reviewing your takes on animation (60FPS follow-up)

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Published 2021-06-12
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...can you tell this video was rushed?

Chapters:
00:00 - Intro
2:12 - Comments
5:45 - Adam and Eve
6:26 - More comments
12:36 - The single biggest complaint
14:21 - Even more comments

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#sponsored #interpolation #animation

All Comments (21)
  • @JoCat
    gamers aren't oppressed but they should be
  • @billxrl4154
    "The artist's intent doesn't matter" could be shorthand for "I've never held a colored pencil in my entire life".
  • @NutyRiver
    3D modeler here: we rig models with bones (think an articulated doll) and then pose them to animate. This is automatically interpolated by the game engine. The reason we do this is for flexibility. Here’s some examples: - some games have a walking animation and a running animation, and code the game to mix between the two depending on how far you push the joystick - going in and out of animations is easier. If you move a character left or right, you can interpolate between the two motions - if you animate a character doing something like picking something up, you can make the animation additive so that the animation will work no matter whether the character is sitting, standing, running etc. you can also multiply variables so if they pick up a large object the animation will scale - running up and down a slope may require telling the computer to lift the feet up higher or lower than normal - frame rate changes So basically, flexibility is the reason! In games where you can do almost anything, you can never truly guess everything a player will do or every angle they’ll look from. So instead, animations are made to be scalable and additive for that reason. The position and rotation of bones is recorded in hard numbers. In fact, there’s a lot more math involved than you’d think. It’s not any harder or easier than 2D hand animation, just different, with different requirements (games need to run at 60fps so players can have appropriate time to react and also not get motion sick). Some stylized games (genshin, honkai, guilty gear) will have capped frame rates on their animations. But that’s an illusion. The game still runs at 60fps, but they take more care to manually cap the frames of character animations to have that level of control and intent you talked about. Sorry about the ramblings, I hope they made sense at all! Math is really the name of the game here, but it’s a tool like any other that requires skill and intent
  • @skdl_
    it's been 2 years and yet "GAMERS HAVE SEEN THE FUTURE" still makes me laugh every time
  • @flarigrar7114
    Not sure if anyone's gonna see this on an old video, but game developer here Game animations do have a base frame rate (usually 30 fps, unless it's an Arc Sys case) but the game engine sees the seconds rather than the frames. You can animate a 60 frame animation at 30 fps, but the game engine will see "This animation is 2 seconds" and show it at the game's current frame rate. I've both made my own games (small indie prototype projects, but they're in 3D) and I've made the Master Form mod for KH3, and the frame rate of KH3's (and my own) animations are 30 fps (a lot of times, individual animation files will have a setting to actually set the animation frame rate and interpolation will take over if needed, so you got that part right). Please keep in mind that this is the standpoint from a 3D dev, not 2D
  • @ceno0
    "Gamers have seen the future" Cyberpunk 2077 trailer song "hyper - spoiler" starts to play
  • @user-cy7bg5qy4k
    “Sadly not everybody alive today is James Baxter” sad not James Baxter noises
  • @luminxscent5235
    "i couldnt care less what the animator was trying to achieve" This alone defeats the whole point of animation-
  • @RatSayingWoosh
    Gameplay animator here, we animate at 30 and let engines interpolate, and sometimes it breaks animations so we add notifiers to flag parts to turn off interpolation
  • @JellyJessYT
    Your channel has given me a newfound love for brown cardboard...
  • @anotherdnb
    The problem with people who like interpolation is basically the same with AI "artists": they see art as the means to an end. It's not. Art has meaning, and if it's made a certain way, that means that the creator of said art wanted their message to be like that. It's not just a thing that you see and go "wow that looks cool" it's a way of expression, be it by creating worlds, illustrating emotions or simply sketching something, you're expressing yourself and your world.
  • @rojnx9
    This video is animated at about 0.05fps on paddlepop sticks, and looks great. We don't need higher framerates. AAAAAAAAAAHHHHH
  • @sym7434
    shoutout to the guy who implied gamers are a race
  • @SrPelo
    Who is James Baxter? sounds like a gamer
  • I read LPs as LPS and got really confused. Ah yes, Littlest Pet Shop, the most controversial and widely debated example of low frame animation.
  • As an animator, I agreed with everything you said in the last video about interpolation. But in this video, I still agree