0:00:02.300,0:00:03.020 Hello. 0:00:03.020,0:00:06.640 My name is Dan, I’m an animator and this[br]is New Frame Plus. 0:00:06.640,0:00:09.660 I want to focus on another single animation today. 0:00:09.660,0:00:12.020 This one was requested by Atle Hillmann, 0:00:12.020,0:00:15.640 who recommended we have a look[br]at the mining animation in Skyrim. 0:00:15.640,0:00:17.220 So! Let's see it... 0:00:33.600,0:00:36.100 Ok, so let’s walk through what’s happening here... 0:00:36.100,0:00:40.420 If you walk up to an ore vein and press the[br]interact button, the camera will instantly 0:00:40.420,0:00:44.120 switch to a third person angle (or a slightly[br]different third person angle 0:00:44.120,0:00:46.280 if you were in third person already). 0:00:46.840,0:00:51.280 The animation seems to prefer that your character[br]be positioned in a specific spot, 0:00:51.280,0:00:55.840 so your character may also warp to a new position[br]over that camera cut. 0:00:58.160,0:01:01.440 Now, if you approached that ore vein[br]with your weapon still equipped, 0:01:01.440,0:01:04.880 that warp won’t happen until after your character puts the weapon away, 0:01:04.880,0:01:08.180 so you’ll actually see them[br]unequip the weapon in third person 0:01:08.180,0:01:10.640 and THEN see him[br]warp to that new position. 0:01:10.640,0:01:14.240 In either case, your character will go to[br]a neutral idle position. 0:01:14.240,0:01:16.860 Then your pickaxe will spawn in your character’s hand 0:01:16.860,0:01:19.580 and they will begin to play the mining animation. 0:01:19.580,0:01:25.240 This loop will play for 10-15 seconds until[br]the ore vein is depleted, 0:01:25.241,0:01:28.020 and then your character will transition back [br]to their neutral idle position, 0:01:28.020,0:01:31.740 the pickaxe will despawn and the camera[br]will return to where it began, 0:01:31.740,0:01:35.220 either your preferred third person or first person view. 0:01:35.400,0:01:38.300 Now, this animation was requested[br]with the assertion that: 0:01:39.760,0:01:42.360 And... yeah, it’s not great. 0:01:42.360,0:01:45.040 I have some guesses as to why it turned out[br]this way, 0:01:45.040,0:01:48.240 but first let’s just dig into what’s NOT working here... 0:01:48.640,0:01:53.240 To start, the animation on the character - the[br]pickaxe swinging action itself - 0:01:53.240,0:01:55.060 feels kind of mechanical. 0:01:55.060,0:01:57.980 The force of a pickaxe swing[br]should start in the body, 0:01:57.980,0:02:01.060 you should see the power happening[br]in the hips and torso, 0:02:01.060,0:02:05.360 carrying up through the arms and[br]transferring to the axe’s swinging arc. 0:02:05.480,0:02:11.260 But when you look at each of these swings, the torso[br]bend and the axe-swinging motion both start 0:02:11.269,0:02:14.340 and end at almost exactly the same time, 0:02:14.340,0:02:17.500 all the parts of the body just[br]mechanically moving at once 0:02:17.500,0:02:19.540 like an animatronic or something. 0:02:19.540,0:02:24.820 And on top of that, the entire motion[br]just feels weirdly SOFT. 0:02:26.220,0:02:29.980 Like, people hit Whack-a-Mole cabinets [br]with more force than this. 0:02:32.120,0:02:36.500 When the axe connects with the rock, it barely[br]even feels like it’s hitting something. 0:02:36.820,0:02:39.740 This doesn’t really feel like a miner we’re watching... 0:02:39.740,0:02:42.740 it feels like we’re watching a film extra who was told: 0:02:42.740,0:02:47.320 "Ok, act like you’re mining, but please PLEASE[br]don’t actually hit any of the walls. 