1 00:00:00,979 --> 00:00:01,739 Hey everybody! 2 00:00:01,760 --> 00:00:03,860 Welcome to New Frame Plus. 3 00:00:04,740 --> 00:00:06,780 Let’s do another animation breakdown. 4 00:00:06,797 --> 00:00:09,074 Today’s subject, by patron request: 5 00:00:09,099 --> 00:00:14,179 the inkling transformations from kid to squid to kid again in Splatoon 2. 6 00:00:14,204 --> 00:00:18,500 These are some quick little animations, but very important to the world of Splatoon. 7 00:00:18,525 --> 00:00:22,833 And they’re actually packed with entertaining detail, so let’s dive in! 8 00:00:22,858 --> 00:00:26,633 The inklings of Splatoon are a strange species of humanoid 9 00:00:26,658 --> 00:00:29,467 squid things that can change form at will. 10 00:00:29,492 --> 00:00:33,300 At any time, if the player holds down the left Z trigger, 11 00:00:33,325 --> 00:00:37,278 their inkling will quickly transform from kid... to squid. 12 00:00:37,303 --> 00:00:39,976 While in this form, the inkling can’t use their weapon, 13 00:00:40,001 --> 00:00:43,567 but they can swim quickly and stealthily through ink of their own color, 14 00:00:43,592 --> 00:00:45,500 as well as reload their ink tank. 15 00:00:45,525 --> 00:00:48,971 Release that trigger, and the squid becomes kid once more. 16 00:00:48,996 --> 00:00:50,856 Now, this “transformation” - 17 00:00:50,881 --> 00:00:53,986 as is the case with most video game character transformations - 18 00:00:54,011 --> 00:00:56,517 is really just a well-hidden model swap. 19 00:00:56,542 --> 00:01:00,277 A sneaky little switcheroo hidden behind some ink splash effects. 20 00:01:00,302 --> 00:01:03,002 But character animation IS contributing to that effect, 21 00:01:03,020 --> 00:01:07,560 so let’s go frame by frame and see if we can figure out what they’re doing... 22 00:01:07,700 --> 00:01:10,480 First, the kid-to-squid transformation. 23 00:01:10,514 --> 00:01:14,272 It’s kind of hard to tell exactly how many frames long this animation is 24 00:01:14,297 --> 00:01:17,499 on account of how smooth that blend into the idle is at the end, 25 00:01:17,524 --> 00:01:21,626 but it’s somewhere around 20-24 frames long beginning to end. 26 00:01:21,651 --> 00:01:23,967 VERY quick. Less than half a second. 27 00:01:23,992 --> 00:01:28,064 On the first frame, the kid’s body starts getting coated in a layer of ink, 28 00:01:28,089 --> 00:01:29,889 and their weapon begins shrinking. 29 00:01:29,914 --> 00:01:32,133 By frame 2, the weapon has despawned 30 00:01:32,158 --> 00:01:35,339 and the kid is starting to drop forward toward the ground. 31 00:01:35,364 --> 00:01:39,440 By frame 3, they’ve already nearly face-planted on the ground in front of them. 32 00:01:39,465 --> 00:01:42,367 They’re tucking their arms and legs underneath their body. 33 00:01:42,392 --> 00:01:46,953 Their ink canister has shrunk down and schlorped right into their torso (gross). 34 00:01:46,978 --> 00:01:50,551 And by this point, they are entirely coated in that layer of ink, 35 00:01:50,576 --> 00:01:54,863 which is going to be very important to hiding what happens next on frame 4. 36 00:01:54,888 --> 00:01:58,948 You remember how I said this transformation involves a sneaky model swap? 37 00:01:58,973 --> 00:02:01,300 Well, I lied: cause it actually involves two! 38 00:02:01,325 --> 00:02:04,901 On this frame, your custom inkling character model swaps 39 00:02:04,926 --> 00:02:07,300 for a much simpler generic model 40 00:02:07,325 --> 00:02:11,514 with a head shape somewhat resembling the squid you’re about to turn into. 41 00:02:11,539 --> 00:02:15,140 It’s a transformation mid-point; neither kid nor squid. 