation. It’s often used in anime and superhero movies when animators want to over-emphasize the movement and contortions of a character beyond their skeleton’s limitations.

So, can you guess which we use? It’s option b: hand-keyed animation. We settled on this technique years ago – before I joined – because it’s integral to maintaining our in-house style and helps us deliver smooth and instant animations that don’t affect League’s gameplay. Finally, hand-keyed animation allows us to implement several animation practices such as smear frames or squash and stretch all while maintaining iconic character silhouettes for gameplay readability.

Alright. Let’s get into a few examples!


Yasuo’s Ultimate Challenge

Ultimates are often the single biggest abilities in the game in terms of visual and gameplay impact. Whether you’re getting guillotined in the face by Darius or bounced to death by Zac, the animations – the visual tells of the ability – need to be larger than life and highly readable. With that in mind, we had to really think about how we could animate Yasuo during Last Breath so that he felt suitably nimble and powerful during the ability’s one second - that’s 30 animation frames – cast time. For gameplay purposes it was absolutely vital the animation did not exceed this time.

Ideas need to be approved as concepts before we start really animating them, so they need to be as clear, impactful and unique as possible. One early idea was to have Yasuo slicing his opponent upwards for the full second, but this wasn’t nearly impactful enough during playtests as he’d end up obscured behind the ability’s visual effects (VFX), and his poses were all contained in too small a space. You could barely see him, basically.

Next we tried posing Yasuo so he’d leap up and perform a three-hit combo. The animation concept went off for review, and was quickly approved! Success! Next was the actual animation process, which we started by establishing three airborne key-poses that flowed well together. These are the three moments of the animation that end up being seen for the longest amount of time, so are really vital. Then, with these complete, we started animating the connecting poses to flesh out the arcs of motion for Yasuo’s extremities. Here’s what we ended up with:

Next we splined the animation, smoothing it out from still poses to fluid motion. At this stage, the animation almost looks like it could go into the game, although Yasuo’s hair and ropes – traditionally tedious things to animate – aren’t yet animated at all. Whilst it is common to manually animate these things on a final pass once the animator’s happy with the main body motion, we actually ended up pioneering some great new tech called ‘Jiggle Tech’. With it, we can set things to animate and react in real time to the motions of Yasuo’s body through simulating physics instantaneously in my animation tool, meaning we can rapidly iterate and make tweaks and changes without going through the tedious task of re-animating the hair and rope each time.

Now that we have the bulk of the animation down, it’s time to start polishing. During this phase we like to include smear frames, where we stretch out the character and props to absurdly exaggerated proportions within single frames. This creates really fast blurs of motion and give the animation a snappy feel that show our anime and manga inspirations.


Building Braum

Braum carries a huge shield – actually an old door – around with him as he fights. This is a really cool concept, but meant we had to figure out exactly how Braum wields the thing as he attacks and uses his abilities. That said, the biggest challenge we found when animating him was in implementing his E, Unbreakable. It’s an intricate ability which Braum can use while he moves and uses his other abilities, which meant we had to merge various animations to create a 360-degree movement and attack system. Here’s how we went about animating the Heart of the Freljord’s most iconic ability.

First we had to find a strong and defensive base pose for Unbreakable, from which we could branch off into Braum’s other movements. After trying a few poses out, we went for a one handed, shield-planted-on-the-floor pose when stationary, leaving one of Braum’s fists free for his shield attack animations.

Next we had to figure out how Braum moved while using Unbreakable so he could actually defend his allies and block enemy attacks! Knowing that we didn’t want Braum to roam with the shield one-handed (the shield quickly lost any sense of weight and power this way), we changed the grip as well as posture so Braum used both his hands as he moved. Next we had to think about movement, so we created four separate movement animations: forwards, left, right and backwards. We combined these animations into our parametric system, which merges them together to create movement animations for all 360 degrees. For this to work well it was vital that the four animations were of the same length, that Braum’s limbs were in similar positions, and that his feet contacted the ground on exactly the same frames. Here’s where we ended up:

After figuring out Unbreakable’s idle and movement animations, we started looking at Braum’s attack animations while he was using his E. It was a massive part of the kit, something the designer was dead set on including. First, we tried our parametric system again, but the animations the computers created were over-blended, so they felt pretty mushy and unimpactful. We ended up having to create a system that required nine separate attack animations, catering for an even quadrant of 360 degrees each with minimum blending into each other. Here’s what that actually looks like:

As a final flavor pass we also included our in-house Jiggle Tech on several of Braum’s accessories like the necklace and rope! This gave some additional secondary animation which complimented the main animation nicely and gave a more overall polished touch.

