0:00:00.000,0:00:05.609 hello and welcome to new frame plus a 0:00:02.639,0:00:07.379 series about video game animation today 0:00:05.609,0:00:09.360 I want to dig into the climbing 0:00:07.379,0:00:11.910 animation in breath of the wild this 0:00:09.360,0:00:13.740 topic was requested by asmar and if you 0:00:11.910,0:00:15.450 would like to make a topic suggestion of 0:00:13.740,0:00:17.279 your own then consider becoming a patron 0:00:15.450,0:00:21.180 of the channel but let's not waste time 0:00:17.279,0:00:23.279 here we go let's begin by breaking down 0:00:21.180,0:00:25.949 this climbing system into its component 0:00:23.279,0:00:27.779 parts link can climb most things in 0:00:25.949,0:00:29.820 breadth of the wild so if you run 0:00:27.779,0:00:31.679 yourself into just about any vertical 0:00:29.820,0:00:34.290 surface link will switch from his 0:00:31.679,0:00:36.420 regular ground locomotion state into his 0:00:34.290,0:00:38.280 climbing state and once you are on that 0:00:36.420,0:00:40.020 wall you can climb in any direction you 0:00:38.280,0:00:42.180 want the foundation of this 0:00:40.020,0:00:44.910 multi-directional climbing is built on a 0:00:42.180,0:00:48.149 set of I'm guessing eight animation 0:00:44.910,0:00:50.430 cycles climb up climb down climb left 0:00:48.149,0:00:52.199 climb right and probably an animation 0:00:50.430,0:00:54.449 for each of the four diagonals in 0:00:52.199,0:00:55.890 between just to fill in the gaps it's 0:00:54.449,0:00:57.840 hard to know exactly how many 0:00:55.890,0:00:59.370 directional cycles they're using under 0:00:57.840,0:01:01.500 the hood but however many there are 0:00:59.370,0:01:03.840 those animation loops blend smoothly 0:01:01.500,0:01:05.909 between each other as the player adjusts 0:01:03.840,0:01:07.710 links climbing direction if you stop 0:01:05.909,0:01:10.080 pressing in any direction link will 0:01:07.710,0:01:12.540 quickly blend to an idle pose and hold 0:01:10.080,0:01:14.220 position there are two mirror versions 0:01:12.540,0:01:16.170 of this idle so the pose can more 0:01:14.220,0:01:18.570 accurately reflect which foot moved last 0:01:16.170,0:01:20.490 and it is an extremely simple idle 0:01:18.570,0:01:22.710 animation just a little breathing to 0:01:20.490,0:01:24.780 keep link looking alive now for the most 0:01:22.710,0:01:26.909 part links body will be oriented 0:01:24.780,0:01:29.009 parallel to the slope of whatever he's 0:01:26.909,0:01:31.200 climbing but as the slope of the wall 0:01:29.009,0:01:33.329 starts to level out you will see a link 0:01:31.200,0:01:34.860 straighten up ever so slightly and his 0:01:33.329,0:01:36.570 climbing will start to feel a bit like 0:01:34.860,0:01:38.220 he's walking on all fours which is a 0:01:36.570,0:01:40.229 really nice touch really helps that 0:01:38.220,0:01:42.840 transition from climbing back to walking 0:01:40.229,0:01:45.600 feel more natural now there's also some 0:01:42.840,0:01:46.799 ikb ngey to keep links hands and feet 0:01:45.600,0:01:49.439 connected to the climbing surface 0:01:46.799,0:01:51.720 without getting too far into the fiddly 0:01:49.439,0:01:53.670 technical stuff I K or inverse 0:01:51.720,0:01:56.100 kinematics is a tool for making your 0:01:53.670,0:01:58.649 characters animation automatically adapt 0:01:56.100,0:02:00.030 to uneven terrain it's also used for a 0:01:58.649,0:02:01.950 ton of other things but that's one of 0:02:00.030,0:02:03.810 the most common applications you know 0:02:01.950,0:02:06.090 how sometimes you run your player 0:02:03.810,0:02:08.369 character up a slope or up some stairs 0:02:06.090,0:02:10.200 and their feet