[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:02.30,0:00:03.02,Default,,0000,0000,0000,,Hello. Dialogue: 0,0:00:03.02,0:00:06.64,Default,,0000,0000,0000,,My name is Dan, I’m an animator and this\Nis New Frame Plus. Dialogue: 0,0:00:06.64,0:00:09.66,Default,,0000,0000,0000,,I want to focus on another single animation today. Dialogue: 0,0:00:09.66,0:00:12.02,Default,,0000,0000,0000,,This one was requested by Atle Hillmann, Dialogue: 0,0:00:12.02,0:00:15.64,Default,,0000,0000,0000,,who recommended we have a look\Nat the mining animation in Skyrim. Dialogue: 0,0:00:15.64,0:00:17.22,Default,,0000,0000,0000,,So! Let's see it... Dialogue: 0,0:00:33.60,0:00:36.10,Default,,0000,0000,0000,,Ok, so let’s walk through what’s happening here... Dialogue: 0,0:00:36.10,0:00:40.42,Default,,0000,0000,0000,,If you walk up to an ore vein and press the\Ninteract button, the camera will instantly Dialogue: 0,0:00:40.42,0:00:44.12,Default,,0000,0000,0000,,switch to a third person angle (or a slightly\Ndifferent third person angle Dialogue: 0,0:00:44.12,0:00:46.28,Default,,0000,0000,0000,,if you were in third person already). Dialogue: 0,0:00:46.84,0:00:51.28,Default,,0000,0000,0000,,The animation seems to prefer that your character\Nbe positioned in a specific spot, Dialogue: 0,0:00:51.28,0:00:55.84,Default,,0000,0000,0000,,so your character may also warp to a new position\Nover that camera cut. Dialogue: 0,0:00:58.16,0:01:01.44,Default,,0000,0000,0000,,Now, if you approached that ore vein\Nwith your weapon still equipped, Dialogue: 0,0:01:01.44,0:01:04.88,Default,,0000,0000,0000,,that warp won’t happen until after your character puts the weapon away, Dialogue: 0,0:01:04.88,0:01:08.18,Default,,0000,0000,0000,,so you’ll actually see them\Nunequip the weapon in third person Dialogue: 0,0:01:08.18,0:01:10.64,Default,,0000,0000,0000,,and THEN see him\Nwarp to that new position. Dialogue: 0,0:01:10.64,0:01:14.24,Default,,0000,0000,0000,,In either case, your character will go to\Na neutral idle position. Dialogue: 0,0:01:14.24,0:01:16.86,Default,,0000,0000,0000,,Then your pickaxe will spawn in your character’s hand Dialogue: 0,0:01:16.86,0:01:19.58,Default,,0000,0000,0000,,and they will begin to play the mining animation. Dialogue: 0,0:01:19.58,0:01:25.24,Default,,0000,0000,0000,,This loop will play for 10-15 seconds until\Nthe ore vein is depleted, Dialogue: 0,0:01:25.24,0:01:28.02,Default,,0000,0000,0000,,and then your character will transition back \Nto their neutral idle position, Dialogue: 0,0:01:28.02,0:01:31.74,Default,,0000,0000,0000,,the pickaxe will despawn and the camera\Nwill return to where it began, Dialogue: 0,0:01:31.74,0:01:35.22,Default,,0000,0000,0000,,either your preferred third person or first person view. Dialogue: 0,0:01:35.40,0:01:38.30,Default,,0000,0000,0000,,Now, this animation was requested\Nwith the assertion that: Dialogue: 0,0:01:39.76,0:01:42.36,Default,,0000,0000,0000,,And... yeah, it’s not great. Dialogue: 0,0:01:42.36,0:01:45.04,Default,,0000,0000,0000,,I have some guesses as to why it turned out\Nthis way, Dialogue: 0,0:01:45.04,0:01:48.24,Default,,0000,0000,0000,,but