0:02:47.320,0:02:49.580 this whole place is styrofoam, floor to ceiling.” 0:02:49.580,0:02:51.580 [Director Voice]: "Alright, action!" 0:02:55.920,0:02:57.440 [Director Voice]: "Perfect. Cut!" 0:02:57.440,0:02:59.940 Now, one big caveat worth mentioning is: 0:02:59.940,0:03:02.600 it is possible that this is modelled after some 0:03:02.600,0:03:06.400 actual pickaxe mining technique[br]that I just don’t know about. 0:03:06.400,0:03:10.549 I mean, it doesn’t match any of the pickaxe[br]mining reference I’ve been able to find, 0:03:10.549,0:03:14.960 but I’ll be the first to admit:[br]I am no expert on pickaxe use. 0:03:14.960,0:03:20.780 But even so, even if what we’re seeing here[br]IS an authentic representation of legit ore-mining 0:03:20.780,0:03:25.980 pickaxe technique, if that authentic detail[br]LOOKS and FEELS incorrect 0:03:25.980,0:03:29.940 to your average player,[br]that is still arguably a problem... 0:03:29.940,0:03:34.760 It very much depends on the type of experience[br]your game is going for, of course, but 0:03:34.760,0:03:40.780 if 90% of players are going to look at your animation[br]and mistake that authentic detail for BAD animation... 0:03:40.780,0:03:45.030 it’s at least worth considering what[br]sorts of adjustments you can make so that 0:03:45.030,0:03:48.660 the authentic detail feels[br]more correct to your audience. 0:03:49.160,0:03:52.520 Still, even if the animation on the character[br]had been totally fine, 0:03:52.520,0:03:55.820 we would still have some[br]significant jank to deal with here. 0:03:55.820,0:04:01.360 Because a lot of what makes this mining action[br]in Skyrim feel so rough isn’t even the animation itself, 0:04:01.360,0:04:04.180 but the way that animation has been implemented. 0:04:04.180,0:04:07.340 Everything that happens from the moment[br]you hit the interact button 0:04:07.340,0:04:11.500 to the moment your character starts swinging[br]the pickaxe just feels BAD. 0:04:11.500,0:04:16.240 For one, having your camera suddenly cut to[br]third person like this is really jarring. 0:04:16.340,0:04:18.600 You go from BEING your character to- 0:04:18.600,0:04:19.260 GAH 0:04:19.260,0:04:21.360 ...suddenly WATCHING yourself doing something, 0:04:21.360,0:04:24.820 like you were kicked out of your own body[br]and are now a ghost having to 0:04:24.820,0:04:28.480 spend fifteen seconds watching yourself[br]not know how to use a pickaxe. 0:04:28.540,0:04:32.380 And maybe the camera cut wouldn’t be SO[br]bad if it weren’t for the fact that your 0:04:32.380,0:04:34.880 CHARACTER changes position over that cut too 0:04:34.880,0:04:39.680 (I assume so that they can line up with the[br]invisible task point in front of that ore). 0:04:39.780,0:04:45.300 Having a simultaneous camera cut AND [br]positional change just feels really disorienting. 0:04:45.300,0:04:49.140 Worse still is your character’s transition[br]into the mining animation. 0:04:49.140,0:04:51.540 Not only do they pop to a new location 0:04:51.540,0:04:54.160 (and then spend the next 20 frames unnaturally 0:04:54.160,0:04:57.980 sliiiiding forward a little further[br]to get completely into position), 0:04:58.020,0:05:02.900 but they spend 15 of those first 20 frames[br]frozen like a mannequin. 0:05:02.900,0:05:06.240 They’re basically locked in this pose for[br]a quarter of a second 0:05:06.240,0:05:08.540 before they even START to play the animation. 0:05:08.540,0:05:13.360 And when they DO start moving, they spend[br]another 30-40 frames mechanically blending 0:05:13.370,0:05:18.139 into this “pickaxe-holding” pose before[br]they even start lining up their first swing. 