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Readers of this section should be
well aware that games are little more than a cocktail of illusions, and
nowhere is that more prevalent than in the dance of a wrestling move. What you
dismiss as "something I've selected from a dropdown menu" is actually not one
but two carefully choreographed animations - intertwined to look right and
programmed to feel right. And that's AFTER I've got my head around the
mind-boggling physics that make a move work in real life, and done the
painstaking dog work of setting up those hundreds of frames of animation!
Prepare to delve into the most overlooked part of my wrestling work...

The Blueprint
I'd like to claim that each move begins with a comprehensive artist's
impression - but with hundreds of animations on the agenda, that's simply not
an option. Nor is it true (the above scribble dates back to Federation
Booker). After years of viewing wrestling moves in action - and indeed
recreating them in previous games - I'm qualified to dive into most manoeuvres
with a great deal of confidence. However, there is a subconscious process of
thought that's vital to getting the job done. I have to envision the several
basic positions that make up a move. How and where it grabs, how it lifts, how
it drops, how it ends - and how it gets from each of those stages to the
other. That may sound straight forward, but even something as simple as a
"Headlock Takedown" can get complicated once you try to break it down. Can you
envisage the exact physics that take place between grabbing the head and
ending up on the floor? It happens in a split second when Bret Hart does it,
so you've got to pick up the spare! More importantly, I've also got to
consider how my close approximation of a human can recreate those demanding
poses. Lest we forget, those solid models are not flesh and blood -
and nor do they bend as such...

Man Of 1'000 Frames
Once I've got a battle plan in mind, all that remains is to get two models to
recreate each basic pose - one playing the perpetrator and another playing the
victim (colour-coded in purple for my sanity!). In theory, this is as easy as
playing with a pair of plastic toys - bending each one's limbs into position
and locking them together for a snapshot. However, when you're talking about
"toys" that have up to 30 separate limbs each, that game soon loses its
appeal! Fortunately, the "key frame" nature of 3D animation helps to fill in
the gaps from one posture to the next - very much like autopilot for
animators. It's not foolproof though, and certainly struggles to make sense of
wrestling moves. Hands lose their grip on the opponent, legs fail to find the
floor, and the physics of rising and falling go out of the window. I have to
step in the middle of each such automated sequence and help to keep things
flowing naturally. The result is that even the most basic of moves can consist
of dozens of carefully choreographed phases...
 
Going Separate Ways
A player could be forgiven for thinking that animation sequence is all there
is to it, but the reality is that a game couldn't care less about a 3D
Studio MAX scene! Those intertwined animations are merely there to help me
make sense of the move. Before they can be used in a game, the victim and the
perpetrator have to be separated and exported as 2 different animations. Each
character involved in a move can then look to their respective file and play
out their side of the sequence. If they do so at exactly the same time (and in
the same orientation), the illusion should be perfect. The only problem, which
you may have encountered during play, is that there's no way to compensate for
different sized bodies - so the grasps of taller wrestlers can sometimes look
out of place on shorter victims, etc..

License To KIll
All that graphical work is just half the story. Once I've got access to the
animations, I have to tell the game what to do with them. A whole page of code
is dedicated to each move, and determines how quickly the animations are
displayed, when and how they end, when and how they effect the victim, and
when they're likely to be reversed or broken - not to mention every little
sound effect that accompanies the movements! This process can be just as
important as the animation itself, because the wrong effect at the wrong time
can make the entire move feel unnatural. Follow the above link to see a whole
move's code from start to finish - and then imagine having to do that 100
times over!

The Moment Of Truth
And it doesn't stop there. Having taken my first stab at the animation and the
programming, I obviously have to load it up to see the move in action. It's
at this juncture that you find out whether you've spent the past 2 hours
making a masterpiece or a waste of time! Unbeknownst to most people, there's a
difference between games and 3D scenes - and what looked good in 3D Studio
MAX isn't guaranteed to translate to game. Afterall, we're talking about a
different frame rate and a different graphics engine - which tends to produce
the slow "floaty" feel that many players are critical of. Upon seeing for
myself what those inconsistencies are, I then have to return to the animation
and make a few changes. Some things might have appeared too slow, some might
have been too fast, and some movements might not have reached a satisfying
height or distance. That fine-tuning goes for the programming too. Certain
sounds and effects will have no doubt occurred at slightly the wrong time, and
they have to be knocked into line. After a few return visits, I'll have come
to terms with the move (whether it's good or bad) and it can finally take its place in
the selection...

A Rock And A Hard Place
In addition to programming each individual move, there are core principles
that keep the system working properly. By default, the game doesn't know
what's happening when a wrestler suddenly embarks on these unusual animations
that could end up anywhere in 3D space. All it knows is where the move
started, so it's not prepared for movements that spill over into the scenery!
These gaps have to be filled in by an extremely complex piece of programming
that originated in The MDickie Show. That game was my first to use 3D
moves, and had to come up with solutions to the problems that they can cause.
It kept them within the scenery by using an ingenious system that monitored
the position of the character's hips, and then forced the move backwards when
either one conflicted with the outside world. As long as the victim and the
perpetrator stayed together at all times, it appeared as if the move was
simply rubbing against the side of a wall...

Hold That Pose
All of the above is just for the standard moves. When it comes to submission
holds, there are yet more twists on the concept that keep things ticking over.
Unlike an attacking move that plays out once, a hold could last for any amount
of time and be broken in any manner - be it deliberately or accidentally. This
changes the whole way the move system works. The simple one-way animation only
applies to the beginning of a hold. After that, there needs to be a separate
animation that loops perfectly. And theoretically, there even needs to be a
third set of animations for releasing the hold (although most moves get away
with reversing the applying animation!). Given that each animation needs to be
provided in terms of the perpetrator AND the victim, just one simple hold can
consist of at least 4 files - all of which need to be held in memory should
any wrestler need to use them...

Attack Of The Clones
Although they're the most simple of all moves, the impact attacks have to work
within a similar set of circumstances. Once again, it's all an illusion that
the game has to make sense of. The animations alone tell us nothing about how
long a motion lasts, exactly where and when it connects, and what impact it
has on the victim. As with the moves, all of those details have to be
painstakingly filled in by yours truly. A key difference with attacks,
however, is that none of the movement can take place in the animation itself.
In order to preserve the characters true location, the animations have to take
place on the spot - with the travelling added later by the programming. This
is especially true of aerial moves, which could fly from anywhere to anywhere
at any height or speed! When there are that many unpredictable factors on the
scene, the science and the art have to compromise in order to adapt to the
action...

Final Thought
A lot of people criticize the range of moves in my games, and now you know why
things are so limited. I have to be the artist that carefully draws up the
animations in the first place, then the programmer that tells the game what to
do with them, and finally the designer that keeps those thousands of files
swirling around your computer without it exploding! The next time you're
watching a smooth "Gutwrench Suplex", remember that I animated every inch of
that move. The next time you're feeling the impact of a "Stunner", remember I
carefully programmed it to feel that way. And the next time you're browsing
through the move selection, remember I dedicated a morning of my life to put
each one there - and taught your computer how to execute them without breaking
its back. All while single-handedly working on every other aspect of the game!
It's in mastering all of those pieces that Wrestling Encore earns the
right to be subtitled "The Masterpiece"...

Copyright © MDickie 2000 - 2006
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