1 00:00:00,000 --> 00:00:05,609 hello and welcome to new frame plus a 2 00:00:02,639 --> 00:00:07,379 series about video game animation today 3 00:00:05,609 --> 00:00:09,360 I want to dig into the climbing 4 00:00:07,379 --> 00:00:11,910 animation in breath of the wild this 5 00:00:09,360 --> 00:00:13,740 topic was requested by asmar and if you 6 00:00:11,910 --> 00:00:15,450 would like to make a topic suggestion of 7 00:00:13,740 --> 00:00:17,279 your own then consider becoming a patron 8 00:00:15,450 --> 00:00:21,180 of the channel but let's not waste time 9 00:00:17,279 --> 00:00:23,279 here we go let's begin by breaking down 10 00:00:21,180 --> 00:00:25,949 this climbing system into its component 11 00:00:23,279 --> 00:00:27,779 parts link can climb most things in 12 00:00:25,949 --> 00:00:29,820 breadth of the wild so if you run 13 00:00:27,779 --> 00:00:31,679 yourself into just about any vertical 14 00:00:29,820 --> 00:00:34,290 surface link will switch from his 15 00:00:31,679 --> 00:00:36,420 regular ground locomotion state into his 16 00:00:34,290 --> 00:00:38,280 climbing state and once you are on that 17 00:00:36,420 --> 00:00:40,020 wall you can climb in any direction you 18 00:00:38,280 --> 00:00:42,180 want the foundation of this 19 00:00:40,020 --> 00:00:44,910 multi-directional climbing is built on a 20 00:00:42,180 --> 00:00:48,149 set of I'm guessing eight animation 21 00:00:44,910 --> 00:00:50,430 cycles climb up climb down climb left 22 00:00:48,149 --> 00:00:52,199 climb right and probably an animation 23 00:00:50,430 --> 00:00:54,449 for each of the four diagonals in 24 00:00:52,199 --> 00:00:55,890 between just to fill in the gaps it's 25 00:00:54,449 --> 00:00:57,840 hard to know exactly how many 26 00:00:55,890 --> 00:00:59,370 directional cycles they're using under 27 00:00:57,840 --> 00:01:01,500 the hood but however many there are 28 00:00:59,370 --> 00:01:03,840 those animation loops blend smoothly 29 00:01:01,500 --> 00:01:05,909 between each other as the player adjusts 30 00:01:03,840 --> 00:01:07,710 links climbing direction if you stop 31 00:01:05,909 --> 00:01:10,080 pressing in any direction link will 32 00:01:07,710 --> 00:01:12,540 quickly blend to an idle pose and hold 33 00:01:10,080 --> 00:01:14,220 position there are two mirror versions 34 00:01:12,540 --> 00:01:16,170 of this idle so the pose can more 35 00:01:14,220 --> 00:01:18,570 accurately reflect which foot moved last 36 00:01:16,170 --> 00:01:20,490 and it is an extremely simple idle 37 00:01:18,570 --> 00:01:22,710 animation just a little breathing to 38 00:01:20,490 --> 00:01:24,780 keep link looking alive now for the most 39 00:01:22,710 --> 00:01:26,909 part links body will be oriented 40 00:01:24,780 --> 00:01:29,009 parallel to the slope of whatever he's 41 00:01:26,909 --> 00:01:31,200 climbing but as the slope of the wall 42 00:01:29,009 --> 00:01:33,329 starts to level out you will see a link 43 00:01:31,200 --> 00:01:34,860 straighten up ever so slightly and his 44 00:01:33,329 --> 00:01:36,570 climbing will start to feel a bit like 45 00:01:34,860 --> 00:01:38,220 he's walking on all fours which is a 46 00:01:36,570 --> 00:01:40,229 really nice touch really helps that 47 00:01:38,220 --> 00:01:42,840 transition from climbing back to walking 48 00:01:40,229 --> 00:01:45,600 feel more natural now there's also some 49 00:01:42,840 --> 00:01:46,799 ikb ngey to keep links hands and feet 50 00:01:45,600 --> 00:01:49,439 connected to the climbing surface 51 00:01:46,799 --> 00:01:51,720 without getting too far into the fiddly 52 00:01:49,439 --> 00:01:53,670 technical stuff I K or inverse 53 00:01:51,720 --> 00:01:56,100 kinematics is a tool for making your 54 00:01:53,670 --> 00:01:58,649 characters animation automatically adapt 55 00:01:56,100 --> 00:02:00,030 to uneven terrain it's also used for a 56 00:01:58,649 --> 00:02:01,950 ton of other things but that's one of 57 00:02:00,030 --> 00:02:03,810 the most common applications you know 58 00:02:01,950 --> 00:02:06,090 how sometimes you run your player 59 00:02:03,810 --> 00:02:08,369 character up a slope or up some stairs 60 00:02:06,090 --> 00:02:10,200 and their feet automatically raise up to 61 00:02:08,369 --> 00:02:13,050 account for the uneven height of the 62 00:02:10,200 --> 00:02:13,980 ground that is I K and here i ka is 63 00:02:13,050 --> 00:02:16,019 being used to 64 00:02:13,980 --> 00:02:18,420 help links feet and hands connect to the 65 00:02:16,019 --> 00:02:20,340 uneven surface of this wall it's easiest 66 00:02:18,420 --> 00:02:22,500 to see this in action when you have link 67 00:02:20,340 --> 00:02:24,269 idle near a corner or an edge of the 68 00:02:22,500 --> 00:02:26,940 climbing surface you see how different 69 00:02:24,269 --> 00:02:28,950 that idle pose can look the I K really 70 00:02:26,940 --> 00:02:31,590 seems to want to keep links hands on one 71 00:02:28,950 --> 00:02:33,450 side of that corner of course upon very 72 00:02:31,590 --> 00:02:35,790 close inspection you will notice that 73 00:02:33,450 --> 00:02:37,769 links hands often aren't contacting the 74 00:02:35,790 --> 00:02:39,480 surface of the wall exactly right 75 00:02:37,769 --> 00:02:41,459 sometimes they'll clip through the mesh 76 00:02:39,480 --> 00:02:43,890 other times they'll hover just over the 77 00:02:41,459 --> 00:02:45,329 surface but the camera pulls so far back 78 00:02:43,890 --> 00:02:47,370 when you're climbing that you're rarely 79 00:02:45,329 --> 00:02:49,650 going to notice it so not really a big 80 00:02:47,370 --> 00:02:51,810 deal now that covers the basics of how 81 00:02:49,650 --> 00:02:53,400 the climb itself is structured but there 82 00:02:51,810 --> 00:02:55,560 are several supplemental pieces 83 00:02:53,400 --> 00:02:57,540 supporting this foundation for one thing 84 00:02:55,560 --> 00:03:00,030 you can make link jump while climbing 85 00:02:57,540 --> 00:03:01,920 sacrificing some stamina to do a quick - 86 00:03:00,030 --> 00:03:04,530 up the wall you can do these jumps 87 00:03:01,920 --> 00:03:06,810 upward diagonally and to either side and 88 00:03:04,530 --> 00:03:09,299 this - will even round tight corners 89 00:03:06,810 --> 00:03:11,190 which not super realistic obviously but 90 00:03:09,299 --> 00:03:13,500 appreciated anyway I would much rather 91 00:03:11,190 --> 00:03:15,959 him do this than jump off the mountain 92 00:03:13,500 --> 00:03:17,640 but you cannot - downward if you hold 93 00:03:15,959 --> 00:03:19,590 down on the stick and press jump link 94 00:03:17,640 --> 00:03:22,500 will leap directly away from the wall 95 00:03:19,590 --> 00:03:24,450 and enter a freefall and of course if it 96 00:03:22,500 --> 00:03:26,880 happens to be raining out link can also 97 00:03:24,450 --> 00:03:30,060 lose his grip and slide down a short 98 00:03:26,880 --> 00:03:31,950 ways annoying yes but it looks nice but 99 00:03:30,060 --> 00:03:33,989 most of the climbing systems supporting 100 00:03:31,950 --> 00:03:36,599 animations are used for transitioning 