automatically raise up to 0:02:08.369,0:02:13.050 account for the uneven height of the 0:02:10.200,0:02:13.980 ground that is I K and here i ka is 0:02:13.050,0:02:16.019 being used to 0:02:13.980,0:02:18.420 help links feet and hands connect to the 0:02:16.019,0:02:20.340 uneven surface of this wall it's easiest 0:02:18.420,0:02:22.500 to see this in action when you have link 0:02:20.340,0:02:24.269 idle near a corner or an edge of the 0:02:22.500,0:02:26.940 climbing surface you see how different 0:02:24.269,0:02:28.950 that idle pose can look the I K really 0:02:26.940,0:02:31.590 seems to want to keep links hands on one 0:02:28.950,0:02:33.450 side of that corner of course upon very 0:02:31.590,0:02:35.790 close inspection you will notice that 0:02:33.450,0:02:37.769 links hands often aren't contacting the 0:02:35.790,0:02:39.480 surface of the wall exactly right 0:02:37.769,0:02:41.459 sometimes they'll clip through the mesh 0:02:39.480,0:02:43.890 other times they'll hover just over the 0:02:41.459,0:02:45.329 surface but the camera pulls so far back 0:02:43.890,0:02:47.370 when you're climbing that you're rarely 0:02:45.329,0:02:49.650 going to notice it so not really a big 0:02:47.370,0:02:51.810 deal now that covers the basics of how 0:02:49.650,0:02:53.400 the climb itself is structured but there 0:02:51.810,0:02:55.560 are several supplemental pieces 0:02:53.400,0:02:57.540 supporting this foundation for one thing 0:02:55.560,0:03:00.030 you can make link jump while climbing 0:02:57.540,0:03:01.920 sacrificing some stamina to do a quick - 0:03:00.030,0:03:04.530 up the wall you can do these jumps 0:03:01.920,0:03:06.810 upward diagonally and to either side and 0:03:04.530,0:03:09.299 this - will even round tight corners 0:03:06.810,0:03:11.190 which not super realistic obviously but 0:03:09.299,0:03:13.500 appreciated anyway I would much rather 0:03:11.190,0:03:15.959 him do this than jump off the mountain 0:03:13.500,0:03:17.640 but you cannot - downward if you hold 0:03:15.959,0:03:19.590 down on the stick and press jump link 0:03:17.640,0:03:22.500 will leap directly away from the wall 0:03:19.590,0:03:24.450 and enter a freefall and of course if it 0:03:22.500,0:03:26.880 happens to be raining out link can also 0:03:24.450,0:03:30.060 lose his grip and slide down a short 0:03:26.880,0:03:31.950 ways annoying yes but it looks nice but 0:03:30.060,0:03:33.989 most of the climbing systems supporting 0:03:31.950,0:03:36.599 animations are used for transitioning 0:03:33.989,0:03:38.880 link into and out of the climbing state 0:03:36.599,0:03:40.769 in various ways for example when you 0:03:38.880,0:03:43.169 first run the link at a vertical surface 0:03:40.769,0:03:44.880 he will initiate his climb by jumping up 0:03:43.169,0:03:47.310 the wall a little to get you started if 0:03:44.880,0:03:49.290 you manually jump at that same wall link 0:03:47.310,0:03:51.269 will do a little hop from wherever you 0:03:49.290,0:03:53.280 contact getting you just a little more 0:03:51.269,0:03:55.169 starting height at no additional stamina 0:03:53.280,0:03:57.599 cost when you reach the top of a 0:03:55.169,0:03:59.519 climacus link will sort of step up onto 0:03:57.599,0:04:01.799 the ledge and blend into his normal 0:03:59.519,0:04:03.959 standing idle dashing up to that ledge 0:04:01.799,0:04:06.060 will trigger the same step-up animation 0:04:03.959,0:04:08.310 if you run out of stamina while climbing 0:04:06.060,0:04:10.319 link will play a few frames of this odo 0:04:08.310,0:04:12.840 animation before blending into his 0:04:10.319,0:04:14.699 regular falling animation and this one's 0:04:12.840,0:04:16.769 