[{"data":1,"prerenderedAt":587},["ShallowReactive",2],{"\u002F2021-01-23-cedec-idol-master-notes-iteration":3},{"id":4,"title":5,"body":6,"date":563,"description":12,"extension":564,"meta":565,"navigation":568,"path":580,"seo":581,"stem":582,"tags":583,"__hash__":586},"blogs\u002F_legacy\u002F2021\u002F2021-01-23-cedec-idol-master-notes-iteration.md","CEDEC IdolMaster笔记-制作事例長期運用篇",{"type":7,"value":8,"toc":527},"minimark",[9,13,16,26,29,33,36,39,48,51,54,65,68,71,74,82,85,92,95,98,109,111,114,120,123,126,129,132,135,138,141,144,147,150,153,156,162,165,168,171,174,178,181,184,190,193,199,203,206,209,212,218,221,224,227,230,233,236,239,242,248,251,254,257,260,268,271,279,282,285,288,294,297,300,303,309,312,318,321,324,327,330,333,339,342,345,348,351,354,360,363,369,372,375,378,384,387,390,393,397,400,408,411,414,417,420,423,426,429,432,435,438,447,450,458,461,464,478,481,485,488,491,494,498,501,504,507,510,513,516],[10,11,12],"p",{},"CEDEC2020上Cygames关于CGSS的分享。",[10,14,15],{},"CGSS于2015年9月发布，登场角色数190人。运营到2020年，已经有了很多的迭代经验和功能进步。当前的版本中，资源数量也已经非常丰富：",[17,18,19,23],"ul",{},[20,21,22],"li",{},"SSR服装模型数400以上",[20,24,25],{},"3D MV收录曲数200以上",[10,27,28],{},"演讲的内容主要是发布后版本迭代中的一些开发经验。",[30,31,32],"h2",{"id":32},"增加演唱会的真实感",[10,34,35],{},"示例：「お願い！シンデレラ (GRAND VERSION)」",[10,37,38],{},"演唱会的真实感是什么？",[40,41,42,45],"ol",{},[20,43,44],{},"应援声",[20,46,47],{},"舞蹈之外的动作",[10,49,50],{},"应援声直接社内解决……在公司内招募志愿者的P进行收录。",[10,52,53],{},"舞蹈之外的动作，包括",[17,55,56,59,62],{},[20,57,58],{},"舞台间移动",[20,60,61],{},"向P打招呼",[20,63,64],{},"角色间交互",[10,66,67],{},"为了达到提高真实感的目标，舞台移动以及招呼动作追加了60种以上的动作。",[69,70,47],"h3",{"id":47},[10,72,73],{},"一般的MV制作流程：",[17,75,76,79],{},[20,77,78],{},"以歌曲为单位进行舞蹈摄影",[20,80,81],{},"舞蹈动作有1~5种(+a)，依据动作和表演等会有所增加",[10,83,84],{},"这里没玩过CGSS可能会有点费解，参考图片比较简单。",[10,86,87],{},[88,89],"img",{"alt":90,"src":91},"image-20210117113700856_thumb","\u002Fwp-content\u002Fuploads\u002F2021\u002F01\u002Fimage-20210117113700856_thumb.png",[10,93,94],{},"有的歌曲是所有人的动作一样的，有的则每个人都不一样。而CGSS通常是5人一组的，所以是1~5种舞动动作。",[10,96,97],{},"「お願い！シンデレラ (GRAND VERSION)」：",[17,99,100,103,106],{},[20,101,102],{},"在必要的地方进行分割摄影",[20,104,105],{},"为了突出动作的差别，即便是相似的动作也会改变表演动作多次摄影",[20,107,108],{},"舞蹈动作有3种(+60)",[69,110,64],{"id":64},[10,112,113],{},"让偶像之间进行拍手动作，但是由于身高差可能会够不到……",[10,115,116],{},[88,117],{"alt":118,"src":119},"image-20210117113816721_thumb","\u002Fwp-content\u002Fuploads\u002F2021\u002F01\u002Fimage-20210117113816721_thumb.png",[10,121,122],{},"于是引入了IK。引入IK之后就可以解决很多交互问题：",[10,124,125],{},"对于存在身高差的角色，可以在不破坏动作的情况下进行交互。例如拍手、牵手等。",[10,127,128],{},"对于与场景固定物体交互，可以让角色在同一个位置进行。