0:05:18.140,0:05:23.580 There’s nearly a full second of awkward,[br]robotic transitioning into the mining animation here 0:05:23.580,0:05:27.280 (and even MORE if your character has to[br]finish putting their weapon away first) 0:05:27.280,0:05:30.860 and it is just not doing[br]the presentation of this any favors. 0:05:30.860,0:05:35.220 Even if you don’t actively notice any of[br]these individual problems in the moment, 0:05:35.220,0:05:39.660 they all add up in that first second to make the[br]whole thing subconsciously feel 0:05:39.660,0:05:41.840 really awkward somehow. 0:05:41.840,0:05:45.040 And the end of the mining animation[br]does the same thing: 0:05:45.040,0:05:49.780 The pickaxe despawns right out of your character’s[br]hands before they spend MORE THAN A SECOND 0:05:49.780,0:05:53.200 robotically blending back to that neutral idle pose. 0:05:53.200,0:05:56.900 And THEN [shwoop] they finally put your ghost[br]back in your body. 0:05:56.940,0:06:00.740 Honestly, I’d say the jank in these transitions[br]is an even bigger problem 0:06:00.740,0:06:02.520 than the mining animation itself. 0:06:02.520,0:06:07.560 Overall, it just leaves the Skyrim mining[br]experience feeling extremely unpolished. 0:06:07.560,0:06:11.880 So now that we know exactly WHAT isn’t working,[br]the next question is: 0:06:11.880,0:06:13.720 WHY would it be like this? 0:06:13.720,0:06:15.920 What could have led to it turning out this way? 0:06:15.920,0:06:19.740 Of course, the simplest answer[br](and the one most people probably jump to) 0:06:19.740,0:06:23.000 is that maybe the people involved were[br]just bad at their jobs. 0:06:23.000,0:06:24.880 And that’s always possible! 0:06:24.880,0:06:31.220 But just as often, I see lackluster or janky-looking[br]work coming from incredibly-skilled people who 0:06:31.229,0:06:33.300 ran into some sort of roadblock. 0:06:33.300,0:06:37.900 Maybe a time constraint, a technical constraint[br]or some design limitation. 0:06:38.100,0:06:42.160 Maybe the mining feature was just waaaaay[br]far down the priority list 0:06:42.160,0:06:44.940 on an already over-booked animation schedule. 0:06:44.940,0:06:49.680 Maybe they originally WANTED to make first[br]person versions of ALL of these task animations 0:06:49.689,0:06:51.940 so you wouldn’t have to experience a camera[br]change, 0:06:51.940,0:06:54.460 but then there just wasn’t time[br]in the schedule to make 0:06:54.460,0:06:57.300 TWO versions of every[br]task animation in the game. 0:06:57.310,0:07:01.040 Who knows, maybe at one point mining wasn’t[br]even planned to be a feature. 0:07:01.040,0:07:03.480 But then it got added to the game late in development 0:07:03.480,0:07:05.600 and didn’t get the polish time it needed. 0:07:05.600,0:07:07.880 Or MAYBE (and this one is a reach), but... 0:07:07.880,0:07:11.220 maybe at one point, mining or other task animations 0:07:11.220,0:07:16.340 like cooking or wood chopping weren’t intended[br]to be things the PLAYER could do! 0:07:16.340,0:07:21.040 Maybe they were originally meant to be used[br]exclusively by NPCs out in the game world, 0:07:21.050,0:07:22.760 just to make the place feel more lived in. 0:07:22.760,0:07:26.640 I can almost picture this being true just because[br]of how many of these task animations 0:07:26.640,0:07:29.740 look like they were designed to be[br]unintrusive background noise. 0:07:29.800,0:07:34.680 But then some developer had the idea to let[br]players use that NPC task system 0:07:34.680,0:07:37.500 to make stuff like alchemy and[br]blacksmithing look cooler. 