42 00:02:15,140 --> 00:02:16,805 A squick, if you will. 43 00:02:16,830 --> 00:02:17,969 But we’re not done yet. 44 00:02:17,994 --> 00:02:19,533 Over the next 4 frames, 45 00:02:19,558 --> 00:02:23,300 your squick tucks their arms and legs completely underneath their body 46 00:02:23,325 --> 00:02:25,200 and flops down flat on the ground 47 00:02:25,225 --> 00:02:28,554 so that their body and their squiddy little head are all you can see. 48 00:02:28,579 --> 00:02:33,250 Your humanoid blob has indeed contorted itself into an almost 49 00:02:33,275 --> 00:02:35,400 kind of squid-like shape. 50 00:02:35,425 --> 00:02:39,560 And at frame 9, your kid blob vanishes in a splash of ink. 51 00:02:39,585 --> 00:02:42,267 Now, if you’re positioned over your own ink at this point, 52 00:02:42,292 --> 00:02:45,933 than your character will effectively just disappear under the ink’s surface. 53 00:02:45,958 --> 00:02:49,189 But if you transform over dry ground, then… 54 00:02:49,214 --> 00:02:53,313 at frame 10, mostly concealed by that same ink splash, 55 00:02:53,338 --> 00:02:56,467 BOOM, your squid model finally appears. 56 00:02:56,492 --> 00:03:00,006 And then for the next 10 frames or so, the ink splash dissipates 57 00:03:00,031 --> 00:03:02,300 and your squid flops to rest on the ground, 58 00:03:02,325 --> 00:03:04,733 seamlessly blending into its idle animation. 59 00:03:04,758 --> 00:03:08,067 And I do rather like that flop of the tentacles as they settle. 60 00:03:08,092 --> 00:03:10,272 So alright! Now we are squid. 61 00:03:10,297 --> 00:03:14,975 So let's see what it look like if we release that trigger and transform back to kid... 62 00:03:15,000 --> 00:03:20,460 Now this animation is about twice as long as the first one, closer to 42-ish frames. 63 00:03:20,485 --> 00:03:24,458 On frame 1, the squid begins to shrink and tuck in on itself a little bit, 64 00:03:24,483 --> 00:03:25,895 pulling its tentacles in. 65 00:03:25,920 --> 00:03:29,758 And then on frame 2, already... BAM, the squick is back, 66 00:03:29,783 --> 00:03:31,874 limbs still tucked underneath the body. 67 00:03:31,899 --> 00:03:33,800 And this time, we’re going to get a much better look 68 00:03:33,825 --> 00:03:36,900 at what this transitional squick model can do. 69 00:03:36,925 --> 00:03:42,218 Over the course of the next 23 frames, your blob of a character is going to stand up, 70 00:03:42,243 --> 00:03:44,572 and it is wonderfully gross-looking. 71 00:03:44,597 --> 00:03:48,684 There is a LOT going on here; let me see if I can cover all of it. 72 00:03:48,709 --> 00:03:52,599 Those first few frames of this standing motion, when you go through them slowly, 73 00:03:52,624 --> 00:03:56,409 give a better glimpse at how the limbs were hidden beneath the body. 74 00:03:56,434 --> 00:03:59,667 And this is some pretty nice concealment on the animator’s part, here; 75 00:03:59,692 --> 00:04:02,667 they really had to contort this character to make that work! 76 00:04:02,692 --> 00:04:05,615 It turns out that the feet were hidden up inside the head! 77 00:04:05,640 --> 00:04:07,678 Which is clever AND gross. 