first let’s just dig into what’s NOT working here... Dialogue: 0,0:01:48.64,0:01:53.24,Default,,0000,0000,0000,,To start, the animation on the character - the\Npickaxe swinging action itself - Dialogue: 0,0:01:53.24,0:01:55.06,Default,,0000,0000,0000,,feels kind of mechanical. Dialogue: 0,0:01:55.06,0:01:57.98,Default,,0000,0000,0000,,The force of a pickaxe swing\Nshould start in the body, Dialogue: 0,0:01:57.98,0:02:01.06,Default,,0000,0000,0000,,you should see the power happening\Nin the hips and torso, Dialogue: 0,0:02:01.06,0:02:05.36,Default,,0000,0000,0000,,carrying up through the arms and\Ntransferring to the axe’s swinging arc. Dialogue: 0,0:02:05.48,0:02:11.26,Default,,0000,0000,0000,,But when you look at each of these swings, the torso\Nbend and the axe-swinging motion both start Dialogue: 0,0:02:11.27,0:02:14.34,Default,,0000,0000,0000,,and end at almost exactly the same time, Dialogue: 0,0:02:14.34,0:02:17.50,Default,,0000,0000,0000,,all the parts of the body just\Nmechanically moving at once Dialogue: 0,0:02:17.50,0:02:19.54,Default,,0000,0000,0000,,like an animatronic or something. Dialogue: 0,0:02:19.54,0:02:24.82,Default,,0000,0000,0000,,And on top of that, the entire motion\Njust feels weirdly SOFT. Dialogue: 0,0:02:26.22,0:02:29.98,Default,,0000,0000,0000,,Like, people hit Whack-a-Mole cabinets \Nwith more force than this. Dialogue: 0,0:02:32.12,0:02:36.50,Default,,0000,0000,0000,,When the axe connects with the rock, it barely\Neven feels like it’s hitting something. Dialogue: 0,0:02:36.82,0:02:39.74,Default,,0000,0000,0000,,This doesn’t really feel like a miner we’re watching... Dialogue: 0,0:02:39.74,0:02:42.74,Default,,0000,0000,0000,,it feels like we’re watching a film extra who was told: Dialogue: 0,0:02:42.74,0:02:47.32,Default,,0000,0000,0000,,"Ok, act like you’re mining, but please PLEASE\Ndon’t actually hit any of the walls. Dialogue: 0,0:02:47.32,0:02:49.58,Default,,0000,0000,0000,,this whole place is styrofoam, floor to ceiling.” Dialogue: 0,0:02:49.58,0:02:51.58,Default,,0000,0000,0000,,[Director Voice]: "Alright, action!" Dialogue: 0,0:02:55.92,0:02:57.44,Default,,0000,0000,0000,,[Director Voice]: "Perfect. Cut!" Dialogue: 0,0:02:57.44,0:02:59.94,Default,,0000,0000,0000,,Now, one big caveat worth mentioning is: Dialogue: 0,0:02:59.94,0:03:02.60,Default,,0000,0000,0000,,it is possible that this is modelled after some Dialogue: 0,0:03:02.60,0:03:06.40,Default,,0000,0000,0000,,actual pickaxe mining technique\Nthat I just don’t know about. Dialogue: 0,0:03:06.40,0:03:10.55,Default,,0000,0000,0000,,I mean, it doesn’t match any of the pickaxe\Nmining reference I’ve been able to find, Dialogue: 0,0:03:10.55,0:03:14.96,Default,,0000,0000,0000,,but I’ll be the first to admit:\NI am no expert on pickaxe use. Dialogue: 0,0:03:14.96,0:03:20.78,Default,,0000,0000,0000,,But even so, even if what we’re seeing here\NIS an authentic representation of legit ore-mining Dialogue: 0,0:03:20.78,0:03:25.98,Default,,0000,0000,0000,,pickaxe technique, if that authentic detail\NLOOKS and FEELS incorrect Dialogue: 