Finally, one of my personal favorites is Braum’s ultimate, which is a great example of the various elements I’ve talked about above coming together to create an epic in-game moment.



That’s about it for now! Hopefully I’ve given you some insight into how our champion animation process works here at Riot. We’re always striving to raise the bar for each other and ourselves, because introducing new tech and better work into the game creates interesting and exciting challenges for all disciplines involved. I truly believe in the phrase “technology pushes art and art pushes technology”.

Thanks for reading!

362 Comments

Deep Terror Nami514 votes

Was hoping for an in depth analysis of the Teemo death animation.

nonamewarrior21 votes

Yes, can you show us how many tries it took you, and can you do it in slow mo?

DSRM Mobius19 votes

And can you pls show us Teemo dieing to a turret.

Shmeepicus33 votes

Maybe they should just show Teemo die to every champion's every ability. That would be satisfying.

Delphox Bot33 votes

That video would be TEEMing with views, wouldn't it? Right? Anyone? Sorry...

jfjrules180 votes

logged on to upvote summoner 11 Teemo

DontKillChick3n196 votes

they should make it where Teemo is smiteable.

Musashi 00164 votes

I like you. You know what's up

delete adc43 votes

Smite the Devil

Caroz85541 votes

And Syndra's W can pick him up

Perfects25 votes

Teemo summoner 11 Let the revolution, begin!

General Spacey12 votes

Viva la teemo-lution!!!!

VeryDapperFellow13 votes

I thought you should all know that when I went to Worlds SG, they gave me a bracelet. One side said "I love Teemo" The other side said "I HATE Teemo". Going along with this thread, what side do you think I'm wearing?

Deep Terror Nami74 votes

I think you ate your bracelet.

PhoenixSlayer1370 votes

It's cool how you usually don't notice all the stretching in-game.

CaptnSpankAShark8 votes

thats because of the angle they do it at so its hard to notice unless you really look for it a and i'm sure they reduce most of the streching

Zanite55 votes

RITO! I HAVE AN IDEA FOR A TEAM SKIN! drumroll Fan Girls: Fan Girl Jinx (cuz she needs a skin) Fan Girl Ahri Fan Girl Morgana Fan Girl Akali and Fan Girl Evelynn ...... Basically what im saying is the skins would be based on the Pentakill Band skins. For example they would each have a "Pentakill" shirt and would be dressed all rock-like. It would be amazing! please consider this! You know my name if you want more info.

Perfects34 votes

School girls anyone???

alex103893252 votes

them stretchy arms bruhamBraum

cooldude77217 votes

Is he the new Zac?Zac

Nahara18 votes

So... Stretch Arms Braum?

A Foreseen Death52 votes

Since everybody is talking of Teemo's death, Id like to share something... interesting....

So my birthday was in August right.. and some friends gifted me skins. I got COTTONTAIL TEEMO and one other skin.

Then, I exchanged somebody for a skin, and guess what I got? SUPER TEEMO.

NOW, I gift MYSELF for the TRUE TEST: what do I get?? PANDA. TEEMO.

I swear to you guys I go to church EVERY SINGLE SUNDAY BUT I THINK TEEMO WANTS MY SOUL O.O

Please help me. o.OTeemo.................. summoner 6

Brishan22 votes

Getting all the Teemo skins is like collecting all the pieces of Exodia.

SuchLikeWhale14 votes

Your death has been forseen by Teemo, there is no help for you now ;_;

Toa of Death13 votes

You must have a Teemocism. It's like an exorcism but you instead gather all the powers of every champ to summoner 11 the evil presence of Teemo. But even that might not be enough...

DeyNerfMeh42 votes

Show us fiora ultimate animations! Fiora

Tea Party Shiroe40 votes

so basically every champ has a secret secret secret passive that allows them to stretch like zac.

