1 00:00:02,300 --> 00:00:03,020 Hello. 2 00:00:03,020 --> 00:00:06,640 My name is Dan, I’m an animator and this is New Frame Plus. 3 00:00:06,640 --> 00:00:09,660 I want to focus on another single animation today. 4 00:00:09,660 --> 00:00:12,020 This one was requested by Atle Hillmann, 5 00:00:12,020 --> 00:00:15,640 who recommended we have a look at the mining animation in Skyrim. 6 00:00:15,640 --> 00:00:17,220 So! Let's see it... 7 00:00:33,600 --> 00:00:36,100 Ok, so let’s walk through what’s happening here... 8 00:00:36,100 --> 00:00:40,420 If you walk up to an ore vein and press the interact button, the camera will instantly 9 00:00:40,420 --> 00:00:44,120 switch to a third person angle (or a slightly different third person angle 10 00:00:44,120 --> 00:00:46,280 if you were in third person already). 11 00:00:46,840 --> 00:00:51,280 The animation seems to prefer that your character be positioned in a specific spot, 12 00:00:51,280 --> 00:00:55,840 so your character may also warp to a new position over that camera cut. 13 00:00:58,160 --> 00:01:01,440 Now, if you approached that ore vein with your weapon still equipped, 14 00:01:01,440 --> 00:01:04,880 that warp won’t happen until after your character puts the weapon away, 15 00:01:04,880 --> 00:01:08,180 so you’ll actually see them unequip the weapon in third person 16 00:01:08,180 --> 00:01:10,640 and THEN see him warp to that new position. 17 00:01:10,640 --> 00:01:14,240 In either case, your character will go to a neutral idle position. 18 00:01:14,240 --> 00:01:16,860 Then your pickaxe will spawn in your character’s hand 19 00:01:16,860 --> 00:01:19,580 and they will begin to play the mining animation. 20 00:01:19,580 --> 00:01:25,240 This loop will play for 10-15 seconds until the ore vein is depleted, 21 00:01:25,241 --> 00:01:28,020 and then your character will transition back to their neutral idle position, 22 00:01:28,020 --> 00:01:31,740 the pickaxe will despawn and the camera will return to where it began, 23 00:01:31,740 --> 00:01:35,220 either your preferred third person or first person view. 24 00:01:35,400 --> 00:01:38,300 Now, this animation was requested with the assertion that: 25 00:01:39,760 --> 00:01:42,360 And... yeah, it’s not great. 26 00:01:42,360 --> 00:01:45,040 I have some guesses as to why it turned out this way, 27 00:01:45,040 --> 00:01:48,240 but first let’s just dig into what’s NOT working here... 28 00:01:48,640 --> 00:01:53,240 To start, the animation on the character - the pickaxe swinging action itself - 29 00:01:53,240 --> 00:01:55,060 feels kind of mechanical. 30 00:01:55,060 --> 00:01:57,980 The force of a pickaxe swing should start in the body, 31 00:01:57,980 --> 00:02:01,060 you should see the power happening in the hips and torso, 32 00:02:01,060 --> 00:02:05,360 carrying up through the arms and transferring to the axe’s swinging arc. 33 00:02:05,480 --> 00:02:11,260 But when you look at each of these swings, the torso bend and the axe-swinging motion both start 34 00:02:11,269 --> 00:02:14,340 and end at almost exactly the same time, 35 00:02:14,340 --> 00:02:17,500 all the parts of the body just mechanically moving at once 36 00:02:17,500 --> 00:02:19,540 like an animatronic or something. 37 00:02:19,540 --> 00:02:24,820 And on top of that, the entire motion just feels weirdly SOFT. 38 00:02:26,220 --> 00:02:29,980 Like, people hit Whack-a-Mole cabinets with more force than this. 39 00:02:32,120 --> 00:02:36,500 When the axe connects with the rock, it barely even feels like it’s hitting something. 40 00:02:36,820 --> 00:02:39,740 This doesn’t really feel like a miner we’re watching... 41 00:02:39,740 --> 00:02:42,740 it feels like we’re watching a film extra who was told: 42 00:02:42,740 --> 00:02:47,320 "Ok, act like you’re mining, but please PLEASE don’t actually hit any of the walls. 43 00:02:47,320 --> 00:02:49,580 this whole place is styrofoam, floor to ceiling.” 