0,0:03:25.98,0:03:29.94,Default,,0000,0000,0000,,to your average player,\Nthat is still arguably a problem... Dialogue: 0,0:03:29.94,0:03:34.76,Default,,0000,0000,0000,,It very much depends on the type of experience\Nyour game is going for, of course, but Dialogue: 0,0:03:34.76,0:03:40.78,Default,,0000,0000,0000,,if 90% of players are going to look at your animation\Nand mistake that authentic detail for BAD animation... Dialogue: 0,0:03:40.78,0:03:45.03,Default,,0000,0000,0000,,it’s at least worth considering what\Nsorts of adjustments you can make so that Dialogue: 0,0:03:45.03,0:03:48.66,Default,,0000,0000,0000,,the authentic detail feels\Nmore correct to your audience. Dialogue: 0,0:03:49.16,0:03:52.52,Default,,0000,0000,0000,,Still, even if the animation on the character\Nhad been totally fine, Dialogue: 0,0:03:52.52,0:03:55.82,Default,,0000,0000,0000,,we would still have some\Nsignificant jank to deal with here. Dialogue: 0,0:03:55.82,0:04:01.36,Default,,0000,0000,0000,,Because a lot of what makes this mining action\Nin Skyrim feel so rough isn’t even the animation itself, Dialogue: 0,0:04:01.36,0:04:04.18,Default,,0000,0000,0000,,but the way that animation has been implemented. Dialogue: 0,0:04:04.18,0:04:07.34,Default,,0000,0000,0000,,Everything that happens from the moment\Nyou hit the interact button Dialogue: 0,0:04:07.34,0:04:11.50,Default,,0000,0000,0000,,to the moment your character starts swinging\Nthe pickaxe just feels BAD. Dialogue: 0,0:04:11.50,0:04:16.24,Default,,0000,0000,0000,,For one, having your camera suddenly cut to\Nthird person like this is really jarring. Dialogue: 0,0:04:16.34,0:04:18.60,Default,,0000,0000,0000,,You go from BEING your character to- Dialogue: 0,0:04:18.60,0:04:19.26,Default,,0000,0000,0000,,GAH Dialogue: 0,0:04:19.26,0:04:21.36,Default,,0000,0000,0000,,...suddenly WATCHING yourself doing something, Dialogue: 0,0:04:21.36,0:04:24.82,Default,,0000,0000,0000,,like you were kicked out of your own body\Nand are now a ghost having to Dialogue: 0,0:04:24.82,0:04:28.48,Default,,0000,0000,0000,,spend fifteen seconds watching yourself\Nnot know how to use a pickaxe. Dialogue: 0,0:04:28.54,0:04:32.38,Default,,0000,0000,0000,,And maybe the camera cut wouldn’t be SO\Nbad if it weren’t for the fact that your Dialogue: 0,0:04:32.38,0:04:34.88,Default,,0000,0000,0000,,CHARACTER changes position over that cut too Dialogue: 0,0:04:34.88,0:04:39.68,Default,,0000,0000,0000,,(I assume so that they can line up with the\Ninvisible task point in front of that ore). Dialogue: 0,0:04:39.78,0:04:45.30,Default,,0000,0000,0000,,Having a simultaneous camera cut AND \Npositional change just feels really disorienting. Dialogue: 0,0:04:45.30,0:04:49.14,Default,,0000,0000,0000,,Worse still is your character’s transition\Ninto the mining animation. Dialogue: 0,0:04:49.14,0:04:51.54,Default,,0000,0000,0000,,Not only do they pop to a new location Dialogue: 0,0:04:51.54,0:04:54.16,Default,,0000,0000,0000,,(and then spend the next 20 frames unnaturally Dialogue: 0,0:04:54.16,0:04:57.98,Default,,0000,0000,0000,,sliiiiding forward a little further\Nto get completely into position), Dialogue: 