78 00:04:07,703 --> 00:04:10,879 Now as the squick stands up and begins straightening their legs, 79 00:04:10,904 --> 00:04:13,069 notice how the hands stay where they are, 80 00:04:13,094 --> 00:04:16,223 tucked into the floor as the arms streeeeetch out. 81 00:04:16,248 --> 00:04:19,127 Forgive me just a brief moment of SUPER nitpicky-ness, 82 00:04:19,152 --> 00:04:23,069 but I can’t 100% decide on the intended reason for this. 83 00:04:23,094 --> 00:04:27,333 One possibility could be that the squick is meant to be using its arms to help 84 00:04:27,358 --> 00:04:28,465 push itself upright, 85 00:04:28,490 --> 00:04:30,633 but the arms straighten out a little bit too early 86 00:04:30,658 --> 00:04:33,300 to effectively look like they’re pushing against the ground; 87 00:04:33,325 --> 00:04:36,284 it really feels more to me like they’re BEING stretched. 88 00:04:36,309 --> 00:04:39,009 And that stretching makes me think that the real intent here 89 00:04:39,034 --> 00:04:42,800 was to make these tentacle-arm limb things feel like a goopy, 90 00:04:42,825 --> 00:04:46,443 shapeless ink mess under the body as it rises up from the floor, 91 00:04:46,468 --> 00:04:51,125 which is definitely the feeling that all of these wonderfully drippy splash FX are selling. 92 00:04:51,150 --> 00:04:54,700 But then, I feel like the arms feel just slightly too rigid to 93 00:04:54,725 --> 00:04:57,131 effectively read as stretchy goo. 94 00:04:57,156 --> 00:04:59,987 They feel pretty solid and plastic here, right? 95 00:05:00,012 --> 00:05:03,983 Of course, I imagine that this character rig is fairly lightweight and simple; 96 00:05:04,008 --> 00:05:07,500 the animator probably didn’t have the robust arm-shaping controls 97 00:05:07,525 --> 00:05:10,872 that you would need to make these arms feel all soft and gooey in stuff. 98 00:05:10,897 --> 00:05:15,233 And, to be even more fair, this detail comes and goes in the blink of an eye, 99 00:05:15,258 --> 00:05:18,147 so it’s really meant to be FELT more than SEEN. 100 00:05:18,172 --> 00:05:19,632 Speaking of seeing, though, 101 00:05:19,657 --> 00:05:23,112 this time we get a much better look at the squick’s weird head! 102 00:05:23,137 --> 00:05:24,567 Just look at that squid face! 103 00:05:24,655 --> 00:05:28,939 The second half of this “standing upright” motion really shows some of the scaling 104 00:05:28,992 --> 00:05:32,247 and morphing control the animators have on this squick model. 105 00:05:32,272 --> 00:05:35,214 We can see its head shrinking down to inkling size. 106 00:05:35,239 --> 00:05:36,748 Its arms are shrinking as well. 107 00:05:36,773 --> 00:05:39,711 And that really does helps to make this inkling feel squishy. 108 00:05:39,736 --> 00:05:44,433 And then, right about at frame 30, with another big ink splash to hide the seams, 109 00:05:44,458 --> 00:05:49,155 the last model swap finally happens and our custom-made kid form is back 110 00:05:49,180 --> 00:05:50,901 (although still covered in ink). 111 00:05:50,926 --> 00:05:54,767 Over the next 12 frames, the kid settles back into their idle animation 112 00:05:54,792 --> 00:05:56,722 and that ink coating starts to clear, 113 00:05:56,747 --> 00:05:58,500 but my favorite detail is how 114 00:05:58,525 --> 00:06:01,533 there’s this very slight scaling effect on their entire body, 115 00:06:01,558 --> 00:06:04,000 increasing their size for a few frames 116 00:06:04,025 --> 00:06:06,767 before shrinking them back down to their default size. 117 00:06:06,792 --> 00:06:11,103 It’s very very subtle, but AGAIN, it keeps them feeling squishy. 