例如开门、看书、上下阶梯等。",[30,130,131],{"id":131},"演奏乐器",[10,133,134],{},"示例：「Unlock Starbeat」",[69,136,137],{"id":137},"体型差别",[10,139,140],{},"为了应对身高差的问题，根据身高的比例也有对应比例的乐器。",[10,142,143],{},"由于胸围大小有SS\u002FS\u002FM\u002FL\u002FLL的五种类型，让吉他和贝斯的背带位置可以对应的调节。",[69,145,146],{"id":146},"惯用手",[10,148,149],{},"提供左撇子用的乐器版本，以及让动作在加载的时候可以反过来。",[10,151,152],{},"动作反转加载时，角色的位置会有偏差，通过对摄像的位置也添加分歧来实现。",[10,154,155],{},"针对场上角色惯用手的区别，总共有4种摄像分歧：",[10,157,158],{},[88,159],{"alt":160,"src":161},"image-20210117115550081_thumb","\u002Fwp-content\u002Fuploads\u002F2021\u002F01\u002Fimage-20210117115550081_thumb.png",[69,163,164],{"id":164},"动捕方法",[10,166,167],{},"邀请参与演唱会的乐队成员进行动作捕捉。",[10,169,170],{},"手指的动作部分会由动画师手工编辑，所以手部的动作会另外的进行捕捉。",[30,172,173],{"id":173},"其他改进",[69,175,177],{"id":176},"multi-camera","Multi Camera",[10,179,180],{},"通过多个摄像进行渲染，并使用mask进行切分。",[10,182,183],{},"大大的提高了演出效果。",[10,185,186],{},[88,187],{"alt":188,"src":189},"image-20210117120404268_thumb","\u002Fwp-content\u002Fuploads\u002F2021\u002F01\u002Fimage-20210117120404268_thumb.png",[10,191,192],{},"为了减少渲染负担，每个摄像只会渲染自己需要的那个部分。",[10,194,195],{},[88,196],{"alt":197,"src":198},"image-20210117120519515_thumb","\u002Fwp-content\u002Fuploads\u002F2021\u002F01\u002Fimage-20210117120519515_thumb.png",[69,200,202],{"id":201},"chara-motion-overwrite","Chara Motion Overwrite",[10,204,205],{},"在舞蹈的过程中，将角色的动画替换为别的动作。",[10,207,208],{},"这个其实主要是流程上的改进，原本的流程上，想要替换动作的话，就必须直接调整舞蹈数据，替换起来会很麻烦。负责摄像的人必须频繁的和负责动作的人进行交流确认，导致开发效率低下。",[10,210,211],{},"新的流程上，将动画切分成了Clip的形式，所以负责最终摄像的人就可以自由的进行调整，无需多余的交流成本。",[10,213,214],{},[88,215],{"alt":216,"src":217},"","\u002Fwp-content\u002Fuploads\u002F2021\u002F01\u002Fims-character-motion-300x75.png",[10,219,220],{},"由于这里用的示例也是「お願い！シンデレラ GRAND VERSION」，所以应当就是前面摄影优化里面提到的分割摄影。",[69,222,223],{"id":223},"风模拟",[10,225,226],{},"有风的话会增加很多真实感。",[10,228,229],{},"模拟方式并不是基于物理的，而是以发束等为单元，分开时机周期性的添加力。这样的方法可以避免头发和衣服的模拟结果出现混乱，看起来也有随机的感觉。",[10,231,232],{},"这里说是担心バラバラ，感觉对于这种动画风的物理模拟，最怕的就是穿模了……",[69,234,235],{"id":235},"时间轴分歧",[10,237,238],{},"在特定的条件下，对摄像和动作进行分歧。",[10,240,241],{},"用于实现角色固有或者特定组合才会作的特别演出。",[10,243,244],{},[88,245],{"alt":246,"src":247},"image-20210117121645737_thumb","\u002Fwp-content\u002Fuploads\u002F2021\u002F01\u002Fimage-20210117121645737_thumb.png",[30,249,250],{"id":250},"服装",[10,252,253],{},"服装对于CGSS的角色魅力表现是非常重要的。有很多服装是为了配合角色的个性而制作出来的，其中也有自带特效的衣服。",[10,255,256],{},"服装制作时有两条规则需要遵守：",[10,258,259],{},"一、模型面数和贴图数量必须在规定范围内",[17,261,262,265],{},[20,263,264],{},"基础颜色贴图一张，光照用贴图两张",[20,266,267],{},"如何在这个限制中达到表现目标就看各人的本领发挥了",[10,269,270],{},"二、必须能够对应所有的分镜、舞蹈动作",[17,272,273,276],{},[20,274,275],{},"不能在MV中出现不自然的表现",[20,277,278],{},"行走、跑步、蹲下、靠近等动作时不能穿模",[69,280,281],{"id":281},"想要带子上的彩虹和星星动起来",[10,283,284],{},"示例：CGSS４周年纪念服装",[10,286,287],{},"这里面能看到之前说到的三张贴图的作用：",[10,289,290],{},[88,291],{"alt":292,"src":293},"image-20210117123623250_thumb","\u002Fwp-content\u002Fuploads\u002F2021\u002F01\u002Fimage-20210117123623250_thumb.png",[10,295,296],{},"由于只有三张贴图所以需要将彩虹和星星的控制用信息放进去。",[10,298,299],{},"彩虹的颜色变化写到了Color贴图上",[10,301,302],{},"星星的颜色变化信息则分成RPG通道写到了Spec贴图上。",[10,