0:07:37.500,0:07:43.060 And yeah, brute forcing the player camera[br]and animation system into an NPC task system 0:07:43.060,0:07:47.080 that was never meant to accommodate this[br]did result in a bunch of weird hitches, 0:07:47.080,0:07:49.920 but everybody agreed that the jank was worth it. 0:07:49.920,0:07:53.000 I could throw darts at this board all day,[br]but you get the idea. 0:07:53.080,0:07:58.240 And I wasn’t there, so I have got no idea what[br]constraints these folks were working under, BUT... 0:07:58.240,0:08:03.120 none of that really changes the fact[br]that this mining animation turned out rough. 0:08:03.940,0:08:07.660 But let’s assume for a moment[br]that it was our job to FIX this. 0:08:07.660,0:08:10.460 How might we go about making[br]this animation look better? 0:08:10.460,0:08:14.040 Well, I would start by polishing up[br]that pickaxe-swinging animation. 0:08:14.040,0:08:18.300 Really get in there, loosen it up and try[br]to make things feel less robotic. 0:08:18.300,0:08:20.420 And put some more power into that swing! 0:08:20.420,0:08:23.280 Have them raise the axe higher before bringing[br]it down, 0:08:23.280,0:08:26.380 bring that right hand further[br]down the grip as they raise it 0:08:26.380,0:08:29.020 play with the spacing[br]on the axe swing itself 0:08:29.020,0:08:31.580 so you really feel some acceleration as it drops. 0:08:31.580,0:08:35.560 Of course, if we’d rather stay true to the[br]more contained style of swinging that 0:08:35.560,0:08:40.000 Skyrim already has and not replace it with[br]a full blown wood-chopping axe swing, 0:08:40.000,0:08:41.140 I can work with that. 0:08:41.140,0:08:43.680 The character doesn’t have to put their[br]whole body into it, 0:08:43.680,0:08:46.060 but I’ve still gotta see some more OOMPH. 0:08:46.060,0:08:48.880 This character’s trying to[br]break through solid rock here. 0:08:48.880,0:08:51.860 Let’s see that pickaxe bounce off[br]the stone when it hits. 0:08:51.860,0:08:55.640 Maybe sometimes it get wedged into[br]the rock so solidly that the character 0:08:55.640,0:08:57.660 has to stop and pry it loose. 0:08:57.660,0:09:02.380 I mean, if we’re going to make the player[br]sit and watch this happen for 10-15 seconds, 0:09:02.380,0:09:05.540 we might as well throw in some[br]interesting variations to the swing 0:09:05.540,0:09:10.140 rather than having the character do what feels[br]like the exact same swing on loop. 0:09:10.140,0:09:15.120 Or, even better, let’s add a proper first[br]person version of this pickaxe animation! 0:09:15.120,0:09:18.560 Now, I didn’t mention it before, but it[br]turns out you actually CAN 0:09:18.560,0:09:20.640 mine in first person in Skyrim. 0:09:20.640,0:09:24.800 All you have to do is - instead of approaching[br]the ore and pressing the Interact button - 0:09:24.800,0:09:29.440 equip your pickaxe in your hand and attack the ore[br]with it like you would swing a sword. 0:09:29.440,0:09:33.320 I mean, this is definitely not[br]how you properly swing a pickaxe either, 0:09:33.320,0:09:37.060 but it does at least look and feel[br]a lot better as an experience. 0:09:37.060,0:09:39.780 And hey, as long as we’re[br]dreaming up waysto improve things, 0:09:39.780,0:09:41.440 why not make THIS look better! 0:09:41.440,0:09:44.180 What if there was a custom first person pickaxe swing 0:09:44.180,0:09:47.440 instead of just this default[br]one-handed attack animation? 0:09:47.440,0:09:51.720 And we could change it so that all you have[br]to do is Interact with the ore in first person 0:09:51.720,0:09:55.460 and your character automatically equips[br]the pickaxe and starts swinging! 