101 00:03:33,989 --> 00:03:38,880 link into and out of the climbing state 102 00:03:36,599 --> 00:03:40,769 in various ways for example when you 103 00:03:38,880 --> 00:03:43,169 first run the link at a vertical surface 104 00:03:40,769 --> 00:03:44,880 he will initiate his climb by jumping up 105 00:03:43,169 --> 00:03:47,310 the wall a little to get you started if 106 00:03:44,880 --> 00:03:49,290 you manually jump at that same wall link 107 00:03:47,310 --> 00:03:51,269 will do a little hop from wherever you 108 00:03:49,290 --> 00:03:53,280 contact getting you just a little more 109 00:03:51,269 --> 00:03:55,169 starting height at no additional stamina 110 00:03:53,280 --> 00:03:57,599 cost when you reach the top of a 111 00:03:55,169 --> 00:03:59,519 climacus link will sort of step up onto 112 00:03:57,599 --> 00:04:01,799 the ledge and blend into his normal 113 00:03:59,519 --> 00:04:03,959 standing idle dashing up to that ledge 114 00:04:01,799 --> 00:04:06,060 will trigger the same step-up animation 115 00:04:03,959 --> 00:04:08,310 if you run out of stamina while climbing 116 00:04:06,060 --> 00:04:10,319 link will play a few frames of this odo 117 00:04:08,310 --> 00:04:12,840 animation before blending into his 118 00:04:10,319 --> 00:04:14,699 regular falling animation and this one's 119 00:04:12,840 --> 00:04:16,769 arguably part of links regular ground 120 00:04:14,699 --> 00:04:19,139 locomotion but if you start moving him 121 00:04:16,769 --> 00:04:21,239 up a steep slope links Run will get more 122 00:04:19,139 --> 00:04:23,130 strained and intense showing the 123 00:04:21,239 --> 00:04:25,140 additional effort required to run up 124 00:04:23,130 --> 00:04:27,090 that steep surface which leads into this 125 00:04:25,140 --> 00:04:27,810 climbing state rather nicely even if 126 00:04:27,090 --> 00:04:29,850 there isn't any 127 00:04:27,810 --> 00:04:32,880 bespoke transition animation between the 128 00:04:29,850 --> 00:04:34,950 two and that's basically it for the 129 00:04:32,880 --> 00:04:37,560 climbing system there are tons of other 130 00:04:34,950 --> 00:04:39,030 ways to initiate or stop climbing and 131 00:04:37,560 --> 00:04:40,740 lots of other stuff that can happen 132 00:04:39,030 --> 00:04:42,360 while climbing but none of it is 133 00:04:40,740 --> 00:04:44,940 supported with additional animations 134 00:04:42,360 --> 00:04:47,280 there are no custom transitions into 135 00:04:44,940 --> 00:04:49,110 climbing from swimming or gliding for 136 00:04:47,280 --> 00:04:50,910 example if you reach the bottom of a 137 00:04:49,110 --> 00:04:52,830 climbing wall he'll just pop right from 138 00:04:50,910 --> 00:04:54,780 his climbing state directly into his 139 00:04:52,830 --> 00:04:57,300 landing animation if you take damage 140 00:04:54,780 --> 00:04:59,760 while climbing link will just flash red 141 00:04:57,300 --> 00:05:01,380 or if you take a really big hit or run 142 00:04:59,760 --> 00:05:03,690 out of Health while climbing link will 143 00:05:01,380 --> 00:05:07,080 just instantly react Dolph which never 144 00:05:03,690 --> 00:05:09,240 stops being funny it's kind of amazing 145 00:05:07,080 --> 00:05:11,250 how stripped down and simple this 146 00:05:09,240 --> 00:05:13,229 climbing animation system manages to be 147 00:05:11,250 --> 00:05:15,300 for a comparison if you look at the 148 00:05:13,229 --> 00:05:17,760 climbing in most Assassin's Creed games 149 00:05:15,300 --> 00:05:19,860 or uncharted those characters climb with 150 