Coolio36534 votes

Hehe Jiggle Tech.

GrieverXIII47 votes

Gragas

a puffpuff29 votes

So Riot... is this new... uh... new jiggle technology going to be implemented in any... possibly female champions that are coming?

Nomadic Demon25 votes

Pffft, haven't you seen Garen Garen fight Katarina Katarina in Twist of Fate? Totes Jiggle Tech

XFortuity25 votes

Just have an idea.... For a LISSANDRA skin this Christmas. Snow storm lissandra! She shoots ice and when she ults, snow flies into the air! Who doesn't love snow?

Taliph Shine90 votes

Omg or she could turn into a christmas tree. :D

dooooommmination19 votes

I Dont like snowBrand It's cold! :)

Quort23 votes

Interesting work! Outside of model animations, what about debuff/CC animations? Most of them (while admittedly for the sake of clarity) seem to have a major detachment from the game. For example, when someone is silenced a bright white chat bubble will float above their head; it's obvious for good reasons but it also detracts from the visual immersion. Other effects, like knockups, sometimes feel unsatisfying because the character model is frozen while being blasted into the air. I know that newer champions have different walking/running animations depending on whether they've been slowed/hasted so it'd be great to see some flailing or unbalance of sorts when they're suddenly knocked airborne. :)

FrankTheBoxMnstr4 votes

Azir and Gnar have knockup animations where they're lying on their backs and flailing their arms and legs. They haven't been implemented, but the LoLKing model viewer has them.

Quort3 votes

Good to hear! It'd be great to have those nice animations in Live... There must be some problem with putting them into the game then?

Riotnickstravaganza15 votes

It's mainly the sheer number of new assets. We're making progress towards it and adding them to new characters like Gnar, but filling out the backlog, getting the design-side hookups and QA all take time. We'll get there though!

5G8Nri0B543 votes

Speaking of having ridiculous number of assets, another Rioter once talked about how crazy Zac was and how he required all sorts of crazy new assets, and how a bunch of stuff was created to make his gooey animations possible.

First question...what makes him so complicated? You couldn't do liquid before or something? What about Vlad's Sanguine Pool or Nami's water abilities?

Second more important question...if you even went out of your way to develop new asset to create Zac, you ever consider reusing some of the assets to make another champion similar(aesthetics-wise) to Zac? You have to admit that you could use a few more "out there" champions in terms of aesthetics.

Third and just throwing this out there...is this the reason why Zac's only skin is nothing more than "Zac...but purple!"?

Riotnickstravaganza10 votes

Zac's complicated because of how his rig's set up. The joint hierarchy is very different to allow some of the blobby motion we added. There was also a lot of model swapping for his different moves as well as some of our earliest parametric anims. Vlad and Nami's effects are actually created by the VFX artists, whereas Zac was a mix of effects and animation.

For the second question, every champ is different with custom... well everything. But we learned a lot from Zac though that we still use today.

His complexity was probably part of his skin choice, but I'm not the best guy to ask

V9 XFactor22 votes

Man, I'm really glad they posted something like this. I'm actually going to school to learn about animation and hopefully become an animator for Riot Games. It's really nice to see tricky champion animations in depth! It really shows how much work they put into champions we play everyday. Thanks Riot ^^

Ramaman21 votes

I cannot unsee the stretching anymore!

Koski15 votes

I really appreciate how much time and effort you have put into the various champions. It's obvious with various champion updates that you are re-creating these champions with no monetary incentive in mind. The Sion update was a a very welcome update from us, the community.

Thanks

-Koski

Bütterfingers14 votes

Braum xD That Braum Ult animation in Slo-Mo! Laughing so hard it's like i am Exhaustedsummoner 3

zayyy2 votes

make a mecha Yasuo

Monte Python59 votes

Project: Yasuo . . . You're welcome

zayyy2 votes

i like Yasuo hair and the sowrd after ult and plz try to make the new somners rift map in acouple of days thanks (i accept friends recrustes

OlympianMonster49 votes

but not spell check i guess

WSBelmont13 votes

Oooooooooooohhhhh. Everyone aboard the burn train.

flobbet12 votes

summoner 14 Ohhh snap, did that just happen!summoner 14

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