arguably part of links regular ground 0:04:14.699,0:04:19.139 locomotion but if you start moving him 0:04:16.769,0:04:21.239 up a steep slope links Run will get more 0:04:19.139,0:04:23.130 strained and intense showing the 0:04:21.239,0:04:25.140 additional effort required to run up 0:04:23.130,0:04:27.090 that steep surface which leads into this 0:04:25.140,0:04:27.810 climbing state rather nicely even if 0:04:27.090,0:04:29.850 there isn't any 0:04:27.810,0:04:32.880 bespoke transition animation between the 0:04:29.850,0:04:34.950 two and that's basically it for the 0:04:32.880,0:04:37.560 climbing system there are tons of other 0:04:34.950,0:04:39.030 ways to initiate or stop climbing and 0:04:37.560,0:04:40.740 lots of other stuff that can happen 0:04:39.030,0:04:42.360 while climbing but none of it is 0:04:40.740,0:04:44.940 supported with additional animations 0:04:42.360,0:04:47.280 there are no custom transitions into 0:04:44.940,0:04:49.110 climbing from swimming or gliding for 0:04:47.280,0:04:50.910 example if you reach the bottom of a 0:04:49.110,0:04:52.830 climbing wall he'll just pop right from 0:04:50.910,0:04:54.780 his climbing state directly into his 0:04:52.830,0:04:57.300 landing animation if you take damage 0:04:54.780,0:04:59.760 while climbing link will just flash red 0:04:57.300,0:05:01.380 or if you take a really big hit or run 0:04:59.760,0:05:03.690 out of Health while climbing link will 0:05:01.380,0:05:07.080 just instantly react Dolph which never 0:05:03.690,0:05:09.240 stops being funny it's kind of amazing 0:05:07.080,0:05:11.250 how stripped down and simple this 0:05:09.240,0:05:13.229 climbing animation system manages to be 0:05:11.250,0:05:15.300 for a comparison if you look at the 0:05:13.229,0:05:17.760 climbing in most Assassin's Creed games 0:05:15.300,0:05:19.860 or uncharted those characters climb with 0:05:17.760,0:05:21.810 more authentic physicality and their 0:05:19.860,0:05:24.000 movements are tailor-made to navigate 0:05:21.810,0:05:26.850 every kind of complex terrain more 0:05:24.000,0:05:28.740 realistically meanwhile link just hits a 0:05:26.850,0:05:30.780 vertical surface and latches on like a 0:05:28.740,0:05:32.370 housefly when you get right down to it 0:05:30.780,0:05:35.130 breadth of the wilds climbing animation 0:05:32.370,0:05:37.380 is only slightly more robust than 0:05:35.130,0:05:39.840 Ocarina of times vine climbing it's 0:05:37.380,0:05:41.880 really simple but that stripped-down 0:05:39.840,0:05:44.700 simplicity is what allows the game's 0:05:41.880,0:05:46.169 climb anywhere designed to work when you 0:05:44.700,0:05:48.330 build your climbing system around 0:05:46.169,0:05:50.370 navigating specific types of terrain 0:05:48.330,0:05:52.560 with specific animations it looks 0:05:50.370,0:05:54.570 amazing but it often means that the 0:05:52.560,0:05:56.250 player can only traverse these specific 0:05:54.570,0:05:58.260 types of terrain that your character's 0:05:56.250,0:06:00.630 climbing system was built to accommodate 0:05:58.260,0:06:03.210 you can run across any ledge weave 0:06:00.630,0:06:05.280 through any trees branches and scale any 0:06:03.210,0:06:07.320 wall with conspicuously placed hand 0:06:05.280,0:06:09.150 holds but try to traverse a surface that 0:06:07.320,0:06:12.030 wasn't specifically designed for 0:06:09.150,0:06:13.919 climbing and nope and that's fine those 0:06:12.030,0:06:16.500 are still really fun climbing systems 0:06:13.919,0:06:17.970 but if you're only able to traverse the 0:06:16.500,0:06:20.310 terrain that the level artists 0:06:17.970,0:06:22.560 specifically designed for you then it 