Artcraft — Running of the Bulls
The new male Tauren character model is here!



Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hey there everyone, I’m Steve Aguilar, lead animator for the World of Warcraft animation team. Today we’re showing off the male Tauren, and with some help from the rest of the animation team, we’re going to give you a look at the animation processes we use to bring this big guy to life.

Before we even started animating him, we already knew the Tauren was going to be a blast to work on based on all of the detail the character art team added.

As we begin applying animations, we’re extra careful not to stray too far from the original. It’s important to us to retain the essence of the original animations, because how a characters walk, move, and carry themselves help to define their personality. We use all of the original animations as a starting point, and then go through the process of cleaning them up and adding additional articulation. Let’s delve into what that process looks like.

The Re-Animator (Steve Aguilar)
The normal “stand” animation is one of the most important animations because this is what you, the player, see the majority of the time. When you stop moving or walk up to an NPC, the stand is the key pose that is being used. A huge chunk of animations also rely on this pose so they can easily transition into and out of it.

When we import the original stand animation onto the new model, we then look to see if there are any weight shifts, odd rotations, or hitches that we need to fix. After we’ve cleaned up the pose, it goes through another sanity check to see if other animations will still be able to transition into and out of this new stand pose. If we happen to change the pose too much, it can cause a domino effect and possibly harm all the existing animations.

After touching up the pose, we move on to re-animating the standard idle motion. Slight changes on how muscles move, limbs are carried, or feet hit the ground can get across a better sense of weight for whatever creature it is we’re animating. Tweaking the male Tauren was a lot of fun because we were able to add a lot more weight than the previous model had and make the Tauren feel bigger and beefier. Another thing that stood out was the lack of motion on the nose ring, braids, and especially the face. With the addition of a facial rig, we were able to get his brows, nostrils, ears, and cheeks to react with his breathing motion. Getting these subtle motions to work added so much to the simple standing pose, I imagined the Tauren looking up at me and saying "thank you."

Here’s a side-by-side comparison of the old and new models.


Next up is Kevin to talk about the face rig and what that process entails.


Face Off (Kevin “Snap ‘n’ Point” Rucker)
Since the facial animation system worked so well with the Pandaren in Mists of Pandaria, with the updated models we wanted to add the same life and emotion they deserved. In the past the character models only had a jaw bone that could be animated, but now we’re able to add movement to the brows, eyes, cheeks and mouth. We’re able to properly make them smile, look angry, and talk.

We start with a base mesh and add joints to specific spots that will allow us to mold the face. We then add influence, or “skin” the mesh to those joints and shape them into poses: jaw open, eyebrows down or furrowed, for example. We hook up those poses to main controls to make the process of animating the face faster and more cohesive between several animators. For instance, instead of having to move 9 individual joints to shape the eyebrows, we just need to touch 2 controls which include a sub-set of attributes for more detailed shaping. After that if we still need to tweak the poses, we can always go back to the original sub controls for additive fine tuning.


We also create a “face file” with several preset expressions the animators can use while working. It’s a lot faster than creating a new pose from scratch. If they need a sad or angry face, they can start from the preset ones, and then adjust from there to make it more unique.

We also create several mouth shapes, or phonemes, for use in talking animations. Again, posing the face is time consuming, so having a jump start is extremely helpful. It also makes the character feel like it was animated by one person, when there’s actually a big group of us working on them at one time.



Body Movin’ (Jeremy “Goonies never say die” Collins)
On a certain level, how you move in the game is one of the most important things you experience as a player. It’s your main interaction with the world around you. For Warlords of Draenor, we wanted to improve the locomotion of WoW’s player characters with brand new rigs. These new rigs are capable of doing so much more in terms of fidelity of motion for our characters, and we wanted to showcase that as much as possible.

Everyone who plays WoW is familiar with their character’s idle and run animations—those are the two you see the most. We wanted to really take a look at what made the old player model animations successful, and what made them so iconic. Our job was to then retain the spirit of the old animations, but clean them up so they would look epic on the new rigs. That proved to be a really fun task. Part of the joy of cleaning up an animation like the Dwarf male’s run is going back and seeing what the original animators were thinking about when they first worked on these characters. Some of these runs and walks were animated over 10 years ago!

The first thing we did when we cleaned up an animation was ask ourselves a series of questions. What are some of the areas that could use touching up? Does the center of gravity on the character feel skewed? Is the character leaning appropriately when moving in a direction? How can we shift the timing to give this animation a greater sense of weight?

All of our rigs are manipulated with the use of controllers. Controllers are curves that drive the joints the tech artists have placed that ultimately deform deform the model you see. When we open an older animation, we’re manipulating what is called "baked data." Baked animations have keys on every attribute on every frame. In some cases, it’s necessary for us to delete some keys to make the animation curves easier to manipulate. Here’s what we see inside of Maya. Every one of those colored curves represents rotation or translation of that foot controller.

