Creating a Captivating Procedural Animation: A Journey with Nvidia

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Creating a Captivating Procedural Animation: A Journey with Nvidia

Table of Contents

  1. Introduction
  2. The Opportunity with Nvidia
  3. Brainstorming Ideas
  4. Developing the Project
  5. Technical Blocks to Figure Out
  6. Procedural Terrain
  7. Animation Blending
  8. Sound Design
  9. Making the Animation Loopable
  10. Recording the Tutorials
  11. The Launch of the Tutorial Series
  12. Future Plans for the Project

👉 Introduction

In this article, we will dive into my journey of creating a procedural animation project for Nvidia. It all started when I received an email from an art director at Nvidia, inviting me to collaborate on their YouTube Channel called Nvidia Studio. Initially skeptical, I soon realized it was a genuine opportunity. The terms were simple: create a series of tutorials in exchange for an RTX 4080. Excited by the prospect, I brainstormed various ideas until I found the perfect one - a fully procedural animation about trail running.

👉 The Opportunity with Nvidia

Receiving an invitation from Nvidia to create tutorials for their YouTube channel was a dream come true. Despite my initial skepticism, I soon realized the authenticity of the offer. With the freedom to propose any idea, I embarked on a journey to create a series of tutorials that would captivate both myself and the viewers. This collaboration not only provided exposure for my work but also rewarded me with an RTX 4080, which greatly aided the development of my project.

👉 Brainstorming Ideas

To create a tutorial series that would engage viewers, I brainstormed several intriguing concepts. From building a movie opening sequence to crafting a procedural skate park, I explored various possibilities. However, no idea excited me as much as a fully procedural animation about trail running. Combining my passion for running with procedural animation, it was a project that promised both a captivating final result and an exhilarating development process.

👉 Developing the Project

The development of the trail running animation project progressed smoothly, thanks to Blender 3.6's recent release. The project can be divided into four technical blocks: procedural terrain generation, animation blending, sound design, and making the animation loopable. Each block presented its own challenges, but with problem-solving and experimentation, I successfully tackled them all.

👉 Technical Blocks to Figure Out

The trail running animation project comprised four distinct technical blocks that required careful consideration and problem-solving. Firstly, I needed to create a procedural terrain, blending different elements and utilizing instancing to optimize performance. Secondly, animation blending posed an interesting challenge, which I addressed by experimenting with vertex weight blending and utilizing Armature deform modifiers. Thirdly, sound design played a crucial role in enhancing the immersive experience. I explored various tools and techniques, including Max MSP, Pure Data, Ableton Live, and sound libraries, to achieve the desired results. Lastly, making the animation loopable required a meticulous approach, involving complex mathematics and the manipulation of simulation zones.

👉 Procedural Terrain

Creating the procedural terrain was an exciting aspect of the project. By utilizing geometry nodes and a combination of Scale blending and instancing, I was able to generate a visually captivating environment. The challenge, however, lay in implementing a chunk system for efficient computation of elements based on the character's position. This ensured optimal performance, even in vast terrain scenarios.

👉 Animation Blending

Animation blending played a crucial role in bringing the trail running animation to life. To achieve smooth transitions between different animations, I experimented with various techniques. Initially, I explored blending vertex positions by index, but this proved to be less aesthetically pleasing. Eventually, I settled on using vertex weight blending, which allowed for real-time blending of Armature deform modifiers. This approach ensured seamless animation transitions and realistic character movements.

👉 Sound Design

Sound design significantly contributes to the overall immersive experience of an animation. To push the boundaries of the project, I experimented with different tools and techniques, including Max MSP, Pure Data, and Ableton Live. While these tools showed immense potential for procedural sound synthesis, I ultimately chose to utilize ambient sound libraries such as Soundly for environmental sounds. For footsteps, I synchronized them with a MIDI script generated from Blender and processed them using Ableton Live. The combination of these tools resulted in an immersive soundscape that enhanced the overall animation.

👉 Making the Animation Loopable

To ensure a seamless loop in the animation, despite the procedural terrain and animations, I faced a unique challenge. By leveraging simulation zones and employing mathematical overrides during transition durations, I managed to hack the system and achieve a loopable animation. This required meticulous fine-tuning and careful synchronization of various elements within the animation.

👉 Recording the Tutorials

Recording the tutorial series presented its own set of challenges. As the largest tutorial series I had undertaken, I needed to streamline my recording workflow for efficiency. By careful planning and preparation, I managed to minimize retakes and post-recording edits. The result was a comprehensive tutorial series consisting of over six hours of recorded footage, condensed into a final duration of just above three hours.

👉 The Launch of the Tutorial Series

The tutorials went live between December and February, marking the completion of the project. Divided into ten parts, the series covered various aspects of the trail running animation. From the initial setup to the final compositing, each tutorial provided detailed insights into the creation process. Viewers can now access the tutorials and embark on their own creative journey, with the possibility of being featured on Nvidia Studio's Instagram channel through the #StudioShare hashtag.

👉 Future Plans for the Project

While the tutorial series marked the completion of the project, I am far from done with the trail running animation. I have grand plans to expand the project further, incorporating new biomes such as snow and rain. Additionally, I aim to create extended versions, including a two-hour version and even a twelve-hour version with no repetitions. The project continues to evolve, and I look forward to sharing these future iterations with the community.

FAQ

Q: How did you secure the collaboration opportunity with Nvidia? A: I received an email from an art director at Nvidia, expressing interest in collaborating on their YouTube channel.

Q: What was the scope of the tutorial series? A: The tutorial series consisted of ten parts, covering the entire process of creating a fully procedural animation about trail running.

Q: What software did you use for sound design? A: I explored tools such as Max MSP, Pure Data, and Ableton Live for sound design. However, I ultimately utilized ambient sound libraries and MIDI scripts generated from Blender.

Q: Will there be future additions to the trail running animation project? A: Yes, I have plans to expand the project by incorporating new biomes and creating longer versions, including a two-hour version and a twelve-hour version with no repetitions.

Q: Can I create my own version of the project? A: Absolutely! All the necessary information and tutorials are available for you to create your own version. Don't forget to share your work with the #StudioShare hashtag to potentially be featured on Nvidia Studio's Instagram channel.

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