00:05:17,760 --> 00:05:21,810 more authentic physicality and their 151 00:05:19,860 --> 00:05:24,000 movements are tailor-made to navigate 152 00:05:21,810 --> 00:05:26,850 every kind of complex terrain more 153 00:05:24,000 --> 00:05:28,740 realistically meanwhile link just hits a 154 00:05:26,850 --> 00:05:30,780 vertical surface and latches on like a 155 00:05:28,740 --> 00:05:32,370 housefly when you get right down to it 156 00:05:30,780 --> 00:05:35,130 breadth of the wilds climbing animation 157 00:05:32,370 --> 00:05:37,380 is only slightly more robust than 158 00:05:35,130 --> 00:05:39,840 Ocarina of times vine climbing it's 159 00:05:37,380 --> 00:05:41,880 really simple but that stripped-down 160 00:05:39,840 --> 00:05:44,700 simplicity is what allows the game's 161 00:05:41,880 --> 00:05:46,169 climb anywhere designed to work when you 162 00:05:44,700 --> 00:05:48,330 build your climbing system around 163 00:05:46,169 --> 00:05:50,370 navigating specific types of terrain 164 00:05:48,330 --> 00:05:52,560 with specific animations it looks 165 00:05:50,370 --> 00:05:54,570 amazing but it often means that the 166 00:05:52,560 --> 00:05:56,250 player can only traverse these specific 167 00:05:54,570 --> 00:05:58,260 types of terrain that your character's 168 00:05:56,250 --> 00:06:00,630 climbing system was built to accommodate 169 00:05:58,260 --> 00:06:03,210 you can run across any ledge weave 170 00:06:00,630 --> 00:06:05,280 through any trees branches and scale any 171 00:06:03,210 --> 00:06:07,320 wall with conspicuously placed hand 172 00:06:05,280 --> 00:06:09,150 holds but try to traverse a surface that 173 00:06:07,320 --> 00:06:12,030 wasn't specifically designed for 174 00:06:09,150 --> 00:06:13,919 climbing and nope and that's fine those 175 00:06:12,030 --> 00:06:16,500 are still really fun climbing systems 176 00:06:13,919 --> 00:06:17,970 but if you're only able to traverse the 177 00:06:16,500 --> 00:06:20,310 terrain that the level artists 178 00:06:17,970 --> 00:06:22,560 specifically designed for you then it 179 00:06:20,310 --> 00:06:25,139 does put a cap on that sense of free 180 00:06:22,560 --> 00:06:27,360 exploration rather than packing the 181 00:06:25,139 --> 00:06:30,090 world of Hyrule with tiny crevices 182 00:06:27,360 --> 00:06:31,889 complex footpaths and obvious handholds 183 00:06:30,090 --> 00:06:34,590 this environment is filled with wide 184 00:06:31,889 --> 00:06:36,810 smooth surfaces which are perfect for 185 00:06:34,590 --> 00:06:39,090 links simple climbing animation system 186 00:06:36,810 --> 00:06:40,770 and sure that does mean you sacrifice 187 00:06:39,090 --> 00:06:43,410 some of that really cool-looking 188 00:06:40,770 --> 00:06:45,300 animation detail but this choice is part 189 00:06:43,410 --> 00:06:47,669 of what makes this world so enticing to 190 00:06:45,300 --> 00:06:50,580 explore because nothing feels out of 191 00:06:47,669 --> 00:06:52,349 reach you can climb all of this and the 192 00:06:50,580 --> 00:06:54,300 only thing you have to worry about is 193 00:06:52,349 --> 00:06:57,509 managing your stamina and finding your 194 00:06:54,300 --> 00:06:59,639 route it's simple and it's intuitive but 195 00:06:57,509 --> 00:07:01,620 despite that simplicity the thing I like 196 00:06:59,639 --> 00:07:03,840 most about links climbing is that it is 197 00:07:01,620 --> 00:07:05,970 surprisingly expressive when they 198 00:07:03,840 --> 00:07:07,800 requested this episode topic as Marv 199 00:07:05,970 --> 00:07:09,300 