Dev Blog: The Animation of Poppy

Riot·12/11/2015, 7:02:29 PM·2 votes·60,161 views

Hey everyone! Paul “PartiestCat” Jarvis here. I was in charge of driving the style and direction for how Poppy moves and wanted to give you all a little behind-the-scenes look on how we approached the animation for Demacia’s tiniest hammer delivery service.


SQUASH, STRETCH, AND SMEAR

Okay, quick animation history lesson. There’s a set of animation principles that most animators follow that dictate and drive the choices we make when building out the motion for characters and they cover topics like posing, exaggeration, and visual/emotional appeal. One principle in particular -- squash and stretch – is something we’ve adapted as a fundamental aspect to League’s in-house animation style. Broadly speaking, squash and stretch helps a character feel organic and alive. It’s used to emphasize weight, momentum, and speed of objects by warping and distorting their shape. When we use more extreme versions of these distortions to connect our most important “key” poses, we call them smears or “smear frames;” single distorted frames between broad actions. Using smears helps to sell impacts on spells, attacks, or any super-quick motion. A champion’s animation needs to feel awesome in fractions of seconds, and smears help by adding texture and flavor between exaggerated motions.

Back to Poppy.

Yordles are squishy. I don’t mean that literally, but their short stature gives them lots of wiggle room for us to exaggerate how they move. Poppy has a tiny frame, so it’s also important that we can make her motion broad enough to not be hidden under her big Yordle head. Ideally, she should never LOOK like she’s made of rubber, but her motions should have a certain extra snap to them to keep her feeling energetic and punchy. 


We kept the same mindset with the motion of her hammer, but I’ll get to that below.


EXPRESSIVE

Historically, League isn’t the kind of game that normally needs facial animation. The camera angle and distance from your champion normally means a character’s face only takes up a handful of pixels on-screen at any moment and extra detail actually makes it harder to understand what is happening. As animators, we wanted to challenge that idea, and our early tests actually showed us that her expression changes were fully readable and felt like they added a lot to her personality.

In terms of her character rig (the set of bones that allow us to move our characters around), Poppy is the first champion in League to be built from the ground up to support such a wide range of facial expressions. Every champion has a budget in terms of rig complexity, so we had to be smart about how we fine-tuned her model and facial setup. Many high-end character rigs in modern games have more bones in the face alone than all of Poppy combined, so the challenge was to give us the widest control with the least amount of resources.

Poppy’s facial rig

Just to get technical stuff out of the way, Poppy’s face is only 11 joints in all:

  • 3 per eye (pupil, upper eyelid/eyebrow, and eye shape)
  • 3 to shape the mouth
  • 1 for the upper bridge of teeth
  • 1 for the jaw

After working closely with our tech artist (and waves and waves of iteration), we landed on what you see above. We were able to get a surprising amount of flexibility out of such a simple setup!


Poppy face tests

The first thing I did with Poppy was to carve out a set of base expressions to feel out her emotional range, and then develop them until that we all felt confident about the direction. Once we had a solid foundation, we were able to focus on the expressive timing – finding punctuated moments during and after her abilities and attacks where the expressions could be clearly seen. When you only have a fraction of a second to sell an attack, communicating  a clear change in mood is really important.


…Fool me twice… HAMMER!

Poppy’s hammer is just as important as she is and we really wanted to reflect that in her animations. Why not give her hammer the same degree of personality that we give to the Yordle that wields it? We spent some time going back and forth about what kind of shapes we needed the hammer to make, which parts we wanted to push and pull, and which parts needed to twist, distort, or grow and shrink.


Early tests to develop the hammer rig

Squashing, stretching, and smearing is just as important for the hammer as it is for Poppy, so we needed to crank it up to 11. The head of the hammer scales to cartoonish sizes for single frames so you can really feel the force behind the swing, and the neck of the hammer bends to compensate. With a little sorcery and a lot of clever rigging we were able to build really clean smear trails for the hammer that gave us a nice, stylized alternative to motion blur. It’s a more traditional animation method that meshed really well with how we normally animate our champions.

Lastly, take a look at the most extreme case that brings everything together: the swing of her fully-charged Keeper’s Verdict.


That’s about it! We’re always looking for new ways to improve champion experiences and bring out the best in every single rework we do. The whole team is extremely excited and proud to see Poppy out in the world, and hope you enjoy playing her as much as we enjoyed making her!

Thanks for reading!