0,0:04:58.02,0:05:02.90,Default,,0000,0000,0000,,but they spend 15 of those first 20 frames\Nfrozen like a mannequin. Dialogue: 0,0:05:02.90,0:05:06.24,Default,,0000,0000,0000,,They’re basically locked in this pose for\Na quarter of a second Dialogue: 0,0:05:06.24,0:05:08.54,Default,,0000,0000,0000,,before they even START to play the animation. Dialogue: 0,0:05:08.54,0:05:13.36,Default,,0000,0000,0000,,And when they DO start moving, they spend\Nanother 30-40 frames mechanically blending Dialogue: 0,0:05:13.37,0:05:18.14,Default,,0000,0000,0000,,into this “pickaxe-holding” pose before\Nthey even start lining up their first swing. Dialogue: 0,0:05:18.14,0:05:23.58,Default,,0000,0000,0000,,There’s nearly a full second of awkward,\Nrobotic transitioning into the mining animation here Dialogue: 0,0:05:23.58,0:05:27.28,Default,,0000,0000,0000,,(and even MORE if your character has to\Nfinish putting their weapon away first) Dialogue: 0,0:05:27.28,0:05:30.86,Default,,0000,0000,0000,,and it is just not doing\Nthe presentation of this any favors. Dialogue: 0,0:05:30.86,0:05:35.22,Default,,0000,0000,0000,,Even if you don’t actively notice any of\Nthese individual problems in the moment, Dialogue: 0,0:05:35.22,0:05:39.66,Default,,0000,0000,0000,,they all add up in that first second to make the\Nwhole thing subconsciously feel Dialogue: 0,0:05:39.66,0:05:41.84,Default,,0000,0000,0000,,really awkward somehow. Dialogue: 0,0:05:41.84,0:05:45.04,Default,,0000,0000,0000,,And the end of the mining animation\Ndoes the same thing: Dialogue: 0,0:05:45.04,0:05:49.78,Default,,0000,0000,0000,,The pickaxe despawns right out of your character’s\Nhands before they spend MORE THAN A SECOND Dialogue: 0,0:05:49.78,0:05:53.20,Default,,0000,0000,0000,,robotically blending back to that neutral idle pose. Dialogue: 0,0:05:53.20,0:05:56.90,Default,,0000,0000,0000,,And THEN [shwoop] they finally put your ghost\Nback in your body. Dialogue: 0,0:05:56.94,0:06:00.74,Default,,0000,0000,0000,,Honestly, I’d say the jank in these transitions\Nis an even bigger problem Dialogue: 0,0:06:00.74,0:06:02.52,Default,,0000,0000,0000,,than the mining animation itself. Dialogue: 0,0:06:02.52,0:06:07.56,Default,,0000,0000,0000,,Overall, it just leaves the Skyrim mining\Nexperience feeling extremely unpolished. Dialogue: 0,0:06:07.56,0:06:11.88,Default,,0000,0000,0000,,So now that we know exactly WHAT isn’t working,\Nthe next question is: Dialogue: 0,0:06:11.88,0:06:13.72,Default,,0000,0000,0000,,WHY would it be like this? Dialogue: 0,0:06:13.72,0:06:15.92,Default,,0000,0000,0000,,What could have led to it turning out this way? Dialogue: 0,0:06:15.92,0:06:19.74,Default,,0000,0000,0000,,Of course, the simplest answer\N(and the one most people probably jump to) Dialogue: 0,0:06:19.74,0:06:23.00,Default,,0000,0000,0000,,is that maybe the people involved were\Njust bad at their jobs. Dialogue: 0,0:06:23.00,0:06:24.88,Default,,0000,0000,0000,,And that’s always possible! Dialogue: 0,0:06:24.88,0:06:31.22,Default,,0000,0000,0000,,But just as often, I see lackluster or janky-looking\Nwork coming from incredibly-skilled