0:00:01.240,0:00:05.700 Hello and welcome to New Frame Plus, a series about video game animation. 0:00:05.700,0:00:11.580 This is not news to you, but swinging around in[br]Spider-Man looks and feels amazing. 0:00:11.580,0:00:15.380 And of course it does. This is an Insomniac game.[br]Their animators are awesome. 0:00:15.389,0:00:17.939 There is tons that I could dig into here, 0:00:17.940,0:00:24.360 but today I want to focus on just one of his swing animations: the Zip-To-Point move. 0:00:25.900,0:00:28.180 Let's just look at this whole move real quick. 0:00:28.180,0:00:30.880 As soon as the player hits the commands[br]to initiate the move 0:00:30.880,0:00:34.560 Spider-man extends his arms[br]in the direction of the targeted surface, 0:00:34.560,0:00:38.200 shoots the webs, yanks himself[br]directly to that spot like a bullet, 0:00:38.200,0:00:41.619 catches himself with his hands,[br]brings his feet down just behind them 0:00:41.620,0:00:44.500 and settles into that classic Spider-Man perch. 0:00:44.500,0:00:45.860 Pretty simple right? 0:00:45.860,0:00:49.360 Now, there are essentially three phases[br]to the animation of this move. 0:00:49.500,0:00:54.380 Phase One: The Anticipation, where Spidey shoots the webs toward his destination. 0:00:54.380,0:01:00.940 The first few frames of this are actually[br]an automated blend from whatever animation[br]Spider-man was playing before. 0:01:00.940,0:01:05.840 See, the animators need to transition Spidey[br]into this anticipation pose quickly, 0:01:05.840,0:01:07.960 but they've got no way of knowing exactly 0:01:08.040,0:01:12.640 what pose Spider-man was in at the moment the player entered the Zip-To-Point command. 0:01:12.640,0:01:17.700 They could theoretically just have him snap [br]to that new pose the instant the player hits the button 0:01:17.700,0:01:20.700 But it would also look kind of unnatural physically 0:01:20.700,0:01:27.240 So instead, they spend the first fraction of a second linearly blending from Spider-Man's previous animation 0:01:27.240,0:01:30.740 into this new one,[br]just to smooth that transition out a little. 0:01:30.740,0:01:36.160 This is something that you'll see[br]most games do to smooth the transitions[br]from one animation to another 0:01:36.160,0:01:38.900 Now, because that blend is somewhat automated, 0:01:38.900,0:01:44.060 this is the spot where you're likely to see the most jank, especially when played back in slow motion. 0:01:44.060,0:01:46.800 Notice how Spidey's orientation to the ground 0:01:46.800,0:01:50.860 changes rapidly (and kind of unnaturally) [br]over the course of just a few frames. 0:01:50.860,0:01:55.120 It's a bit of jank that the player is likely to FEEL rather than SEE. 0:01:55.120,0:01:58.820 This brings us to the anticipation pose itself,[br]which is really nice. 0:01:58.820,0:02:01.680 Spider-Man's arms are extended toward his destination, 0:02:01.680,0:02:05.700 which both communicates direction[br]and clearly shows his intent. 0:02:05.700,0:02:11.560 His body is also curled up into a ball which is going to contrast really wonderfully with what happens next... 0:02:11.560,0:02:16.040 Phase Two: The Action, in which Spider-Man launches toward his destination. 0:02:16.040,0:02:19.100 He yanks on the webs and stretches out his body completely. 0:02:19.120,0:02:21.940 He's like a dart or an arrow shooting at his target. 0:02:21.940,0:02:27.980 And the contrast between the curled-up anticipation and THIS gives just a wonderful spring to the move. 0:02:27.980,0:02:31.300 This brings us to Phase Three: The Recovery. 