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