[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:00.13,0:00:05.95,Default,,0000,0000,0000,,[music] Dialogue: 0,0:00:05.98,0:00:07.59,Default,,0000,0000,0000,,Hello! My name is Dan, Dialogue: 0,0:00:07.62,0:00:10.46,Default,,0000,0000,0000,,I’m an animator,\Nand this is New Frame Plus. Dialogue: 0,0:00:11.98,0:00:16.96,Default,,0000,0000,0000,,Replicating the look of hand-drawn\Nanime in 3D is a daunting challenge. Dialogue: 0,0:00:16.98,0:00:20.82,Default,,0000,0000,0000,,Even the anime industry frequently\Nstruggles to produce CG results Dialogue: 0,0:00:20.84,0:00:24.54,Default,,0000,0000,0000,,that don’t fall into some\Nweird, animation uncanny valley. Dialogue: 0,0:00:24.56,0:00:29.77,Default,,0000,0000,0000,,It’s just SO EASY to get a result\Nthat feels vaguely wrong-looking, Dialogue: 0,0:00:29.80,0:00:33.45,Default,,0000,0000,0000,,and most of the CG anime success\Nstories seem to be the shows Dialogue: 0,0:00:33.47,0:00:36.81,Default,,0000,0000,0000,,which are willing to embrace\Ntheir distinct 3D look. Dialogue: 0,0:00:36.83,0:00:39.93,Default,,0000,0000,0000,,The same has largely been\Ntrue for anime video games. Dialogue: 0,0:00:39.95,0:00:42.39,Default,,0000,0000,0000,,Many game developers\Nhave taken a crack at Dialogue: 0,0:00:42.41,0:00:45.27,Default,,0000,0000,0000,,this same 3D anime\Nchallenge over the years, Dialogue: 0,0:00:45.30,0:00:48.42,Default,,0000,0000,0000,,but nearly all of the successful\Nexamples are the games Dialogue: 0,0:00:48.44,0:00:51.48,Default,,0000,0000,0000,,which aim to heavily\NEVOKE the anime style Dialogue: 0,0:00:51.50,0:00:54.40,Default,,0000,0000,0000,,without actually trying to\Nfool anybody into thinking Dialogue: 0,0:00:54.42,0:00:56.81,Default,,0000,0000,0000,,that they’re looking at\Na series of drawings. Dialogue: 0,0:00:56.84,0:00:59.91,Default,,0000,0000,0000,,But there is one game studio\Nout there who has been Dialogue: 0,0:00:59.94,0:01:02.63,Default,,0000,0000,0000,,pushing this envelope\Nfurther than any other, Dialogue: 0,0:01:02.65,0:01:06.04,Default,,0000,0000,0000,,and that studio is\NArc System Works. Dialogue: 0,0:01:06.07,0:01:09.46,Default,,0000,0000,0000,,And, before I start talking about how they\Nachieved this, I do want to point out: Dialogue: 0,0:01:09.48,0:01:13.28,Default,,0000,0000,0000,,much of what I’m about to say here\Ncomes directly from a GDC talk Dialogue: 0,0:01:13.33,0:01:17.46,Default,,0000,0000,0000,,given by technical animator\NJunya C Motomura back in 2015. Dialogue: 0,0:01:17.49,0:01:20.30,Default,,0000,0000,0000,,You can (and should) check\Nthat talk out yourself later. Dialogue: 0,0:01:20.32,0:01:21.72,Default,,0000,0000,0000,,I will link to it below. Dialogue: 0,0:01:22.74,0:01:24.94,Default,,0000,0000,0000,,So Arc System\NWorks, as a company, Dialogue: 0,0:01:25.00,0:01:28.10,Default,,0000,0000,0000,,has been kicking around in\Nsome form since the late 80s. Dialogue: 0,0:01:28.13,0:01:29.26,Default,,0000,0000,0000,,They’ve worked on\Na lot of things, Dialogue: 0,0:01:29.29,0:01:33.68,Default,,0000,0000,0000,,but the genre of game they are\Nmost famous for is: 2D fighters. Dialogue: 0,0:01:33.70,0:01:38.11,Default,,0000,0000,0000,,This studio is VERY VERY GOOD at making beautiful, Dialogue: 0,0:01:38.13,0:01:41.07,Default,,0000,0000,0000,,high-energy,\Ncompetitive anime fighting games. Dialogue: 0,0:01:41.09,0:01:43.03,Default,,0000,0000,0000,,And