0:06:20.310,0:06:25.139 does put a cap on that sense of free 0:06:22.560,0:06:27.360 exploration rather than packing the 0:06:25.139,0:06:30.090 world of Hyrule with tiny crevices 0:06:27.360,0:06:31.889 complex footpaths and obvious handholds 0:06:30.090,0:06:34.590 this environment is filled with wide 0:06:31.889,0:06:36.810 smooth surfaces which are perfect for 0:06:34.590,0:06:39.090 links simple climbing animation system 0:06:36.810,0:06:40.770 and sure that does mean you sacrifice 0:06:39.090,0:06:43.410 some of that really cool-looking 0:06:40.770,0:06:45.300 animation detail but this choice is part 0:06:43.410,0:06:47.669 of what makes this world so enticing to 0:06:45.300,0:06:50.580 explore because nothing feels out of 0:06:47.669,0:06:52.349 reach you can climb all of this and the 0:06:50.580,0:06:54.300 only thing you have to worry about is 0:06:52.349,0:06:57.509 managing your stamina and finding your 0:06:54.300,0:06:59.639 route it's simple and it's intuitive but 0:06:57.509,0:07:01.620 despite that simplicity the thing I like 0:06:59.639,0:07:03.840 most about links climbing is that it is 0:07:01.620,0:07:05.970 surprisingly expressive when they 0:07:03.840,0:07:07.800 requested this episode topic as Marv 0:07:05.970,0:07:09.300 pointed out that one of their favorite 0:07:07.800,0:07:11.460 things about climbing and breath of the 0:07:09.300,0:07:13.470 wild is how you feel the effort Linc is 0:07:11.460,0:07:15.479 putting into climbing that wall and I 0:07:13.470,0:07:17.940 agree he is just throwing himself at 0:07:15.479,0:07:20.490 this there's this great rhythmic bounce 0:07:17.940,0:07:22.050 to his climb which I'm pretty sure isn't 0:07:20.490,0:07:24.270 good climbing technique but that 0:07:22.050,0:07:26.190 exaggerated movement sells both the 0:07:24.270,0:07:29.130 effort and just the sheer determination 0:07:26.190,0:07:31.110 in every step even just running up a 0:07:29.130,0:07:33.870 steep slope to get to the climbing part 0:07:31.110,0:07:35.520 he's working so hard I love how he's 0:07:33.870,0:07:37.590 always looking in the direction of that 0:07:35.520,0:07:39.719 next handhold I like how when the 0:07:37.590,0:07:41.430 incline gets really steep you even start 0:07:39.719,0:07:43.469 seeing these little sweat droplets which 0:07:41.430,0:07:45.690 is just I don't know it's cute and when 0:07:43.469,0:07:48.030 the rain causes him to slip it happens 0:07:45.690,0:07:50.159 really fast but he does this panicked 0:07:48.030,0:07:52.500 scramble and you can just feel the poor 0:07:50.159,0:07:55.409 guy's whole body clinch like no no no no 0:07:52.500,0:07:57.539 ok ok frustrating as it is to have this 0:07:55.409,0:08:00.240 happen in the rain I do adore this 0:07:57.539,0:08:02.159 little moment of fear I don't know what 0:08:00.240,0:08:04.620 it is about Zelda game animation but 0:08:02.159,0:08:05.490 somehow it's always better than the sum 0:08:04.620,0:08:07.830 of its parts 0:08:05.490,0:08:10.349 right like if you think about it there's 0:08:07.830,0:08:12.300 very rarely anything that stands out 0:08:10.349,0:08:14.250 about the animation in Zelda games I 0:08:12.300,0:08:16.770 mean it usually isn't particularly 0:08:14.250,0:08:18.360 flashy or stylish nothing compared to 0:08:16.770,0:08:21.120 what you'd see in like a Devil May Cry 0:08:18.360,0:08:23.190 it's not especially detailed or 0:08:21.120,0:08:25.139 realistic certainly not in comparison to 0:08:23.190,0:08:27.389 a Red Dead or an uncharted but the 0:08:25.139,0:08:30.210 animation also doesn't tend to be super 0:08:27.389,0:08:32.159 exaggerated or stylized either even when 0:08:30.210,0:08:35.010 a