pointed out that one of their favorite 200 00:07:07,800 --> 00:07:11,460 things about climbing and breath of the 201 00:07:09,300 --> 00:07:13,470 wild is how you feel the effort Linc is 202 00:07:11,460 --> 00:07:15,479 putting into climbing that wall and I 203 00:07:13,470 --> 00:07:17,940 agree he is just throwing himself at 204 00:07:15,479 --> 00:07:20,490 this there's this great rhythmic bounce 205 00:07:17,940 --> 00:07:22,050 to his climb which I'm pretty sure isn't 206 00:07:20,490 --> 00:07:24,270 good climbing technique but that 207 00:07:22,050 --> 00:07:26,190 exaggerated movement sells both the 208 00:07:24,270 --> 00:07:29,130 effort and just the sheer determination 209 00:07:26,190 --> 00:07:31,110 in every step even just running up a 210 00:07:29,130 --> 00:07:33,870 steep slope to get to the climbing part 211 00:07:31,110 --> 00:07:35,520 he's working so hard I love how he's 212 00:07:33,870 --> 00:07:37,590 always looking in the direction of that 213 00:07:35,520 --> 00:07:39,719 next handhold I like how when the 214 00:07:37,590 --> 00:07:41,430 incline gets really steep you even start 215 00:07:39,719 --> 00:07:43,469 seeing these little sweat droplets which 216 00:07:41,430 --> 00:07:45,690 is just I don't know it's cute and when 217 00:07:43,469 --> 00:07:48,030 the rain causes him to slip it happens 218 00:07:45,690 --> 00:07:50,159 really fast but he does this panicked 219 00:07:48,030 --> 00:07:52,500 scramble and you can just feel the poor 220 00:07:50,159 --> 00:07:55,409 guy's whole body clinch like no no no no 221 00:07:52,500 --> 00:07:57,539 ok ok frustrating as it is to have this 222 00:07:55,409 --> 00:08:00,240 happen in the rain I do adore this 223 00:07:57,539 --> 00:08:02,159 little moment of fear I don't know what 224 00:08:00,240 --> 00:08:04,620 it is about Zelda game animation but 225 00:08:02,159 --> 00:08:05,490 somehow it's always better than the sum 226 00:08:04,620 --> 00:08:07,830 of its parts 227 00:08:05,490 --> 00:08:10,349 right like if you think about it there's 228 00:08:07,830 --> 00:08:12,300 very rarely anything that stands out 229 00:08:10,349 --> 00:08:14,250 about the animation in Zelda games I 230 00:08:12,300 --> 00:08:16,770 mean it usually isn't particularly 231 00:08:14,250 --> 00:08:18,360 flashy or stylish nothing compared to 232 00:08:16,770 --> 00:08:21,120 what you'd see in like a Devil May Cry 233 00:08:18,360 --> 00:08:23,190 it's not especially detailed or 234 00:08:21,120 --> 00:08:25,139 realistic certainly not in comparison to 235 00:08:23,190 --> 00:08:27,389 a Red Dead or an uncharted but the 236 00:08:25,139 --> 00:08:30,210 animation also doesn't tend to be super 237 00:08:27,389 --> 00:08:32,159 exaggerated or stylized either even when 238 00:08:30,210 --> 00:08:35,010 a particular game's art style very much 239 00:08:32,159 --> 00:08:37,320 is the acting animation usually isn't 240 00:08:35,010 --> 00:08:39,690 anything special and of course yes there 241 00:08:37,320 --> 00:08:42,329 are some occasional standout moments of 242 00:08:39,690 --> 00:08:44,190 expressive character appeal but usually 243 00:08:42,329 --> 00:08:47,100 the animation in Zelda games is always 244 00:08:44,190 --> 00:08:50,970 just like good enough it's pretty good 245 00:08:47,100 --> 00:08:53,459 but it is always good enough and it is 246 00:08:50,970 --> 00:08:54,600 always visually clear and it always 247 00:08:53,459 --> 00:08:57,750 functionally 248 00:08:54,600 --> 00:08:59,570 everything each game needs it