hello and welcome to new frame plus a series about video game animation today I want to dig into the climbing animation in breath of the wild this topic was requested by asmar and if you would like to make a topic suggestion of your own then consider becoming a patron of the channel but let's not waste time here we go let's begin by breaking down this climbing system into its component parts link can climb most things in breadth of the wild so if you run yourself into just about any vertical surface link will switch from his regular ground locomotion state into his climbing state and once you are on that wall you can climb in any direction you want the foundation of this multi-directional climbing is built on a set of I'm guessing eight animation cycles climb up climb down climb left climb right and probably an animation for each of the four diagonals in between just to fill in the gaps it's hard to know exactly how many directional cycles they're using under the hood but however many there are those animation loops blend smoothly between each other as the player adjusts links climbing direction if you stop pressing in any direction link will quickly blend to an idle pose and hold position there are two mirror versions of this idle so the pose can more accurately reflect which foot moved last and it is an extremely simple idle animation just a little breathing to keep link looking alive now for the most part links body will be oriented parallel to the slope of whatever he's climbing but as the slope of the wall starts to level out you will see a link straighten up ever so slightly and his climbing will start to feel a bit like he's walking on all fours which is a really nice touch really helps that transition from climbing back to walking feel more natural now there's also some ikb ngey to keep links hands and feet connected to the climbing surface without getting too far into the fiddly technical stuff I K or inverse kinematics is a tool for making your characters animation automatically adapt to uneven terrain it's also used for a ton of other things but that's one of the most common applications you know how sometimes you run your player character up a slope or up some stairs and their feet automatically raise up to account for the uneven height of the ground that is I K and here i ka is being used to help links feet and hands connect to the uneven surface of this wall it's easiest to see this in action when you have link idle near a corner or an edge of the climbing surface you see how different that idle pose can look the I K really seems to want to keep links hands on one side of that corner of course upon very close inspection you will notice that links hands often aren't contacting the surface of the wall exactly right sometimes they'll clip through the mesh other times they'll hover just over the surface but the camera pulls so far back when you're climbing that you're rarely going to notice it so not really a big deal now that covers the basics of how the climb itself is structured but there are several supplemental pieces supporting this foundation for one thing you can make link jump while climbing sacrificing some stamina to do a quick - up the wall you can do these jumps upward diagonally and to either side and this - will even round tight corners which not super realistic obviously but appreciated anyway I would much rather him do this than jump off the mountain but you cannot - downward if you hold down on the stick and press jump link will leap directly away from the wall and enter a freefall and of course if it happens to be raining out link can also lose his grip and slide down a short ways annoying yes but it looks nice but most of the climbing systems supporting animations are used for transitioning link into and out of the climbing state in various ways for example when you first run the link at a vertical surface he will initiate his climb by jumping up the wall a little to get you started if you manually jump at that same wall link will do a little hop from wherever you contact getting you just a little more starting height at no additional stamina cost when you reach the top of a climacus link will sort of step up onto the ledge and blend into his normal standing idle dashing up to that ledge will trigger the same step-up animation if you run out of stamina while climbing link will play a few frames of this odo animation before blending into his regular falling animation and this one's arguably part of links regular ground locomotion but if you start moving him up a steep slope links Run will get more strained and intense showing the additional effort required to run up that steep surface which leads into this climbing state rather nicely even if there isn't any bespoke transition animation between the two and that's basically it for the climbing system there are tons of other ways to initiate or stop climbing and lots of other stuff that can happen while climbing but none of it is supported with additional animations there are no custom transitions into climbing from swimming or gliding for example if you reach the bottom of a climbing wall he'll just pop right from his climbing state directly into his landing animation if you take damage while climbing link will just flash red or if you take a really big hit or run out of Health while climbing link will just instantly react Dolph which never stops being funny it's kind of amazing how stripped down and simple this climbing animation system manages to be for a comparison if you look at the climbing in most Assassin's Creed