the anime fighter\Nthat originally put Dialogue: 0,0:01:43.05,0:01:46.75,Default,,0000,0000,0000,,them on the map back in\N1998 was Guilty Gear. Dialogue: 0,0:01:46.78,0:01:50.38,Default,,0000,0000,0000,,It was fast, it was\Nstylish, it was beautiful. Dialogue: 0,0:01:50.41,0:01:52.44,Default,,0000,0000,0000,,Now fast forward to the 2010s. Dialogue: 0,0:01:52.47,0:01:55.91,Default,,0000,0000,0000,,Guilty Gear hadn’t seen a\Nproper sequel since 2002 Dialogue: 0,0:01:55.94,0:01:58.41,Default,,0000,0000,0000,,and Arc System Works was\Nlooking to bring their Dialogue: 0,0:01:58.43,0:02:00.76,Default,,0000,0000,0000,,pillar franchise back\Ninto the spotlight. Dialogue: 0,0:02:00.79,0:02:04.78,Default,,0000,0000,0000,,But now that they had several other high\Nprofile anime fighters on the market, Dialogue: 0,0:02:04.81,0:02:07.40,Default,,0000,0000,0000,,like BlazBlue and\NPersona 4 Arena, Dialogue: 0,0:02:07.42,0:02:11.08,Default,,0000,0000,0000,,Guilty Gear’s stylistic niche\Nwas feeling a little crowded. Dialogue: 0,0:02:11.10,0:02:14.12,Default,,0000,0000,0000,,So, rather than trying to\Ncompete with their own products, Dialogue: 0,0:02:14.15,0:02:18.80,Default,,0000,0000,0000,,Arc System Works looked for a way to set\Nthe next Guilty Gear apart from the pack. Dialogue: 0,0:02:18.82,0:02:20.68,Default,,0000,0000,0000,,And the choice they\Nultimately made Dialogue: 0,0:02:20.70,0:02:25.84,Default,,0000,0000,0000,,was that the next Guilty Gear title would\Nabandon its traditional 2D sprite animation Dialogue: 0,0:02:25.86,0:02:29.12,Default,,0000,0000,0000,,in favor of fully\N3D character models. Dialogue: 0,0:02:29.56,0:02:31.44,Default,,0000,0000,0000,,Now, why would they do\Nthat, you might ask? Dialogue: 0,0:02:31.47,0:02:33.12,Default,,0000,0000,0000,,These sprites are beautiful! Dialogue: 0,0:02:33.23,0:02:37.50,Default,,0000,0000,0000,,Well, there are plenty of enticing\Nincentives to switching a fighter to 3D. Dialogue: 0,0:02:37.52,0:02:40.12,Default,,0000,0000,0000,,On top of giving your\Ngame a more modern look, Dialogue: 0,0:02:40.14,0:02:44.38,Default,,0000,0000,0000,,with 3D animation you can more\Neasily support higher resolutions, Dialogue: 0,0:02:44.42,0:02:48.80,Default,,0000,0000,0000,,you can make your animations smoother\Nwithout breaking the art budget, Dialogue: 0,0:02:48.82,0:02:52.74,Default,,0000,0000,0000,,and you can actually move the camera\Naround the characters in dynamic ways Dialogue: 0,0:02:52.76,0:02:56.17,Default,,0000,0000,0000,,when you want to,\Nwhich has all kinds of exciting potential. Dialogue: 0,0:02:56.20,0:02:58.46,Default,,0000,0000,0000,,It is for these\Nreasons (and more) Dialogue: 0,0:02:58.48,0:03:03.06,Default,,0000,0000,0000,,that many other fighting game franchises\Nhave made that jump to 3D over the years, Dialogue: 0,0:03:03.09,0:03:05.38,Default,,0000,0000,0000,,and to varying\Ndegrees of success. Dialogue: 0,0:03:05.40,0:03:10.52,Default,,0000,0000,0000,,But most of those franchises had taken that\Nleap with the understanding that doing so Dialogue: 0,0:03:10.55,0:03:14.37,Default,,0000,0000,0000,,would necessitate at least some\Ndegree of aesthetic change. Dialogue: 0,0:03:14.40,0:03:17.34,Default,,0000,0000,0000,,Street Fighter, for example, went from\Nlooking like this… Dialogue: 0,0:03:17.34,0:03:19.38,Default,,0000,0000,0000,,...to looking