0:09:55.460,0:09:58.980 I mean, why make the player do the busy work[br]of digging into their inventory 0:09:58.980,0:10:00.860 and equipping the pickaxe first? 0:10:00.860,0:10:04.160 Or say we WANT to keep the[br]third person view for mining... 0:10:04.160,0:10:08.620 maybe we want to keep it consistent with the[br]other random tasks you can do in this game. 0:10:08.620,0:10:12.160 Well in that case, we could[br]at the very least try to polish up 0:10:12.160,0:10:14.420 the transition into the mining animation. 0:10:14.420,0:10:16.820 Maybe instead of a jarring camera cut, 0:10:16.820,0:10:18.920 we could have the camera pull back, 0:10:18.920,0:10:21.400 do more of a zoom to that new angle? 0:10:21.400,0:10:26.880 Or we could keep the cut and just trim out[br]that sluggish, second-long robotic start and 0:10:26.880,0:10:28.780 stop animation on either end. 0:10:28.780,0:10:32.920 Maybe when you hit the Interact button, your[br]character could start raising the pickaxe 0:10:32.920,0:10:37.460 in first person, and then we’d cut to them[br]winding up for a swing in third person? 0:10:37.460,0:10:41.080 That way it could at least feel like[br]there’s a single consistent action 0:10:41.080,0:10:43.400 happening on either side of the camera cut. 0:10:43.400,0:10:46.200 There are all kinds of potential ways you[br]could go about 0:10:46.200,0:10:48.060 trying to make this animation look better. 0:10:48.060,0:10:52.880 Of course, all of the ideas I just pitched[br]assume we’re looking at a development environment 0:10:52.880,0:10:56.380 free of technical or scheduling constraints, which… 0:10:56.380,0:10:58.320 ...yeah, that rarely happens. 0:10:58.320,0:11:03.060 There are almost certainly a PLETHORA of reasons[br]why these fixes I just rattled off 0:11:03.060,0:11:04.980 wouldn’t have been feasible solutions. 0:11:04.980,0:11:08.380 Maybe tampering with the[br]camera behavior to fix THIS feature 0:11:08.380,0:11:12.180 would break the camera for a dozen other features[br]that rely on the same system. 0:11:12.180,0:11:15.620 Maybe engineering it so that your character[br]can auto-equip a pickaxe 0:11:15.620,0:11:18.900 for easier first-person mining would require [br]a week of coding time 0:11:18.900,0:11:21.260 that the programming team just could not spare. 0:11:21.260,0:11:25.900 Or maybe you just don’t have any room in[br]the schedule for additional animation work. 0:11:25.900,0:11:27.260 So it goes. 0:11:27.260,0:11:31.560 Again: actually doing the work to make this[br]stuff function and look good 0:11:31.560,0:11:36.260 in a real video game is infinitely harder than [br]picking it apart for other people’s amusement 0:11:36.260,0:11:37.280 (which is what I just did) 0:11:37.280,0:11:40.380 So no disrespect whatsoever intended [br]toward the people who 0:11:40.380,0:11:42.180 worked on this mining feature originally. 0:11:42.180,0:11:46.200 They certainly wouldn’t be the first developers[br]to experience the frustration of having a 0:11:46.200,0:11:49.640 feature or animation not turn out[br]exactly how they’d hoped. 0:11:49.640,0:11:51.480 I've been there too. Trust me. 0:11:51.480,0:11:54.180 I do hope this has been[br]at least a little educational, though! 0:11:54.180,0:11:56.020 Thanks again to Atle for the request! 0:11:56.020,0:11:59.840 If you’ve got a particular animation from[br]a game that you’d like me to talk about, 0:11:59.840,0:12:01.700 free to request it in the comments. 0:12:01.700,0:12:05.160 And subscribe if you want to see more game[br]animation videos like this one. 0:12:05.340,0:12:06.280 I’ll see ya next time!