304,305],{},[88,306],{"alt":307,"src":308},"image-20210117124654022_thumb","\u002Fwp-content\u002Fuploads\u002F2021\u002F01\u002Fimage-20210117124654022_thumb.png",[10,310,311],{},"最后将控制参数暴露到shader外面，就可以了",[10,313,314],{},[88,315],{"alt":316,"src":317},"image-20210117124255198_thumb","\u002Fwp-content\u002Fuploads\u002F2021\u002F01\u002Fimage-20210117124255198_thumb.png",[10,319,320],{},"还有一些其他的特殊追加处理",[10,322,323],{},"长裙：在角色的下面添加了额外的碰撞用地板",[10,325,326],{},"翅膀：在角色身上添加了碰撞球，让翅膀自动回避",[30,328,329],{"id":329},"ドレスコーデ",[10,331,332],{},"可以让玩家对服装的部件颜色进行自定义。",[10,334,335],{},[88,336],{"alt":337,"src":338},"image-20210117130416518_thumb","\u002Fwp-content\u002Fuploads\u002F2021\u002F01\u002Fimage-20210117130416518_thumb.png",[10,340,341],{},"可以调整颜色提升了表现力。",[10,343,344],{},"同时还添加了可以让所有人穿的上下可分开定制的通用服装。对于这种可拆分的通用服装，会根据体型差分制作不同的模型。",[69,346,347],{"id":347},"选色板",[10,349,350],{},"CGSS的服装贴图上包含了很多光照和阴影细节，用于体现立体感和质感，以及物体之间的投影和接触阴影，服装上的折痕阴影等。",[10,352,353],{},"对于用户自定义颜色，并不是单纯的调整一个颜色",[10,355,356],{},[88,357],{"alt":358,"src":359},"image-20210117131345087_thumb","\u002Fwp-content\u002Fuploads\u002F2021\u002F01\u002Fimage-20210117131345087_thumb.png",[10,361,362],{},"而是需要对于一个可选颜色，对应一组Diffuse(BaseColor)、Specular(光沢色)、Shadow(影色)。",[10,364,365],{},[88,366],{"alt":367,"src":368},"image-20210117131458919_thumb","\u002Fwp-content\u002Fuploads\u002F2021\u002F01\u002Fimage-20210117131458919_thumb.png",[10,370,371],{},"这样可以防止颜色出现破绽。",[69,373,374],{"id":374},"可分离通用服装",[10,376,377],{},"采用上下分离式的设计，所有角色可着装，可以添加更多的自由度",[10,379,380],{},[88,381],{"alt":382,"src":383},"image-20210117131656334_thumb","\u002Fwp-content\u002Fuploads\u002F2021\u002F01\u002Fimage-20210117131656334_thumb.png",[10,385,386],{},"采用分离式设计的主要原因是，对于同一套衣服，需要对应不同的体型准备模型。",[10,388,389],{},"当前【身長×体格×胸サイズ】共有17种，而T-Shirt就要作17x4个模型，考虑之后的服装添加的话，成本太高了。",[10,391,392],{},"分离的设计可以增加模型的通用性，同时也可以方便之后单独的添加新的部件。",[30,394,396],{"id":395},"_3dコミュ","3Dコミュ",[10,398,399],{},"アイドルマスター シンデレラガールズ スターライトスポット，应该是这个：",[10,401,402],{},[403,404,405],"a",{"href":405,"rel":406},"https:\u002F\u002Fplay.google.com\u002Fstore\u002Fapps\u002Fdetails?id=com.bandainamcoent.cgstarlightspot",[407],"nofollow",[10,409,410],{},"最长10分钟以上的场景，12个角色登场。有VR View和GYRO View两种模式。",[69,412,413],{"id":413},"偶像之间自然的交流",[10,415,416],{},"根据场景和其中的物品，让偶像之间做出复杂的交流。",[10,418,419],{},"在动捕摄影之前，事先对需要作的表演和移动路线进行预演。",[10,421,422],{},"预演可以有效的发现剧本和背景中不合理的部分，减少重新拍摄的次数，降低表演人员的负担。",[10,424,425],{},"角色和道具之间的位置的正确性，可以有效的提高表演的自然感。",[69,427,428],{"id":428},"让人感觉到偶像的真实存在",[10,430,431],{},"角色身上的音效发生点，在脸部\u002F腰\u002F右手\u002F左手\u002F脚上最大有五个。",[10,433,434],{},"使用Foley的手法，对动作音、道具音进行录制",[10,436,437],{},"引入ResonanceAudio SDK",[10,439,440,441,446],{},"添加对",[403,442,445],{"href":443,"rel":444},"https:\u002F\u002Fen.wikipedia.org\u002Fwiki\u002FAmbisonics",[407],"Ambisonics","格式环境音的支持",[10,448,449],{},"对于BGM，会根据场景采用不同的设置方式。",[17,451,452,455],{},[20,453,454],{},"像是乐屋这种的，就采用从扬声器中释放的场景内音效",[20,456,457],{},"设定上是电脑空间的话则采用场景外音效",[69,459,460],{"id":460},"表现偶像所在的世界",[10,462,463],{},"在设计预期上",[17,465,466,469,472,475],{},[20,467,468],{},"希望在场景内有很多偶像登场",[20,470,471],{},"乐屋中应当会有很多的镜子",[20,473,474],{},"特殊的世界观也希望能够体现出来",[20,476,477],{},"在较长的交流中也能够一直看下去而不需要返回现实",[10,479,480],{},"当然，为了表现出世界观，想要作的事情总是会有很多。