people who Dialogue: 0,0:06:31.23,0:06:33.30,Default,,0000,0000,0000,,ran into some sort of roadblock. Dialogue: 0,0:06:33.30,0:06:37.90,Default,,0000,0000,0000,,Maybe a time constraint, a technical constraint\Nor some design limitation. Dialogue: 0,0:06:38.10,0:06:42.16,Default,,0000,0000,0000,,Maybe the mining feature was just waaaaay\Nfar down the priority list Dialogue: 0,0:06:42.16,0:06:44.94,Default,,0000,0000,0000,,on an already over-booked animation schedule. Dialogue: 0,0:06:44.94,0:06:49.68,Default,,0000,0000,0000,,Maybe they originally WANTED to make first\Nperson versions of ALL of these task animations Dialogue: 0,0:06:49.69,0:06:51.94,Default,,0000,0000,0000,,so you wouldn’t have to experience a camera\Nchange, Dialogue: 0,0:06:51.94,0:06:54.46,Default,,0000,0000,0000,,but then there just wasn’t time\Nin the schedule to make Dialogue: 0,0:06:54.46,0:06:57.30,Default,,0000,0000,0000,,TWO versions of every\Ntask animation in the game. Dialogue: 0,0:06:57.31,0:07:01.04,Default,,0000,0000,0000,,Who knows, maybe at one point mining wasn’t\Neven planned to be a feature. Dialogue: 0,0:07:01.04,0:07:03.48,Default,,0000,0000,0000,,But then it got added to the game late in development Dialogue: 0,0:07:03.48,0:07:05.60,Default,,0000,0000,0000,,and didn’t get the polish time it needed. Dialogue: 0,0:07:05.60,0:07:07.88,Default,,0000,0000,0000,,Or MAYBE (and this one is a reach), but... Dialogue: 0,0:07:07.88,0:07:11.22,Default,,0000,0000,0000,,maybe at one point, mining or other task animations Dialogue: 0,0:07:11.22,0:07:16.34,Default,,0000,0000,0000,,like cooking or wood chopping weren’t intended\Nto be things the PLAYER could do! Dialogue: 0,0:07:16.34,0:07:21.04,Default,,0000,0000,0000,,Maybe they were originally meant to be used\Nexclusively by NPCs out in the game world, Dialogue: 0,0:07:21.05,0:07:22.76,Default,,0000,0000,0000,,just to make the place feel more lived in. Dialogue: 0,0:07:22.76,0:07:26.64,Default,,0000,0000,0000,,I can almost picture this being true just because\Nof how many of these task animations Dialogue: 0,0:07:26.64,0:07:29.74,Default,,0000,0000,0000,,look like they were designed to be\Nunintrusive background noise. Dialogue: 0,0:07:29.80,0:07:34.68,Default,,0000,0000,0000,,But then some developer had the idea to let\Nplayers use that NPC task system Dialogue: 0,0:07:34.68,0:07:37.50,Default,,0000,0000,0000,,to make stuff like alchemy and\Nblacksmithing look cooler. Dialogue: 0,0:07:37.50,0:07:43.06,Default,,0000,0000,0000,,And yeah, brute forcing the player camera\Nand animation system into an NPC task system Dialogue: 0,0:07:43.06,0:07:47.08,Default,,0000,0000,0000,,that was never meant to accommodate this\Ndid result in a bunch of weird hitches, Dialogue: 0,0:07:47.08,0:07:49.92,Default,,0000,0000,0000,,but everybody agreed that the jank was worth it. Dialogue: 0,0:07:49.92,0:07:53.00,Default,,0000,0000,0000,,I could throw darts at this board all day,\Nbut you get the idea. Dialogue: 0,0:07:53.08,0:07:58.24,Default,,0000,0000,0000,,And I wasn’t there, so I have got no idea what\Nconstraints these folks were working under, BUT... Dialogue: 