44 00:02:49,580 --> 00:02:51,580 [Director Voice]: "Alright, action!" 45 00:02:55,920 --> 00:02:57,440 [Director Voice]: "Perfect. Cut!" 46 00:02:57,440 --> 00:02:59,940 Now, one big caveat worth mentioning is: 47 00:02:59,940 --> 00:03:02,600 it is possible that this is modelled after some 48 00:03:02,600 --> 00:03:06,400 actual pickaxe mining technique that I just don’t know about. 49 00:03:06,400 --> 00:03:10,549 I mean, it doesn’t match any of the pickaxe mining reference I’ve been able to find, 50 00:03:10,549 --> 00:03:14,960 but I’ll be the first to admit: I am no expert on pickaxe use. 51 00:03:14,960 --> 00:03:20,780 But even so, even if what we’re seeing here IS an authentic representation of legit ore-mining 52 00:03:20,780 --> 00:03:25,980 pickaxe technique, if that authentic detail LOOKS and FEELS incorrect 53 00:03:25,980 --> 00:03:29,940 to your average player, that is still arguably a problem... 54 00:03:29,940 --> 00:03:34,760 It very much depends on the type of experience your game is going for, of course, but 55 00:03:34,760 --> 00:03:40,780 if 90% of players are going to look at your animation and mistake that authentic detail for BAD animation... 56 00:03:40,780 --> 00:03:45,030 it’s at least worth considering what sorts of adjustments you can make so that 57 00:03:45,030 --> 00:03:48,660 the authentic detail feels more correct to your audience. 58 00:03:49,160 --> 00:03:52,520 Still, even if the animation on the character had been totally fine, 59 00:03:52,520 --> 00:03:55,820 we would still have some significant jank to deal with here. 60 00:03:55,820 --> 00:04:01,360 Because a lot of what makes this mining action in Skyrim feel so rough isn’t even the animation itself, 61 00:04:01,360 --> 00:04:04,180 but the way that animation has been implemented. 62 00:04:04,180 --> 00:04:07,340 Everything that happens from the moment you hit the interact button 63 00:04:07,340 --> 00:04:11,500 to the moment your character starts swinging the pickaxe just feels BAD. 64 00:04:11,500 --> 00:04:16,240 For one, having your camera suddenly cut to third person like this is really jarring. 65 00:04:16,340 --> 00:04:18,600 You go from BEING your character to- 66 00:04:18,600 --> 00:04:19,260 GAH 67 00:04:19,260 --> 00:04:21,360 ...suddenly WATCHING yourself doing something, 68 00:04:21,360 --> 00:04:24,820 like you were kicked out of your own body and are now a ghost having to 69 00:04:24,820 --> 00:04:28,480 spend fifteen seconds watching yourself not know how to use a pickaxe. 70 00:04:28,540 --> 00:04:32,380 And maybe the camera cut wouldn’t be SO bad if it weren’t for the fact that your 71 00:04:32,380 --> 00:04:34,880 CHARACTER changes position over that cut too 72 00:04:34,880 --> 00:04:39,680 (I assume so that they can line up with the invisible task point in front of that ore). 73 00:04:39,780 --> 00:04:45,300 Having a simultaneous camera cut AND positional change just feels really disorienting. 74 00:04:45,300 --> 00:04:49,140 Worse still is your character’s transition into the mining animation. 75 00:04:49,140 --> 00:04:51,540 Not only do they pop to a new location 76 00:04:51,540 --> 00:04:54,160 (and then spend the next 20 frames unnaturally 77 00:04:54,160 --> 00:04:57,980 sliiiiding forward a little further to get completely into position), 78 00:04:58,020 --> 00:05:02,900 but they spend 15 of those first 20 frames frozen like a mannequin. 79 00:05:02,900 --> 00:05:06,240 They’re basically locked in this pose for a quarter of a second 80 00:05:06,240 --> 00:05:08,540 before they even START to play the animation. 81 00:05:08,540 --> 00:05:13,360 And when they DO start moving, they spend another 30-40 frames mechanically blending 82 00:05:13,370 --> 00:05:18,139 into this “pickaxe-holding” pose before they even start lining up their first swing. 