Getting to grips with Unreal Engine for animation
BellyFant is a happy and curious elephant who loves to hang out with his best friend—a blue hippo named Toaster—while singing, dancing, and getting up to mischief.
The show is created by a team that comprises London-based Dodd doing the scenarios, storyboards, and directing; an animator in India; and two people in Canada doing the CG. And that’s it.
By building an animation pipeline around Unreal Engine, this small team has been able to punch well above its weight.
“Using Unreal Engine lets us hit a high level of quality on a schedule that we just wouldn't be able to otherwise,” explains Dodd. “It fits the indie way of working perfectly.”
The team started out creating their animation in Houdini and Maya. The processed animation data was then cached: stored in a simplified format so it could be reused efficiently in Unreal Engine.
These caches were driven through a database used to to track files, versions, and shot associations.
“Then inside Unreal, we actually had a little button that imported all our caches, all our cameras, and that sort of thing into a shot-based workflow,” says CG Supervisor Jason Gagnon.
Using a cache-based workflow like this is useful when working between Maya, Houdini, and Unreal, because each tool has different internal systems, and caches provide a universal format they can all read without re-rigging or re-simulating.
Fast real-time rendering for the win
Small teams can often get things done quicker. Decision making can be faster, it’s easier to pivot when new ideas arise, and there are fewer layers of approval.
But to really take advantage of this natural nimbleness, you need tools that are similarly fast and agile.
Having to wait hours to rerender scenes before you can view changes has the potential to bog the whole process down, negating some of the speed and efficiency that should be an inherent advantage of working in a smaller outfit.
For Melander, that’s where real-time rendering really shines.“Working with Unreal, we knew that we were going to be fast and efficient—we just didn't know how fast and efficient,” she says.
Melander started the project just doing texturing and asset work. She quickly realized it would be easy to move on to the look dev, setting up the props, importing the shots, and doing layouts. From there, it was a natural next step to start pulling the lights around.
“I was amazed how easy and interactive it was,” she says. “So then I thought, ‘well, hey—I can do this from start to finish’. So instead of having a team of people, it turned out to be just myself doing the shot production. It's pretty remarkable that you can turn out eight to ten shots a day as a one-man band, basically.”
The team also found that the collaborative review and iteration process was a more streamlined affair when working in a real-time environment.
“You can actually tweak materials, tweak lights on the fly—you can see those results,” explains Gagnon. “That means we don’t have to do a render, send it over to Pete. He can see those things right away just in a little ten minute meeting, versus a five day difference.”
Dodd recalls that when he switched from stop motion many years ago, he initially thought that working in CG would be similar.
“I had no idea I could be looking at grayness for weeks and months before you actually see a final beautiful image,” he says. “All that is different with Unreal.”
Dodd explains that the ability to work in final—or very close to final—pixels in the Unreal Engine viewport has made the whole animation process much more enjoyable.
“Unreal helps you get to the fun part much quicker,” he says. “And because anything that can get you quicker to a beautiful image makes you enthusiastic about the rest of the project, that's a huge gain.”