173 Comments

Epic Murph12/15/2015, 7:48:24 PM68 votes

The Poppy Face Test vid reminds me a lot of the menu screen from Super Mario 64

http://s.emuparadise.org/fup/up/40261-Super_Mario_64_(USA)-1.jpg

Waffles Inc12/15/2015, 7:44:16 PM21 votes

Two cents as someone who doesn't like the animation direction: the way the hammer grows does exaggerate the impact, but at a pretty serious cartoonishness cost. It feels really weird to have these big Looney Tunes-esque effects next to characters like Talon who are very stiff and serious or even Garen, who is exaggerated in a way that doesn't feel intentionally silly. Even Jinx, arguably the most cartoony character in the roster to date, has animations that are very much grounded in a real feel, and that "real"ness is a big part of League's overall aesthetic.

It feels wrong for the game to have spent the better part of seasons 1-5 removing things like the original cel-shaded champ icons and summoner icons, releasing violent and gritty lore like Blood and Fortune, and then suddenly this one character is so out of place with silly animations.

Lotus Storm12/15/2015, 7:32:46 PM19 votes

Can we get an ahri visual rework with those animations xD I dont know why but I feel like champs like ahri and twisted fate could use these facial animations to convey their personalities. x3

MikeShortStories12/15/2015, 11:41:38 PM12 votes

It was a warm fall afternoon, as legend goes, and the forest was almost completely silent. Everything seemed to lie still in anticipation. The only thing that could be heard was the voice of an excited yordle in the woods.

“... but I’ve been using the hammer.” PoppyPoppy said, chattering one-sidedly to a lazy and rather placid nearby squirrel. “It’s meant for the hero, I hope he doesn’t mind.” She had been waiting patiently for a long time. The hero was rumored, by a reliable source, to make an appearance in these woods. “Today’s the day I find that hero! I can’t stop thinking about how amazing … sigh, talking to a squirrel, LuluLulu would be proud” she said, rolling her eyes.

With this she continued waiting in silence, which was significantly more boring. She didn’t do it for long though, before she heard a startling yell; a distant voice harshly screamed command.

PoppyPoppy quickly sprang into action, dashing towards the source of the noise. She found herself at the base of a sharp incline; a rigid mountain. She hid herself in a brush as she looked all around for the source of the noise. She saw a tiny figure approach, a young boy. Doubtful that he was capable of the aforementioned ugly scream, she remained hidden.

Crack

Before PoppyPoppy even had time to think, she found herself springing into action once more, instantly reacting to an incoming boulder, and tackling the boy out of harm’s way mere seconds before he was flattened. Once again she found herself necessitating another quick reflex as she was now directly under the rapidly approaching boulder.

(Read the rest here: https://www.facebook.com/mikeshortstories/posts/322059801250951 )

Jack º12/15/2015, 7:54:28 PM10 votes

Her arms stretch really long... Poppy

PixelBrodakon12/15/2015, 7:44:00 PM6 votes

I really like a how expressive Poppy is and it adds so much character which really makes her fun to play, keep up the great work. Poppy

i3lind12/15/2015, 7:24:58 PM6 votes

Can I ask why the smaller irises with Poppy? Tristana sort of ushered in a new Yordle norm as you guys have said before I believe, and basically all of her eye was her iris. I really liked the wide-eyed design. Poppy's splash and the comic on release sort of followed in her footsteps, but her actual player model feels a bit...inconsistent, I suppose. I don't want this to come off as negative criticism, as I'm in love with her rework, just more so curious about it. Thanks!

TheAppleTree2512/16/2015, 12:42:33 AM5 votes

Jax +item 3124 = OP AF

SenpaiAzir12/15/2015, 9:00:43 PM5 votes

I just graduated from college and got my degree for Game Art & Design. It is great seeing this type of article on LoL and see what kind of new stuff you guys came up with to improve the overall gameplay/character. Really neat, makes me want to work at Riot!

FriendTroll12/16/2015, 1:13:38 AM4 votes

Riot This might be way to expensive but can u make a movie about the lores and story lines? That would be kool! Some Games have movies like Halo and Pokemon So Why Cant League!

ModCaptainMårvelous12/15/2015, 7:37:29 PM4 votes

Could you guys do an animation blog on Zac at some point?

DanTheFryingPan12/16/2015, 1:45:23 AM4 votes

Blitzcrank BRING ME AO SHIN

LauraTheLunatic12/16/2015, 10:00:46 AM3 votes

I only got into League at the end of season 5 but I love the creators at Riot. Im going to be going to school for animation and illustration. So seeing these videos on how you guys create these amazing Champions really inspire me to do what I love. And the interactions between riot creators and league players is truly admirable. I commend you for your hard work and I thank you for being as interactive as you all are with your audience. Much love <3

Zac x Me12/15/2015, 8:56:06 PM3 votes

But Zac can't have new skins because all that strechting and distortion would make it look so weird, meanwhile Poppy's hammer goes Wukongpoop or Dunk Darius arms reach as far as to the enemy nexus.

Neverundead12/16/2015, 1:46:43 AM3 votes

Talon Now if only you could me back a short silence or a channel interrupt.