0,0:07:58.24,0:08:03.12,Default,,0000,0000,0000,,none of that really changes the fact\Nthat this mining animation turned out rough. Dialogue: 0,0:08:03.94,0:08:07.66,Default,,0000,0000,0000,,But let’s assume for a moment\Nthat it was our job to FIX this. Dialogue: 0,0:08:07.66,0:08:10.46,Default,,0000,0000,0000,,How might we go about making\Nthis animation look better? Dialogue: 0,0:08:10.46,0:08:14.04,Default,,0000,0000,0000,,Well, I would start by polishing up\Nthat pickaxe-swinging animation. Dialogue: 0,0:08:14.04,0:08:18.30,Default,,0000,0000,0000,,Really get in there, loosen it up and try\Nto make things feel less robotic. Dialogue: 0,0:08:18.30,0:08:20.42,Default,,0000,0000,0000,,And put some more power into that swing! Dialogue: 0,0:08:20.42,0:08:23.28,Default,,0000,0000,0000,,Have them raise the axe higher before bringing\Nit down, Dialogue: 0,0:08:23.28,0:08:26.38,Default,,0000,0000,0000,,bring that right hand further\Ndown the grip as they raise it Dialogue: 0,0:08:26.38,0:08:29.02,Default,,0000,0000,0000,,play with the spacing\Non the axe swing itself Dialogue: 0,0:08:29.02,0:08:31.58,Default,,0000,0000,0000,,so you really feel some acceleration as it drops. Dialogue: 0,0:08:31.58,0:08:35.56,Default,,0000,0000,0000,,Of course, if we’d rather stay true to the\Nmore contained style of swinging that Dialogue: 0,0:08:35.56,0:08:40.00,Default,,0000,0000,0000,,Skyrim already has and not replace it with\Na full blown wood-chopping axe swing, Dialogue: 0,0:08:40.00,0:08:41.14,Default,,0000,0000,0000,,I can work with that. Dialogue: 0,0:08:41.14,0:08:43.68,Default,,0000,0000,0000,,The character doesn’t have to put their\Nwhole body into it, Dialogue: 0,0:08:43.68,0:08:46.06,Default,,0000,0000,0000,,but I’ve still gotta see some more OOMPH. Dialogue: 0,0:08:46.06,0:08:48.88,Default,,0000,0000,0000,,This character’s trying to\Nbreak through solid rock here. Dialogue: 0,0:08:48.88,0:08:51.86,Default,,0000,0000,0000,,Let’s see that pickaxe bounce off\Nthe stone when it hits. Dialogue: 0,0:08:51.86,0:08:55.64,Default,,0000,0000,0000,,Maybe sometimes it get wedged into\Nthe rock so solidly that the character Dialogue: 0,0:08:55.64,0:08:57.66,Default,,0000,0000,0000,,has to stop and pry it loose. Dialogue: 0,0:08:57.66,0:09:02.38,Default,,0000,0000,0000,,I mean, if we’re going to make the player\Nsit and watch this happen for 10-15 seconds, Dialogue: 0,0:09:02.38,0:09:05.54,Default,,0000,0000,0000,,we might as well throw in some\Ninteresting variations to the swing Dialogue: 0,0:09:05.54,0:09:10.14,Default,,0000,0000,0000,,rather than having the character do what feels\Nlike the exact same swing on loop. Dialogue: 0,0:09:10.14,0:09:15.12,Default,,0000,0000,0000,,Or, even better, let’s add a proper first\Nperson version of this pickaxe animation! Dialogue: 0,0:09:15.12,0:09:18.56,Default,,0000,0000,0000,,Now, I didn’t mention it before, but it\Nturns out you actually CAN Dialogue: 0,0:09:18.56,0:09:20.64,Default,,0000,0000,0000,,mine in first person in Skyrim. Dialogue: 0,0:09:20.64,0:09:24.80,Default,,0000,0000,0000,,All you have to do is - instead of