like this. Dialogue: 0,0:03:19.41,0:03:21.86,Default,,0000,0000,0000,,Marvel vs Capcom went\Nfrom this… Dialogue: 0,0:03:21.86,0:03:23.20,Default,,0000,0000,0000,,...to this. Dialogue: 0,0:03:23.23,0:03:25.62,Default,,0000,0000,0000,,And Mortal Kombat went from this… Dialogue: 0,0:03:25.62,0:03:26.86,Default,,0000,0000,0000,,...to this… Dialogue: 0,0:03:26.86,0:03:28.98,Default,,0000,0000,0000,,...and eventually to this. Dialogue: 0,0:03:29.00,0:03:32.44,Default,,0000,0000,0000,,And each of these 3D overhauls\Nmore or less captures Dialogue: 0,0:03:32.47,0:03:34.66,Default,,0000,0000,0000,,the spirit of their\Nsprite-animated originals, Dialogue: 0,0:03:34.69,0:03:38.02,Default,,0000,0000,0000,,but those development teams had\Nclearly embraced the fact that Dialogue: 0,0:03:38.05,0:03:42.20,Default,,0000,0000,0000,,moving to 3D would inevitably\Nrequire some aesthetic changes. Dialogue: 0,0:03:42.26,0:03:46.86,Default,,0000,0000,0000,,But Arc System Works went into the new\NGuilty Gear with a different mentality. Dialogue: 0,0:03:46.89,0:03:50.43,Default,,0000,0000,0000,,What if they DIDN’T accept\Nthat aesthetic change? Dialogue: 0,0:03:50.46,0:03:56.48,Default,,0000,0000,0000,,What if, instead, they set out to make\Ntheir leap to 3D as INVISIBLE as possible, Dialogue: 0,0:03:56.50,0:04:00.30,Default,,0000,0000,0000,,while still reaping many of\Nthe benefits 3D has to offer? Dialogue: 0,0:04:00.33,0:04:05.74,Default,,0000,0000,0000,,And so, Arc System Works set out to tackle\Nthe challenge of building a 2.5D fighter Dialogue: 0,0:04:05.76,0:04:08.69,Default,,0000,0000,0000,,with 3D character models\Nwhile still retaining Dialogue: 0,0:04:08.72,0:04:11.62,Default,,0000,0000,0000,,the look of the series’s\Nsprite-based origins. Dialogue: 0,0:04:11.66,0:04:16.70,Default,,0000,0000,0000,,Which meant: they were gonna have to\Nfigure out how to make 3D anime look right. Dialogue: 0,0:04:16.73,0:04:20.35,Default,,0000,0000,0000,,Fortunately, ArcSys had some big\Nadvantages going into this project. Dialogue: 0,0:04:20.38,0:04:23.37,Default,,0000,0000,0000,,First: they had a\NLOT of 2D experience. Dialogue: 0,0:04:23.39,0:04:27.15,Default,,0000,0000,0000,,Their teams had been producing\N2D anime fighters for years. Dialogue: 0,0:04:27.18,0:04:32.07,Default,,0000,0000,0000,,They were intimately familiar with the visual\Nstyle that they now needed to recreate. Dialogue: 0,0:04:32.10,0:04:35.70,Default,,0000,0000,0000,,And second: their team had\Nactually been using 3D tools Dialogue: 0,0:04:35.72,0:04:39.00,Default,,0000,0000,0000,,as part of their pixel animation\Npipeline for a long time! Dialogue: 0,0:04:39.03,0:04:43.42,Default,,0000,0000,0000,,Every pixel art character in\NBlazBlue began life as a 3D model. Dialogue: 0,0:04:43.44,0:04:46.44,Default,,0000,0000,0000,,In order to streamline their\Npixel animation workflow, Dialogue: 0,0:04:46.46,0:04:51.26,Default,,0000,0000,0000,,each character was sculpted and posed\Nin 3D first to lay a foundation, Dialogue: 0,0:04:51.28,0:04:54.60,Default,,0000,0000,0000,,and then the pixel artists would\Nuse that posed model as reference, Dialogue: 0,0:04:54.62,0:04:58.65,Default,,0000,0000,0000,,which not only sped up the entire\Nanimation process but also ensured Dialogue: 0,0:04:58.67,0:05:02.56,Default,,0000,0000,0000,,more stylistic consistency across\Nall the artists on the project. Dialogue: 