83 00:05:18,140 --> 00:05:23,580 There’s nearly a full second of awkward, robotic transitioning into the mining animation here 84 00:05:23,580 --> 00:05:27,280 (and even MORE if your character has to finish putting their weapon away first) 85 00:05:27,280 --> 00:05:30,860 and it is just not doing the presentation of this any favors. 86 00:05:30,860 --> 00:05:35,220 Even if you don’t actively notice any of these individual problems in the moment, 87 00:05:35,220 --> 00:05:39,660 they all add up in that first second to make the whole thing subconsciously feel 88 00:05:39,660 --> 00:05:41,840 really awkward somehow. 89 00:05:41,840 --> 00:05:45,040 And the end of the mining animation does the same thing: 90 00:05:45,040 --> 00:05:49,780 The pickaxe despawns right out of your character’s hands before they spend MORE THAN A SECOND 91 00:05:49,780 --> 00:05:53,200 robotically blending back to that neutral idle pose. 92 00:05:53,200 --> 00:05:56,900 And THEN [shwoop] they finally put your ghost back in your body. 93 00:05:56,940 --> 00:06:00,740 Honestly, I’d say the jank in these transitions is an even bigger problem 94 00:06:00,740 --> 00:06:02,520 than the mining animation itself. 95 00:06:02,520 --> 00:06:07,560 Overall, it just leaves the Skyrim mining experience feeling extremely unpolished. 96 00:06:07,560 --> 00:06:11,880 So now that we know exactly WHAT isn’t working, the next question is: 97 00:06:11,880 --> 00:06:13,720 WHY would it be like this? 98 00:06:13,720 --> 00:06:15,920 What could have led to it turning out this way? 99 00:06:15,920 --> 00:06:19,740 Of course, the simplest answer (and the one most people probably jump to) 100 00:06:19,740 --> 00:06:23,000 is that maybe the people involved were just bad at their jobs. 101 00:06:23,000 --> 00:06:24,880 And that’s always possible! 102 00:06:24,880 --> 00:06:31,220 But just as often, I see lackluster or janky-looking work coming from incredibly-skilled people who 103 00:06:31,229 --> 00:06:33,300 ran into some sort of roadblock. 104 00:06:33,300 --> 00:06:37,900 Maybe a time constraint, a technical constraint or some design limitation. 105 00:06:38,100 --> 00:06:42,160 Maybe the mining feature was just waaaaay far down the priority list 106 00:06:42,160 --> 00:06:44,940 on an already over-booked animation schedule. 107 00:06:44,940 --> 00:06:49,680 Maybe they originally WANTED to make first person versions of ALL of these task animations 108 00:06:49,689 --> 00:06:51,940 so you wouldn’t have to experience a camera change, 109 00:06:51,940 --> 00:06:54,460 but then there just wasn’t time in the schedule to make 110 00:06:54,460 --> 00:06:57,300 TWO versions of every task animation in the game. 111 00:06:57,310 --> 00:07:01,040 Who knows, maybe at one point mining wasn’t even planned to be a feature. 112 00:07:01,040 --> 00:07:03,480 But then it got added to the game late in development 113 00:07:03,480 --> 00:07:05,600 and didn’t get the polish time it needed. 114 00:07:05,600 --> 00:07:07,880 Or MAYBE (and this one is a reach), but... 115 00:07:07,880 --> 00:07:11,220 maybe at one point, mining or other task animations 116 00:07:11,220 --> 00:07:16,340 like cooking or wood chopping weren’t intended to be things the PLAYER could do! 117 00:07:16,340 --> 00:07:21,040 Maybe they were originally meant to be used exclusively by NPCs out in the game world, 118 00:07:21,050 --> 00:07:22,760 just to make the place feel more lived in. 119 00:07:22,760 --> 00:07:26,640 I can almost picture this being true just because of how many of these task animations 120 00:07:26,640 --> 00:07:29,740 look like they were designed to be unintrusive background noise. 121 00:07:29,800 --> 00:07:34,680 But then some developer had the idea to let players use that NPC task system 122 00:07:34,680 --> 00:07:37,500 to make stuff like alchemy and blacksmithing look cooler. 