particular game's art style very much 0:08:32.159,0:08:37.320 is the acting animation usually isn't 0:08:35.010,0:08:39.690 anything special and of course yes there 0:08:37.320,0:08:42.329 are some occasional standout moments of 0:08:39.690,0:08:44.190 expressive character appeal but usually 0:08:42.329,0:08:47.100 the animation in Zelda games is always 0:08:44.190,0:08:50.970 just like good enough it's pretty good 0:08:47.100,0:08:53.459 but it is always good enough and it is 0:08:50.970,0:08:54.600 always visually clear and it always 0:08:53.459,0:08:57.750 functionally 0:08:54.600,0:08:59.570 everything each game needs it to Zelda 0:08:57.750,0:09:01.500 as a series just has this really 0:08:59.570,0:09:04.500 utilitarian approach to character 0:09:01.500,0:09:06.630 animation even when no one aspect of it 0:09:04.500,0:09:08.340 stands out as visually impressive it 0:09:06.630,0:09:11.400 always works and there is still 0:09:08.340,0:09:13.110 something very charming about it I think 0:09:11.400,0:09:14.970 for the climbing here if there's one 0:09:13.110,0:09:17.160 addition that could really improve this 0:09:14.970,0:09:19.920 it would be adding some fidgets to Lynx 0:09:17.160,0:09:21.600 climbing idle idle fidgets are just such 0:09:19.920,0:09:23.520 a great tool for getting a little more 0:09:21.600,0:09:25.950 flavor and characterization on your 0:09:23.520,0:09:27.930 player character like maybe if you leave 0:09:25.950,0:09:29.970 link just hanging on the wall for a few 0:09:27.930,0:09:32.280 seconds he could start looking around a 0:09:29.970,0:09:34.530 little taking in the view or maybe he 0:09:32.280,0:09:37.320 could look down nervously at how high up 0:09:34.530,0:09:39.210 he is or okay say we'd rather keep him 0:09:37.320,0:09:41.010 focused on the task at hand maybe 0:09:39.210,0:09:43.350 instead of looking around he could 0:09:41.010,0:09:45.630 adjust his grip slightly or try to get a 0:09:43.350,0:09:47.700 more solid plant with his foot it would 0:09:45.630,0:09:49.290 all be little stuff but you can get a 0:09:47.700,0:09:51.120 lot of character out of touches like 0:09:49.290,0:09:53.280 that those moments where the player 0:09:51.120,0:09:55.140 isn't making the character do something 0:09:53.280,0:09:56.640 are a perfect opportunity to let the 0:09:55.140,0:09:58.860 character do something to express 0:09:56.640,0:10:00.300 themselves and it kind of surprises me 0:09:58.860,0:10:02.610 that the team didn't take advantage of 0:10:00.300,0:10:04.230 that here but yeah taken as a whole I 0:10:02.610,0:10:06.810 think breadth of the wilds climbing is 0:10:04.230,0:10:08.910 extremely successful it's visually clear 0:10:06.810,0:10:11.310 its expressive it feels good in your 0:10:08.910,0:10:13.650 hands just incredibly solid work all 0:10:11.310,0:10:15.390 around thank you again to asmar for 0:10:13.650,0:10:16.920 requesting this topic if you enjoyed 0:10:15.390,0:10:18.690 this and you're in the mood for a little 0:10:16.920,0:10:20.820 more breadth of the Wild animation talk 0:10:18.690,0:10:22.650 the other Dan who talks about game 0:10:20.820,0:10:24.300 animation on YouTube also has a new 0:10:22.650,0:10:25.830 video about links sword attack 0:10:24.300,0:10:28.230 animations you should check it out I 0:10:25.830,0:10:29.700 will link to that below anyway thank you 0:10:28.230,0:10:31.560 very much for watching be sure to 0:10:29.700,0:10:33.480 subscribe and consider supporting the 0:10:31.560,0:10:35.520 show like all of these good folks here I 0:10:33.480,0:10:38.030 will see you again soon for more new 0:10:35.520,0:10:38.030 frame plus 0:10:41.550,0:10:43.610 you