0:02:31.300,0:02:34.903 As Spidey nears his destination,[br]he extends his arms to catch himself, 0:02:34.903,0:02:41.540 and you get this nice, extended,[br]overlapping bounce on his spine and his head[br]as he absorbs that forward momentum 0:02:41.540,0:02:44.240 and settles into the final resting pose 0:02:44.780,0:02:50.700 One of the things I really like[br]about this particular animation is[br]how much Squash & Stretch plays into it, 0:02:50.700,0:02:57.380 and not because Insomniac's animators[br]are noticeably warping or exaggerating [br]Spidey's physical proportions or anything. 0:02:57.380,0:03:02.100 You don't actually have to turn your character into rubber to make use of this animation principle. 0:03:02.180,0:03:07.480 Imagine animating a rubber ball springing from one point to another of its own will. 0:03:07.480,0:03:10.380 It would squish in the anticipation before the jump... 0:03:10.380,0:03:12.660 stretch as it sprang toward its target 0:03:12.660,0:03:17.340 and then squash again as it hit the target and tried to quickly stop all that momentum. 0:03:17.440,0:03:20.880 Spider-Man's body does something[br]very similar in this animation! 0:03:20.880,0:03:23.660 He curls up, launches into a stretched-out pose 0:03:23.660,0:03:27.840 and then bunches up again at the finish[br]to try to absorb all that momentum. 0:03:27.840,0:03:33.560 The other thing that I love is that, throughout all this,[br]all of the key poses are iconic Spider-Man. 0:03:33.560,0:03:37.026 The web shooting anticipation,[br]the flight, the ending perch... 0:03:37.026,0:03:40.140 even if you only have a[br]passing familiarity with this character 0:03:40.140,0:03:42.180 it all feels just right. 0:03:42.180,0:03:44.560 And one last thing worth noting about this 0:03:44.560,0:03:49.480 is just how much complexity is hidden[br]inside this one seemingly-simple move 0:03:49.640,0:03:54.660 Like, sure, you've got the three parts of this movement: the web shot, the flight and the landing. 0:03:54.660,0:03:55.760 Simple enough. 0:03:55.800,0:03:58.140 Three animations ought to cover it, right? 0:03:59.280,0:04:04.120 What if the player wants to launch Spider-Man toward a perch that ISN'T directly in front of him? 0:04:04.120,0:04:06.720 Well, you could use the same starting animation 0:04:06.720,0:04:10.780 and just have Spider-Man whip around[br]to face that new direction on the first frame, 0:04:10.780,0:04:16.220 but it would feel really unnatural, and totally ignore the momentum his current swing already had. 0:04:16.220,0:04:17.860 So, rather than doing that, 0:04:17.960,0:04:22.380 Insomniac has created a bunch of variants to that anticipation web shot. 0:04:22.380,0:04:24.860 If the player's target is off to one side 0:04:24.860,0:04:28.520 Spider-Man will twist his upper body[br]in that direction to shoot the webs, 0:04:28.520,0:04:32.400 and then transition into that same [br]stretched-out flight pose after launching. 0:04:32.400,0:04:35.420 Aha, but! What if Spider-Man isn't even flying? 0:04:35.420,0:04:38.680 What if he's just launching[br]from one perch to another perch? 0:04:38.680,0:04:42.400 Well, I guess you're gonna need an alternate starting animation for that scenario too. 0:04:42.600,0:04:47.180 But ok, what if he's perched AND[br]point-zipping to a spot behind him? 0:04:47.180,0:04:48.180 Well... dang. 0:04:48.180,0:04:51.040 I guess we need ANOTHER transition for that edge case. 0:04:51.060,0:04:56.060 All of these possible starting positions might lead[br]to the same stretched-out flying pose, 0:04:56.060,0:05:01.740 but they require different initial animations to make that transition feel organic and seamless. 