123 00:07:37,500 --> 00:07:43,060 And yeah, brute forcing the player camera and animation system into an NPC task system 124 00:07:43,060 --> 00:07:47,080 that was never meant to accommodate this did result in a bunch of weird hitches, 125 00:07:47,080 --> 00:07:49,920 but everybody agreed that the jank was worth it. 126 00:07:49,920 --> 00:07:53,000 I could throw darts at this board all day, but you get the idea. 127 00:07:53,080 --> 00:07:58,240 And I wasn’t there, so I have got no idea what constraints these folks were working under, BUT... 128 00:07:58,240 --> 00:08:03,120 none of that really changes the fact that this mining animation turned out rough. 129 00:08:03,940 --> 00:08:07,660 But let’s assume for a moment that it was our job to FIX this. 130 00:08:07,660 --> 00:08:10,460 How might we go about making this animation look better? 131 00:08:10,460 --> 00:08:14,040 Well, I would start by polishing up that pickaxe-swinging animation. 132 00:08:14,040 --> 00:08:18,300 Really get in there, loosen it up and try to make things feel less robotic. 133 00:08:18,300 --> 00:08:20,420 And put some more power into that swing! 134 00:08:20,420 --> 00:08:23,280 Have them raise the axe higher before bringing it down, 135 00:08:23,280 --> 00:08:26,380 bring that right hand further down the grip as they raise it 136 00:08:26,380 --> 00:08:29,020 play with the spacing on the axe swing itself 137 00:08:29,020 --> 00:08:31,580 so you really feel some acceleration as it drops. 138 00:08:31,580 --> 00:08:35,560 Of course, if we’d rather stay true to the more contained style of swinging that 139 00:08:35,560 --> 00:08:40,000 Skyrim already has and not replace it with a full blown wood-chopping axe swing, 140 00:08:40,000 --> 00:08:41,140 I can work with that. 141 00:08:41,140 --> 00:08:43,680 The character doesn’t have to put their whole body into it, 142 00:08:43,680 --> 00:08:46,060 but I’ve still gotta see some more OOMPH. 143 00:08:46,060 --> 00:08:48,880 This character’s trying to break through solid rock here. 144 00:08:48,880 --> 00:08:51,860 Let’s see that pickaxe bounce off the stone when it hits. 145 00:08:51,860 --> 00:08:55,640 Maybe sometimes it get wedged into the rock so solidly that the character 146 00:08:55,640 --> 00:08:57,660 has to stop and pry it loose. 147 00:08:57,660 --> 00:09:02,380 I mean, if we’re going to make the player sit and watch this happen for 10-15 seconds, 148 00:09:02,380 --> 00:09:05,540 we might as well throw in some interesting variations to the swing 149 00:09:05,540 --> 00:09:10,140 rather than having the character do what feels like the exact same swing on loop. 150 00:09:10,140 --> 00:09:15,120 Or, even better, let’s add a proper first person version of this pickaxe animation! 151 00:09:15,120 --> 00:09:18,560 Now, I didn’t mention it before, but it turns out you actually CAN 152 00:09:18,560 --> 00:09:20,640 mine in first person in Skyrim. 153 00:09:20,640 --> 00:09:24,800 All you have to do is - instead of approaching the ore and pressing the Interact button - 154 00:09:24,800 --> 00:09:29,440 equip your pickaxe in your hand and attack the ore with it like you would swing a sword. 155 00:09:29,440 --> 00:09:33,320 I mean, this is definitely not how you properly swing a pickaxe either, 156 00:09:33,320 --> 00:09:37,060 but it does at least look and feel a lot better as an experience. 157 00:09:37,060 --> 00:09:39,780 And hey, as long as we’re dreaming up waysto improve things, 158 00:09:39,780 --> 00:09:41,440 why not make THIS look better! 159 00:09:41,440 --> 00:09:44,180 What if there was a custom first person pickaxe swing 160 00:09:44,180 --> 00:09:47,440 instead of just this default one-handed attack animation? 161 00:09:47,440 --> 00:09:51,720 And we could change it so that all you have to do is Interact with the ore in first person 162 00:09:51,720 --> 00:09:55,460 and your character automatically equips the pickaxe and starts swinging! 