118 00:06:11,128 --> 00:06:13,246 Even while in humanoid kid form, 119 00:06:13,271 --> 00:06:17,770 these inklings still retain some of that malleable, squiddy bounce. I love it. 120 00:06:17,795 --> 00:06:21,333 Oh! And if you’re curious about what this animation looks like for Octolings… 121 00:06:21,358 --> 00:06:25,967 ...it’s the same! Same animation, just applied to octoling kid and squid models. 122 00:06:25,992 --> 00:06:28,992 And they even have their own unique squick model too! 123 00:06:29,017 --> 00:06:32,900 Now, there is no overstating how important the ink splash FX are 124 00:06:32,925 --> 00:06:34,561 to making this illusion work. 125 00:06:34,586 --> 00:06:38,820 Those splashes are obscuring everything they need to to hide the model swaps 126 00:06:38,845 --> 00:06:41,360 and make this transformation feel seamless. 127 00:06:41,385 --> 00:06:42,633 Really, if they wanted, 128 00:06:42,658 --> 00:06:46,201 they probably could have had this transformation just be instantaneous. 129 00:06:46,226 --> 00:06:49,111 Just an instant model swap behind a splash of ink. 130 00:06:49,136 --> 00:06:50,169 Poof! Done. 131 00:06:50,194 --> 00:06:52,200 Plenty of games do just do that. 132 00:06:52,225 --> 00:06:56,386 But, if they did, it wouldn’t FEEL like a transformation the way this does. 133 00:06:56,411 --> 00:07:00,471 All of this animation might still happen faster than you can really see in the moment, 134 00:07:00,496 --> 00:07:04,567 but having just those few frames of the inkling contorting into a new shape 135 00:07:04,592 --> 00:07:08,645 really helps to sell the FEEL of this weird creature shape shifting. 136 00:07:08,670 --> 00:07:10,233 And these animations are versatile. 137 00:07:10,284 --> 00:07:13,222 You can initiate these transformations at ANY time! 138 00:07:13,258 --> 00:07:18,000 The blending out of and then into the run animation is pretty fast, but it's clean. 139 00:07:18,025 --> 00:07:20,148 You can transform in mid air too! 140 00:07:20,173 --> 00:07:22,930 Heck, the transformation's fast enough that you can jump, 141 00:07:22,955 --> 00:07:26,960 start the transformation and then reverse it, all before hitting the ground. 142 00:07:26,985 --> 00:07:30,455 And yes, the transformation does looks a bit more awkward in mid air 143 00:07:30,480 --> 00:07:33,286 especially if you’re rapid swapping between forms like a goof, 144 00:07:33,311 --> 00:07:36,751 but it all still happens too fast to look noticeably bad, 145 00:07:36,802 --> 00:07:39,000 and - as the player controlling this character - 146 00:07:39,025 --> 00:07:43,815 having the ability to swap forms in an instant at ALL TIMES feels really great. 147 00:07:43,840 --> 00:07:47,667 I say that trading a little bit of animation polish for that responsive control 148 00:07:47,692 --> 00:07:49,582 is absolutely worthwhile. 149 00:07:49,607 --> 00:07:51,333 It usually is. 150 00:07:51,358 --> 00:07:53,074 I think these animations are great. 151 00:07:53,099 --> 00:07:55,429 They happen quickly, they look cool and gross 152 00:07:55,454 --> 00:07:58,433 and they help to contribute to this bizarre world’s fiction 153 00:07:58,458 --> 00:08:02,500 without ever getting in the way. Solid animation work all around. 154 00:08:02,525 --> 00:08:07,106 A big thank you to both Unpronounceable and dxman for suggesting this topic! 155 00:08:07,131 --> 00:08:07,926 This was fun! 156 00:08:07,951 --> 00:08:10,651 If you would like to suggest a topic for some future video, 157 00:08:10,676 --> 00:08:13,614 then consider supporting the show like all of these folks. 158 00:08:13,639 --> 00:08:17,080 Thanks for watching, I’ll see you next time! 159 00:08:17,105 --> 00:08:29,608 [music]