approaching\Nthe ore and pressing the Interact button - Dialogue: 0,0:09:24.80,0:09:29.44,Default,,0000,0000,0000,,equip your pickaxe in your hand and attack the ore\Nwith it like you would swing a sword. Dialogue: 0,0:09:29.44,0:09:33.32,Default,,0000,0000,0000,,I mean, this is definitely not\Nhow you properly swing a pickaxe either, Dialogue: 0,0:09:33.32,0:09:37.06,Default,,0000,0000,0000,,but it does at least look and feel\Na lot better as an experience. Dialogue: 0,0:09:37.06,0:09:39.78,Default,,0000,0000,0000,,And hey, as long as we’re\Ndreaming up waysto improve things, Dialogue: 0,0:09:39.78,0:09:41.44,Default,,0000,0000,0000,,why not make THIS look better! Dialogue: 0,0:09:41.44,0:09:44.18,Default,,0000,0000,0000,,What if there was a custom first person pickaxe swing Dialogue: 0,0:09:44.18,0:09:47.44,Default,,0000,0000,0000,,instead of just this default\None-handed attack animation? Dialogue: 0,0:09:47.44,0:09:51.72,Default,,0000,0000,0000,,And we could change it so that all you have\Nto do is Interact with the ore in first person Dialogue: 0,0:09:51.72,0:09:55.46,Default,,0000,0000,0000,,and your character automatically equips\Nthe pickaxe and starts swinging! Dialogue: 0,0:09:55.46,0:09:58.98,Default,,0000,0000,0000,,I mean, why make the player do the busy work\Nof digging into their inventory Dialogue: 0,0:09:58.98,0:10:00.86,Default,,0000,0000,0000,,and equipping the pickaxe first? Dialogue: 0,0:10:00.86,0:10:04.16,Default,,0000,0000,0000,,Or say we WANT to keep the\Nthird person view for mining... Dialogue: 0,0:10:04.16,0:10:08.62,Default,,0000,0000,0000,,maybe we want to keep it consistent with the\Nother random tasks you can do in this game. Dialogue: 0,0:10:08.62,0:10:12.16,Default,,0000,0000,0000,,Well in that case, we could\Nat the very least try to polish up Dialogue: 0,0:10:12.16,0:10:14.42,Default,,0000,0000,0000,,the transition into the mining animation. Dialogue: 0,0:10:14.42,0:10:16.82,Default,,0000,0000,0000,,Maybe instead of a jarring camera cut, Dialogue: 0,0:10:16.82,0:10:18.92,Default,,0000,0000,0000,,we could have the camera pull back, Dialogue: 0,0:10:18.92,0:10:21.40,Default,,0000,0000,0000,,do more of a zoom to that new angle? Dialogue: 0,0:10:21.40,0:10:26.88,Default,,0000,0000,0000,,Or we could keep the cut and just trim out\Nthat sluggish, second-long robotic start and Dialogue: 0,0:10:26.88,0:10:28.78,Default,,0000,0000,0000,,stop animation on either end. Dialogue: 0,0:10:28.78,0:10:32.92,Default,,0000,0000,0000,,Maybe when you hit the Interact button, your\Ncharacter could start raising the pickaxe Dialogue: 0,0:10:32.92,0:10:37.46,Default,,0000,0000,0000,,in first person, and then we’d cut to them\Nwinding up for a swing in third person? Dialogue: 0,0:10:37.46,0:10:41.08,Default,,0000,0000,0000,,That way it could at least feel like\Nthere’s a single consistent action Dialogue: 0,0:10:41.08,0:10:43.40,Default,,0000,0000,0000,,happening on either side of the camera cut. Dialogue: 0,0:10:43.40,0:10:46.20,Default,,0000,0000,0000,,There are all kinds of potential ways you\Ncould go about Dialogue: 0,0:10:46.20,0:10:48.06,Default,,0000,0000,0000,,trying