to Zelda 249 00:08:57,750 --> 00:09:01,500 as a series just has this really 250 00:08:59,570 --> 00:09:04,500 utilitarian approach to character 251 00:09:01,500 --> 00:09:06,630 animation even when no one aspect of it 252 00:09:04,500 --> 00:09:08,340 stands out as visually impressive it 253 00:09:06,630 --> 00:09:11,400 always works and there is still 254 00:09:08,340 --> 00:09:13,110 something very charming about it I think 255 00:09:11,400 --> 00:09:14,970 for the climbing here if there's one 256 00:09:13,110 --> 00:09:17,160 addition that could really improve this 257 00:09:14,970 --> 00:09:19,920 it would be adding some fidgets to Lynx 258 00:09:17,160 --> 00:09:21,600 climbing idle idle fidgets are just such 259 00:09:19,920 --> 00:09:23,520 a great tool for getting a little more 260 00:09:21,600 --> 00:09:25,950 flavor and characterization on your 261 00:09:23,520 --> 00:09:27,930 player character like maybe if you leave 262 00:09:25,950 --> 00:09:29,970 link just hanging on the wall for a few 263 00:09:27,930 --> 00:09:32,280 seconds he could start looking around a 264 00:09:29,970 --> 00:09:34,530 little taking in the view or maybe he 265 00:09:32,280 --> 00:09:37,320 could look down nervously at how high up 266 00:09:34,530 --> 00:09:39,210 he is or okay say we'd rather keep him 267 00:09:37,320 --> 00:09:41,010 focused on the task at hand maybe 268 00:09:39,210 --> 00:09:43,350 instead of looking around he could 269 00:09:41,010 --> 00:09:45,630 adjust his grip slightly or try to get a 270 00:09:43,350 --> 00:09:47,700 more solid plant with his foot it would 271 00:09:45,630 --> 00:09:49,290 all be little stuff but you can get a 272 00:09:47,700 --> 00:09:51,120 lot of character out of touches like 273 00:09:49,290 --> 00:09:53,280 that those moments where the player 274 00:09:51,120 --> 00:09:55,140 isn't making the character do something 275 00:09:53,280 --> 00:09:56,640 are a perfect opportunity to let the 276 00:09:55,140 --> 00:09:58,860 character do something to express 277 00:09:56,640 --> 00:10:00,300 themselves and it kind of surprises me 278 00:09:58,860 --> 00:10:02,610 that the team didn't take advantage of 279 00:10:00,300 --> 00:10:04,230 that here but yeah taken as a whole I 280 00:10:02,610 --> 00:10:06,810 think breadth of the wilds climbing is 281 00:10:04,230 --> 00:10:08,910 extremely successful it's visually clear 282 00:10:06,810 --> 00:10:11,310 its expressive it feels good in your 283 00:10:08,910 --> 00:10:13,650 hands just incredibly solid work all 284 00:10:11,310 --> 00:10:15,390 around thank you again to asmar for 285 00:10:13,650 --> 00:10:16,920 requesting this topic if you enjoyed 286 00:10:15,390 --> 00:10:18,690 this and you're in the mood for a little 287 00:10:16,920 --> 00:10:20,820 more breadth of the Wild animation talk 288 00:10:18,690 --> 00:10:22,650 the other Dan who talks about game 289 00:10:20,820 --> 00:10:24,300 animation on YouTube also has a new 290 00:10:22,650 --> 00:10:25,830 video about links sword attack 291 00:10:24,300 --> 00:10:28,230 animations you should check it out I 292 00:10:25,830 --> 00:10:29,700 will link to that below anyway thank you 293 00:10:28,230 --> 00:10:31,560 very much for watching be sure to 294 00:10:29,700 --> 00:10:33,480 subscribe and consider supporting the 295 00:10:31,560 --> 00:10:35,520 show like all of these good folks here I 296 00:10:33,480 --> 00:10:38,030 will see you again soon for more new 297 00:10:35,520 --> 00:10:38,030 frame plus 298 00:10:41,550 --> 00:10:43,610 you