0,0:05:02.58,0:05:07.24,Default,,0000,0000,0000,,So ArcSys had both the experience and\Nthe tools they needed to make this work. Dialogue: 0,0:05:07.27,0:05:10.60,Default,,0000,0000,0000,,All that remained was\Nfiguring out the HOW. Dialogue: 0,0:05:10.63,0:05:14.81,Default,,0000,0000,0000,,The first step was getting the fundamental\Nlook of an anime character right, Dialogue: 0,0:05:14.84,0:05:18.17,Default,,0000,0000,0000,,which they achieved through a\Ncombination of character model design, Dialogue: 0,0:05:18.20,0:05:20.47,Default,,0000,0000,0000,,some really clever texture\Nmapping techniques, Dialogue: 0,0:05:20.50,0:05:23.35,Default,,0000,0000,0000,,and some impressive custom\Ncel shaders designed to Dialogue: 0,0:05:23.38,0:05:26.58,Default,,0000,0000,0000,,replicate the look of traditional\Nanime character shading. Dialogue: 0,0:05:26.64,0:05:31.34,Default,,0000,0000,0000,,Most importantly, the application of this\Nshading effect was highly customizable. Dialogue: 0,0:05:31.36,0:05:35.47,Default,,0000,0000,0000,,The team’s character artists could\Nendlessly tweak and finesse how light Dialogue: 0,0:05:35.49,0:05:38.80,Default,,0000,0000,0000,,and shadows fell across each\Ncharacter’s unique features. Dialogue: 0,0:05:38.82,0:05:43.27,Default,,0000,0000,0000,,What’s more, each character got their\Nown independent custom lighting. Dialogue: 0,0:05:43.29,0:05:47.64,Default,,0000,0000,0000,,See, in most forms of 3D animation, you\Noften want to make it look like your Dialogue: 0,0:05:47.66,0:05:52.46,Default,,0000,0000,0000,,light sources are affecting every character\Nor object in the environment similarly. Dialogue: 0,0:05:52.49,0:05:54.65,Default,,0000,0000,0000,,It helps to sell the\Nfact that everything in Dialogue: 0,0:05:54.67,0:05:57.90,Default,,0000,0000,0000,,the scene is inhabiting\Nthat same 3D space. Dialogue: 0,0:05:57.92,0:06:02.77,Default,,0000,0000,0000,,But in Guilty Gear Xrd, every character\Nhas their own individual light sources Dialogue: 0,0:06:02.79,0:06:06.39,Default,,0000,0000,0000,,which affect their body and\NNOTHING else in the scene. Dialogue: 0,0:06:06.42,0:06:11.02,Default,,0000,0000,0000,,Later versions of the game would add the\Noption for more dynamic scene-based lighting, Dialogue: 0,0:06:11.05,0:06:14.17,Default,,0000,0000,0000,,but this original approach to\Nthe problem was really clever, Dialogue: 0,0:06:14.20,0:06:18.64,Default,,0000,0000,0000,,because it mimics the way those classic 2D\Nsprites would have originally been colored, Dialogue: 0,0:06:18.67,0:06:22.33,Default,,0000,0000,0000,,with each character having their\Nown shading hand-drawn in and no Dialogue: 0,0:06:22.36,0:06:26.13,Default,,0000,0000,0000,,ability to change that shading based\Non the character’s environment. Dialogue: 0,0:06:26.15,0:06:28.05,Default,,0000,0000,0000,,So now they had the\Ncharacters looking right, Dialogue: 0,0:06:28.08,0:06:32.30,Default,,0000,0000,0000,,but there was still the remaining problem\Nof getting them to look right in motion. Dialogue: 0,0:06:32.32,0:06:34.94,Default,,0000,0000,0000,,And that’s (arguably) an\Neven bigger challenge, Dialogue: 0,0:06:34.96,0:06:38.94,Default,,0000,0000,0000,,because anime has a very\Ndistinct animation style. Dialogue: 0,0:06:38.96,0:06:43.72,Default,,0000,0000,0000,,See, anime’s unique look is a by-product\Nof its production limitations. Dialogue: 