163 00:09:55,460 --> 00:09:58,980 I mean, why make the player do the busy work of digging into their inventory 164 00:09:58,980 --> 00:10:00,860 and equipping the pickaxe first? 165 00:10:00,860 --> 00:10:04,160 Or say we WANT to keep the third person view for mining... 166 00:10:04,160 --> 00:10:08,620 maybe we want to keep it consistent with the other random tasks you can do in this game. 167 00:10:08,620 --> 00:10:12,160 Well in that case, we could at the very least try to polish up 168 00:10:12,160 --> 00:10:14,420 the transition into the mining animation. 169 00:10:14,420 --> 00:10:16,820 Maybe instead of a jarring camera cut, 170 00:10:16,820 --> 00:10:18,920 we could have the camera pull back, 171 00:10:18,920 --> 00:10:21,400 do more of a zoom to that new angle? 172 00:10:21,400 --> 00:10:26,880 Or we could keep the cut and just trim out that sluggish, second-long robotic start and 173 00:10:26,880 --> 00:10:28,780 stop animation on either end. 174 00:10:28,780 --> 00:10:32,920 Maybe when you hit the Interact button, your character could start raising the pickaxe 175 00:10:32,920 --> 00:10:37,460 in first person, and then we’d cut to them winding up for a swing in third person? 176 00:10:37,460 --> 00:10:41,080 That way it could at least feel like there’s a single consistent action 177 00:10:41,080 --> 00:10:43,400 happening on either side of the camera cut. 178 00:10:43,400 --> 00:10:46,200 There are all kinds of potential ways you could go about 179 00:10:46,200 --> 00:10:48,060 trying to make this animation look better. 180 00:10:48,060 --> 00:10:52,880 Of course, all of the ideas I just pitched assume we’re looking at a development environment 181 00:10:52,880 --> 00:10:56,380 free of technical or scheduling constraints, which… 182 00:10:56,380 --> 00:10:58,320 ...yeah, that rarely happens. 183 00:10:58,320 --> 00:11:03,060 There are almost certainly a PLETHORA of reasons why these fixes I just rattled off 184 00:11:03,060 --> 00:11:04,980 wouldn’t have been feasible solutions. 185 00:11:04,980 --> 00:11:08,380 Maybe tampering with the camera behavior to fix THIS feature 186 00:11:08,380 --> 00:11:12,180 would break the camera for a dozen other features that rely on the same system. 187 00:11:12,180 --> 00:11:15,620 Maybe engineering it so that your character can auto-equip a pickaxe 188 00:11:15,620 --> 00:11:18,900 for easier first-person mining would require a week of coding time 189 00:11:18,900 --> 00:11:21,260 that the programming team just could not spare. 190 00:11:21,260 --> 00:11:25,900 Or maybe you just don’t have any room in the schedule for additional animation work. 191 00:11:25,900 --> 00:11:27,260 So it goes. 192 00:11:27,260 --> 00:11:31,560 Again: actually doing the work to make this stuff function and look good 193 00:11:31,560 --> 00:11:36,260 in a real video game is infinitely harder than picking it apart for other people’s amusement 194 00:11:36,260 --> 00:11:37,280 (which is what I just did) 195 00:11:37,280 --> 00:11:40,380 So no disrespect whatsoever intended toward the people who 196 00:11:40,380 --> 00:11:42,180 worked on this mining feature originally. 197 00:11:42,180 --> 00:11:46,200 They certainly wouldn’t be the first developers to experience the frustration of having a 198 00:11:46,200 --> 00:11:49,640 feature or animation not turn out exactly how they’d hoped. 199 00:11:49,640 --> 00:11:51,480 I've been there too. Trust me. 200 00:11:51,480 --> 00:11:54,180 I do hope this has been at least a little educational, though! 201 00:11:54,180 --> 00:11:56,020 Thanks again to Atle for the request! 202 00:11:56,020 --> 00:11:59,840 If you’ve got a particular animation from a game that you’d like me to talk about, 203 00:11:59,840 --> 00:12:01,700 free to request it in the comments. 204 00:12:01,700 --> 00:12:05,160 And subscribe if you want to see more game animation videos like this one. 205 00:12:05,340 --> 00:12:06,280 I’ll see ya next time!