0:05:01.740,0:05:04.400 BUT it's actually more complicated than even that. 0:05:04.400,0:05:05.960 Because I lied a second ago! 0:05:05.960,0:05:09.740 Those starting positions DON'T always end up[br]in the same flying pose. 0:05:09.820,0:05:13.400 Spider-Man will actually play[br]different Zip-To-Point animations 0:05:13.460,0:05:16.440 depending on how far away he is from the target. 0:05:16.440,0:05:20.460 If the target is close, he may instead do this simpler hop animation, 0:05:20.460,0:05:22.620 more like a web-assisted jump. 0:05:22.620,0:05:25.908 But okay, what if the target destination is really far away? 0:05:25.908,0:05:29.800 In that scenario, Spider-Man will do[br]this twisting flight path, 0:05:29.800,0:05:34.180 which is functionally the same as the regular one,[br]but just a little bit more visually interesting. 0:05:34.180,0:05:36.340 I don't know this for sure, but I would guess 0:05:36.340,0:05:40.600 that the animators felt that having Spidey stay in this one stretched out pose 0:05:40.600,0:05:45.720 for a really long distance Zip-To-Point move[br]felt just a bit flat and same-y. 0:05:45.720,0:05:51.740 So they put a little spin in there[br]on the long flights to keep Spider-Man feeling[br]visually interesting and dynamic. 0:05:51.760,0:05:54.320 And even the landing on this move can vary! 0:05:54.320,0:05:57.940 Not only will Spider-Man's follow-through[br]momentum-absorbing bounce 0:05:57.949,0:06:02.120 be more severe and exaggerated[br]after those long Point-Zip jumps 0:06:02.120,0:06:05.760 because he's having to recover from stopping[br]so much more forward momentum, 0:06:05.760,0:06:08.340 but there's a potential branching point here. 0:06:08.340,0:06:12.880 If the player has unlocked the Point Launch skill[br]on Spidey's talent tree, 0:06:12.880,0:06:16.680 they can press Jump immediately after Spidey's hands hit his target 0:06:16.680,0:06:19.200 to have him instead SPRING off of that target, 0:06:19.220,0:06:22.340 gaining more height and a huge burst of speed. 0:06:22.460,0:06:23.760 Think about that... 0:06:23.760,0:06:28.400 all of these variants... all of these[br]alternate versions and branching points, 0:06:28.400,0:06:33.700 and all of this animation coverage[br]just to make one single move look good. 0:06:33.920,0:06:34.840 One! 0:06:34.900,0:06:38.060 You would be surprised how common this is in game animation. 0:06:38.080,0:06:44.900 It is amazing how much work and technical complexity can go into making a gameplay move feel and look... 0:06:46.900,0:06:48.139 ...effortless. 0:06:48.139,0:06:50.880 Dog GONNIT, this game's animation looks good. 0:06:50.880,0:06:52.478 Anyway, I hope you enjoyed this! 0:06:52.479,0:06:55.779 I wanted to try doing some episodes[br]on just a single animation, 0:06:55.780,0:06:58.060 so I decided to take some requests! 0:06:58.060,0:07:00.280 Today's episode was a request from Nick Phan. 0:07:00.280,0:07:01.640 So, thank you Nick! 0:07:01.640,0:07:02.620 What about you? 0:07:02.620,0:07:05.680 Can you think of a particular animation [br]you'd like me to dig into? 0:07:05.680,0:07:07.340 Come on, any game you want. 0:07:07.340,0:07:13.660 Is there some particular combat move[br]or jump, or maybe a moment in a cutscene[br]that you'd like an episode about? 0:07:13.660,0:07:16.060 Let me know down in the comments, or on Twitter. 0:07:16.060,0:07:18.720 Maybe the next episode will be about your suggestion! 0:07:18.860,0:07:22.080 And, as always, subscribe if you want[br]to see more animation videos 0:07:22.080,0:07:27.600 and click that little bell thingy down there[br]if you want to make sure that YouTube[br]notifies you of future video releases. 0:07:27.600,0:07:30.220 Thank you for watching and I'll see you next time!