Once we had identified what needed polishing we went straight into Maya and got to work. A popular method of cleaning up locomotion animations would be saving the contact poses, major breakdowns, deleting the in-betweens, and smoothing out the motion from there.


Emotes were also super fun to work on. We would often times shoot video footage of ourselves acting out emote animations for reference—and no you don’t get to see them. We’d then use that reference as a jumping off point for setting key frames in Maya.



Glass Case of Emotion: Part I (Carman“Boba Muscles” Cheung)
For the majority of the character cleanup phase, the team focuses on three main things: cloth, hair and the face. Cloth includes a front and back tabard and a cape. Hair can be anything from a back ponytail, a front ponytail, pig tails, beards of varying sizes and shapes, or a combination of all of these. We also add facial animation, which adds a lot of character and life to the model. Occasionally, we will also fix minor posing issues or any errors, like jittering.


All of our character animations are hand keyed, and not dynamically simulated within the game engine or created through motion capture. This allows us to have complete control in shaping the movement and style for each character, and it adds a unique life to the characters you can’t really get any other way.




Glass Case of Emotion: Part II (David “Coffee Corn” Edwards)
My favorite part of the entire process is adding the facial expressions, or fixing up the timing or posing of a character. It is astounding how adding a simple facial expression can instantly bring a character to life. It’s always incredibly rewarding to take an old animation and see what even small changes can do to vastly improve it.

As a contrast, the most difficult part of the process, at least for me, is having to hold myself back from wanting to fix or adjust every little thing for every single animation. Due to the sheer volume of animations that exist for player characters, our goal of having updated models in time for Warlords of Draenor, and the need to animate all the new creatures and objects going into the expansion, we have to prioritize our time. We’ve broken the cleanup passes on character revamp animations up into phases. Phase 1 has all of the locomotion animations (walk, run, etc.) as well as all the emotes and spell casts. Phase 2 deals with the combat animations (attacks, stuns, etc.), and phase 3 is a catch-all for the remaining animations (swimming, fishing, etc.). Regardless of the phase, every animation is touched in some form or fashion, but phase 1 gets the most love since those are the animations are seen the most.

At the start of each animation we always focus on cleaning up the body first, since this motion drives all of the secondary animation. Below is a video showing the finished product after it has gone through the cleanup process.



That’s All For Now (Steve Aguilar)
Thanks for reading and letting the animation team share this part of their process with you. I hope we’re doing justice to one of your beloved characters, and that you can see the amount of love we’re applying to not only the male Tauren, but the animations for all of the characters in the game. Have a great day, and you stay classy WoW players!
This article was originally published in forum thread: Artcraft — Running of the Bulls started by Boubouille View original post
Comments 229 Comments
  1. mmocce3b0014ca's Avatar
    You guys have put so much life into these new models and its absolutely astounding. It may not be like all the other super-high end graphic games but I love the unique style WoW has. Great job and a shout out to all the members of the team that have been creating these beautifully updated models. Thank you for your hard work!!!
    ~~.This.~~
  1. Mellrod's Avatar
    Not sure what people are talking about when they say he's too "disney". If they are saying the eyes look too "cute" then they don't really, he still looks ferocious or serious depending on his face expression so his eyes don't ruin the character at all, that's just nitpicking. Although this is all subjective, if they hate it that much then i there WILL be an option in graphics section to use classic model. That way you can have an awkward, puppet-mouthed, N64 Tauren with whites for eyes instead of a tauren with amazing detail in it's eyes.

    I love it atleast! You can def tell how beefy and hefty he feels in his movements such as the laughing or walking animation and his lumbering movements definitely compliment that. I think it's perfect. This is only one customization for the male tauren and there are tons of other faces, eyes, skin, etc to choose from so i doubt he will look too "cartoony" (even though that's been all of WoW's artstyle since Warcraft III...). Although I do agree that they need to have a face option with wrinkles under the yes to make them look aged and tempered with wisdom like alot of the Tauren people are.

    Anyways - it's perfect. Just like all the others! I can't wait to make a tauren warrior when these models come out! now let's hope the next one is Night Elf male or Human male please!
  1. Alayea's Avatar
    Quote Originally Posted by chazus View Post
    I'm pleased to see a lot of the work that goes into the motion design... However I find the faces.. disturbing. I think it may be an uncanny valley thing where making a 'game thing' more real makes it look freaky.

    Or may it's just the fact that the tauren now looks like something from Dreamworks. You know. That face.
    Mind = blown. I thought something was off about that face, and now I know why.


    Quote Originally Posted by Guyviroth View Post
    I think you're confusing the tauren for orcs.
    Quote Originally Posted by noam1134 View Post
    Tauren aren't supposed to look like a fierce warrior, they are calm and peaceful.
    Quote Originally Posted by Guyviroth View Post
    Because they're not billed to be proud and fierce warriors. They never have been. They're a race of nomadic bovines who seek only to live in peace in a place that they can call home. There are many warriors in tauren society, yes, but saying that their entire race are is far fetched.
    Before Cairne and the tribes that followed him crossed paths with Thrall's group, they were very much nomadic and were trying to reach their "promised land" (aka Mulgore) so they could be safe from both quilboar and centaur marauders. Once they reached Mulgore and things had settled in, they had an actual homeland. So while some individuals and tribes (Grimtotem) are still nomadic, the race in general lives in settled areas.