games or uncharted those characters climb with more authentic physicality and their movements are tailor-made to navigate every kind of complex terrain more realistically meanwhile link just hits a vertical surface and latches on like a housefly when you get right down to it breadth of the wilds climbing animation is only slightly more robust than Ocarina of times vine climbing it's really simple but that stripped-down simplicity is what allows the game's climb anywhere designed to work when you build your climbing system around navigating specific types of terrain with specific animations it looks amazing but it often means that the player can only traverse these specific types of terrain that your character's climbing system was built to accommodate you can run across any ledge weave through any trees branches and scale any wall with conspicuously placed hand holds but try to traverse a surface that wasn't specifically designed for climbing and nope and that's fine those are still really fun climbing systems but if you're only able to traverse the terrain that the level artists specifically designed for you then it does put a cap on that sense of free exploration rather than packing the world of Hyrule with tiny crevices complex footpaths and obvious handholds this environment is filled with wide smooth surfaces which are perfect for links simple climbing animation system and sure that does mean you sacrifice some of that really cool-looking animation detail but this choice is part of what makes this world so enticing to explore because nothing feels out of reach you can climb all of this and the only thing you have to worry about is managing your stamina and finding your route it's simple and it's intuitive but despite that simplicity the thing I like most about links climbing is that it is surprisingly expressive when they requested this episode topic as Marv pointed out that one of their favorite things about climbing and breath of the wild is how you feel the effort Linc is putting into climbing that wall and I agree he is just throwing himself at this there's this great rhythmic bounce to his climb which I'm pretty sure isn't good climbing technique but that exaggerated movement sells both the effort and just the sheer determination in every step even just running up a steep slope to get to the climbing part he's working so hard I love how he's always looking in the direction of that next handhold I like how when the incline gets really steep you even start seeing these little sweat droplets which is just I don't know it's cute and when the rain causes him to slip it happens really fast but he does this panicked scramble and you can just feel the poor guy's whole body clinch like no no no no ok ok frustrating as it is to have this happen in the rain I do adore this little moment of fear I don't know what it is about Zelda game animation but somehow it's always better than the sum of its parts right like if you think about it there's very rarely anything that stands out about the animation in Zelda games I mean it usually isn't particularly flashy or stylish nothing compared to what you'd see in like a Devil May Cry it's not especially detailed or realistic certainly not in comparison to a Red Dead or an uncharted but the animation also doesn't tend to be super exaggerated or stylized either even when a particular game's art style very much is the acting animation usually isn't anything special and of course yes there are some occasional standout moments of expressive character appeal but usually the animation in Zelda games is always just like good enough it's pretty good but it is always good enough and it is always visually clear and it always functionally everything each game needs it to Zelda as a series just has this really utilitarian approach to character animation even when no one aspect of it stands out as visually impressive it always works and there is still something very charming about it I think for the climbing here if there's one addition that could really improve this it would be adding some fidgets to Lynx climbing idle idle fidgets are just such a great tool for getting a little more flavor and characterization on your player character like maybe if you leave link just hanging on the wall for a few seconds he could start looking around a little taking in the view or maybe he could look down nervously at how high up he is or okay say we'd rather keep him focused on the task at hand maybe instead of looking around he could adjust his grip slightly or try to get a more solid plant with his foot it would all be little stuff but you can get a lot of character out of touches like that those moments where the player isn't making the character do something are a perfect opportunity to let the character do something to express themselves and it kind of surprises me that the team didn't take advantage of that here but yeah taken as a whole I think breadth of the wilds climbing is extremely successful it's visually clear its expressive it feels good in your hands just incredibly solid work all around thank you again to asmar for requesting this topic if you enjoyed this and you're in the mood for a little more breadth of the Wild animation talk the other Dan who talks about game animation on YouTube also has a new video about links sword attack animations you should check it out I will link to that below anyway thank you very much for watching be sure to subscribe and consider supporting the show like all of these good folks here I will see you again soon for more new frame plus you