to make this animation look better. Dialogue: 0,0:10:48.06,0:10:52.88,Default,,0000,0000,0000,,Of course, all of the ideas I just pitched\Nassume we’re looking at a development environment Dialogue: 0,0:10:52.88,0:10:56.38,Default,,0000,0000,0000,,free of technical or scheduling constraints, which… Dialogue: 0,0:10:56.38,0:10:58.32,Default,,0000,0000,0000,,...yeah, that rarely happens. Dialogue: 0,0:10:58.32,0:11:03.06,Default,,0000,0000,0000,,There are almost certainly a PLETHORA of reasons\Nwhy these fixes I just rattled off Dialogue: 0,0:11:03.06,0:11:04.98,Default,,0000,0000,0000,,wouldn’t have been feasible solutions. Dialogue: 0,0:11:04.98,0:11:08.38,Default,,0000,0000,0000,,Maybe tampering with the\Ncamera behavior to fix THIS feature Dialogue: 0,0:11:08.38,0:11:12.18,Default,,0000,0000,0000,,would break the camera for a dozen other features\Nthat rely on the same system. Dialogue: 0,0:11:12.18,0:11:15.62,Default,,0000,0000,0000,,Maybe engineering it so that your character\Ncan auto-equip a pickaxe Dialogue: 0,0:11:15.62,0:11:18.90,Default,,0000,0000,0000,,for easier first-person mining would require \Na week of coding time Dialogue: 0,0:11:18.90,0:11:21.26,Default,,0000,0000,0000,,that the programming team just could not spare. Dialogue: 0,0:11:21.26,0:11:25.90,Default,,0000,0000,0000,,Or maybe you just don’t have any room in\Nthe schedule for additional animation work. Dialogue: 0,0:11:25.90,0:11:27.26,Default,,0000,0000,0000,,So it goes. Dialogue: 0,0:11:27.26,0:11:31.56,Default,,0000,0000,0000,,Again: actually doing the work to make this\Nstuff function and look good Dialogue: 0,0:11:31.56,0:11:36.26,Default,,0000,0000,0000,,in a real video game is infinitely harder than \Npicking it apart for other people’s amusement Dialogue: 0,0:11:36.26,0:11:37.28,Default,,0000,0000,0000,,(which is what I just did) Dialogue: 0,0:11:37.28,0:11:40.38,Default,,0000,0000,0000,,So no disrespect whatsoever intended \Ntoward the people who Dialogue: 0,0:11:40.38,0:11:42.18,Default,,0000,0000,0000,,worked on this mining feature originally. Dialogue: 0,0:11:42.18,0:11:46.20,Default,,0000,0000,0000,,They certainly wouldn’t be the first developers\Nto experience the frustration of having a Dialogue: 0,0:11:46.20,0:11:49.64,Default,,0000,0000,0000,,feature or animation not turn out\Nexactly how they’d hoped. Dialogue: 0,0:11:49.64,0:11:51.48,Default,,0000,0000,0000,,I've been there too. Trust me. Dialogue: 0,0:11:51.48,0:11:54.18,Default,,0000,0000,0000,,I do hope this has been\Nat least a little educational, though! Dialogue: 0,0:11:54.18,0:11:56.02,Default,,0000,0000,0000,,Thanks again to Atle for the request! Dialogue: 0,0:11:56.02,0:11:59.84,Default,,0000,0000,0000,,If you’ve got a particular animation from\Na game that you’d like me to talk about, Dialogue: 0,0:11:59.84,0:12:01.70,Default,,0000,0000,0000,,free to request it in the comments. Dialogue: 0,0:12:01.70,0:12:05.16,Default,,0000,0000,0000,,And subscribe if you want to see more game\Nanimation videos like this one. Dialogue: 0,0:12:05.34,0:12:06.28,Default,,0000,0000,0000,,I’ll see ya next time!