但是必须考虑各种实现的成本。",[482,483,484],"h4",{"id":484},"内存消耗",[10,486,487],{},"10分钟的长度以及12个模型，使用到的对话数量和动作数据都很多。",[10,489,490],{},"例如3D交流第二话，总共有330个对话，470种SE。",[10,492,493],{},"对于声音，将非常驻的声音按块区分，由时间轴来触发加载，在播放完后自动卸载，减少内存消耗。",[482,495,497],{"id":496},"fps控制","FPS控制",[10,499,500],{},"希望保持在60帧",[10,502,503],{},"3D交流模式中物体太多导致FPS下降，12个模型同时渲染的负荷很重，VR模式则有额外1倍的消耗。",[10,505,506],{},"镜子：3D交流中玩家是不能移动的，对镜子内需要反射的物体进行限定，减少没有必要的绘制成本。",[69,508,509],{"id":509},"迭代效率提升",[10,511,512],{},"每一轮迭代的时间将会决定可以试错的回数，减少要素是最后的手段。",[10,514,515],{},"以MV的压力测试为例，通过Jenkins对以下的步骤进行自动化：",[17,517,518,521,524],{},[20,519,520],{},"apk\u002Fipa的资源构建",[20,522,523],{},"连结到的设备上的自动执行",[20,525,526],{},"收集执行结果到Kibana进行分析",{"title":216,"searchDepth":528,"depth":529,"links":530},2,3,[531,535,540,546,549,553],{"id":32,"depth":528,"text":32,"children":532},[533,534],{"id":47,"depth":529,"text":47},{"id":64,"depth":529,"text":64},{"id":131,"depth":528,"text":131,"children":536},[537,538,539],{"id":137,"depth":529,"text":137},{"id":146,"depth":529,"text":146},{"id":164,"depth":529,"text":164},{"id":173,"depth":528,"text":173,"children":541},[542,543,544,545],{"id":176,"depth":529,"text":177},{"id":201,"depth":529,"text":202},{"id":223,"depth":529,"text":223},{"id":235,"depth":529,"text":235},{"id":250,"depth":528,"text":250,"children":547},[548],{"id":281,"depth":529,"text":281},{"id":329,"depth":528,"text":329,"children":550},[551,552],{"id":347,"depth":529,"text":347},{"id":374,"depth":529,"text":374},{"id":395,"depth":528,"text":396,"children":554},[555,556,557,562],{"id":413,"depth":529,"text":413},{"id":428,"depth":529,"text":428},{"id":460,"depth":529,"text":460,"children":558},[559,561],{"id":484,"depth":560,"text":484},4,{"id":496,"depth":560,"text":497},{"id":509,"depth":529,"text":509},"2021-01-23","md",{"layout":566,"status":567,"published":568,"author":569,"author_login":570,"author_email":571,"author_url":572,"wordpress_id":573,"wordpress_url":574,"date_gmt":575,"excerpt":576},"post","publish",true,{"display_name":570,"login":570,"email":571,"url":572},"chaoshikari","chaoshikari@gmail.com","\u002F",3220,"\u002F?p=3220","2021-01-23 07:36:18 +0000",{"type":7,"value":577},[578],[10,579,12],{},"\u002F2021-01-23-cedec-idol-master-notes-iteration",{"title":5,"description":12},"_legacy\u002F2021\u002F2021-01-23-cedec-idol-master-notes-iteration",[584,585],"Idolmaster","CEDEC","jm5Dc1sK0GeeF9r-d9LB7WxqvxqeKgBabdHPK7vo23M",1788763178608]