    That's not to say that there are no problems with their age-old enemies, however. Tauren still have to protect themselves, so how do you do that? You take a weapon and smash your enemy's face in (or use some form of magic to accomplish the same outcome). So while the tauren race is largely peaceful and friendly, it does not mutually exclude being fierce when called for.

    Additionally, one's race doesn't always reflect the individual's persona. Keep that in mind.


    Quote Originally Posted by Alenarien View Post
    First model I don't really like. Reminds me of Sully from Monsters Inc.; big, fluffy and not very scary/intimidating at all.
    That's generally my feeling on it as well, but I'm hopeful that perception will change once we get to see more of it in action.


    Quote Originally Posted by Frozenbeef View Post
    tauren, tauren, tauren, tauren, tauren, DWARF, tauren, tauren..... What's with the random nude dwarf in the images :S
    I had to pause when I saw that lonely dwarf image in the mix, but reading the blog cleared up the confusion.


    Quote Originally Posted by jdbjr3314 View Post
    Is it just me or does it bother anyone that the Tauren's head are on their chest and not on top pf their shoulders. With the old model I though they were just hunched over but the new models show it better that their head in on their chest. Could be just me though.
    I always thought that their heads were somewhat more "forward" than the other humanoid races, but still... You can really tell the difference between the old and new models.
  1. Beroendet's Avatar
    thats a fine lookin' cow im tellin you
  1. Queen of Hamsters's Avatar
    AMAZING work!!! Those expressions and animations...wow...
  1. Sylar Hao's Avatar
    I'm not gonna lie: got a boner.

    I'm so happy my main is a male tauren right now, even if it's a druid... those casting animation... EPIC!
  1. Rioo's Avatar
    Think I like. Think I liiiike.
  1. mmocd2e537c57a's Avatar
    seems all great.

    and for people fearing to be peaceful: Taurens ARE peaceful

    but in fight and emote like /fire, you will have an angry "savage Tauren". They can now animate the face and give them expressions.
  1. mmoc041784c2d8's Avatar
    My jaw dropped. This is nothing short of amazing.
  1. Jce's Avatar
    Quote Originally Posted by badaku View Post
    Yes, I know that most people like it. I just prefer the calm and serious model. I get it when gnomes look cartoonish, but seriously, tauren? It's like Jim Carrey as Batman.
    Not gonna lie, I'd totally pay to watch that.
  1. mmoc04aeeea26b's Avatar
    Best Artcraft so far, beautiful model! Now to see the females, I can't wait!
    The way his ears move in the casting animation is amazing! I found my new shaman!
  1. Baronthefirst's Avatar
    I am sorry but this version of the Tauren looks like it has no place in the Horde. They look like big cuddly animals. Not fearsome members of the Horde. Still they are very nice and I can see they have come along quite a bit.
  1. mmoc2a1fe1aaf9's Avatar
    Damn those look good. The facial expression while dancing is priceless
  1. mmoc4f888fbfc7's Avatar
    Splendid work! Looks very nice. Now if only i had a Tauren character. To Boost or not to Boost..hmm..
  1. PacMan's Avatar
    Another job well done. The animations are amazing and the flow of the character is pure gold. Loving all the work done on the new models.
  1. tss's Avatar
    Quote Originally Posted by Baronthefirst View Post
    I am sorry but this version of the Tauren looks like it has no place in the Horde. They look like big cuddly animals. Not fearsome members of the Horde. Still they are very nice and I can see they have come along quite a bit.
    Pretty funny reading that with Ryi's avatar right above it.

    He won't look so big and cuddly when he's charging at you with a retardedly huge axe. Do the Worgen not belong on the Alliance because they're all vicious and shit?

    This tempts me to go retbull again, but I'll have to wait and see what the belfs look like. I really do prefer mbelf pally.
  1. Triggers's Avatar
    Simply amazing! Blizzard's artstyle is awesome. Everyone who doesn't like it should probably go play a different game. This is Warcraft. They've have a graphical style for many years, and I'm glad they're sticking to it!
  1. Ealyssa's Avatar
    Oh god this model is just sooooooo perfect !!!!!

    Even if I now play alliance, my free 90 will now 100% go to a Tauren shaman, paladin or warrior (don't know exactly yet, will also depend on other friends rerolling).

    EPIC MODEL IS FUCKING AMAZING
  1. Stoobs's Avatar
    And...


    My computer just caught on fire.
  1. Aboubacar's Avatar
    Emote video was way too cartoony I hope they touch these up a little more because atm looks a bit ridiculous. Rest of the videos look really nice however.

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