0,0:06:43.74,0:06:46.41,Default,,0000,0000,0000,,Animating any television\Nseries is a challenge, Dialogue: 0,0:06:46.44,0:06:49.63,Default,,0000,0000,0000,,because you've got to produce\Nan entire season of TV on Dialogue: 0,0:06:49.66,0:06:52.71,Default,,0000,0000,0000,,a FRACTION of the budget\Nthat most animated films get. Dialogue: 0,0:06:52.73,0:06:56.70,Default,,0000,0000,0000,,That is a daunting problem,\Nand the approach that TV animation studios Dialogue: 0,0:06:56.73,0:07:01.76,Default,,0000,0000,0000,,around the world have developed to solve\Nthat problem is: Limited Animation. Dialogue: 0,0:07:01.78,0:07:06.12,Default,,0000,0000,0000,,Limited Animation is a technique (or\Nreally, a huge collection of techniques) Dialogue: 0,0:07:06.15,0:07:09.75,Default,,0000,0000,0000,,that TV animation studios\Nhave been honing for decades. Dialogue: 0,0:07:09.77,0:07:13.59,Default,,0000,0000,0000,,The goal of Limited Animation\Nis maximum efficiency; Dialogue: 0,0:07:13.61,0:07:17.77,Default,,0000,0000,0000,,to find as many cost-saving and\Ncorner-cutting measures as possible Dialogue: 0,0:07:17.79,0:07:22.33,Default,,0000,0000,0000,,while sacrificing as little visual\Nfidelity as you realistically can, Dialogue: 0,0:07:22.35,0:07:25.60,Default,,0000,0000,0000,,all in order to get the most\Nbang from your limited buck. Dialogue: 0,0:07:25.62,0:07:28.51,Default,,0000,0000,0000,,This is why you so frequently\Nsee anime characters Dialogue: 0,0:07:28.53,0:07:31.66,Default,,0000,0000,0000,,hold on a single drawing\Nfor as long as possible. Dialogue: 0,0:07:31.68,0:07:34.59,Default,,0000,0000,0000,,It’s all about animating\Nperformance and actions using Dialogue: 0,0:07:34.61,0:07:37.84,Default,,0000,0000,0000,,as few drawings per second\Nas you possibly can, Dialogue: 0,0:07:37.87,0:07:40.12,Default,,0000,0000,0000,,while still making sure\Nthat you’re doing enough Dialogue: 0,0:07:40.14,0:07:42.87,Default,,0000,0000,0000,,drawings to adequately\Nsell those actions. Dialogue: 0,0:07:42.89,0:07:45.43,Default,,0000,0000,0000,,How few drawings can\Nyou get away with? Dialogue: 0,0:07:45.46,0:07:49.03,Default,,0000,0000,0000,,And if you HAVE to create additional\Ndrawings to make something look right, Dialogue: 0,0:07:49.06,0:07:52.74,Default,,0000,0000,0000,,can you get away with only re-drawing\Nspecific parts of the character? Dialogue: 0,0:07:52.76,0:07:56.69,Default,,0000,0000,0000,,Maybe just their mouth? Their eyes?\NTheir hair or clothing? Dialogue: 0,0:07:56.72,0:07:59.65,Default,,0000,0000,0000,,Sure, you can make this action\Nlook great with 10 drawings, Dialogue: 0,0:07:59.68,0:08:02.77,Default,,0000,0000,0000,,but can you make it look\Ngreat using just 8 of them? Dialogue: 0,0:08:02.80,0:08:04.25,Default,,0000,0000,0000,,How about 6? Dialogue: 0,0:08:04.28,0:08:07.08,Default,,0000,0000,0000,,Awesome, we can only afford 3\Nso, good luck! Dialogue: 0,0:08:07.10,0:08:10.42,Default,,0000,0000,0000,,You see Limited Animation all\Nover western TV as well, Dialogue: 0,0:08:10.44,0:08:13.80,Default,,0000,0000,0000,,and it’s really fascinating seeing\Nhow different sectors of this industry Dialogue: 0,0:08:13.83,0:08:17.71,Default,,0000,0000,0000,,have found different approaches\Nand solutions to that same problem. Dialogue: 0,0:08:17.74,0:08:22.06,Default,,0000,0000,0000,,But if you’re wanting to truly\Nimitate the look of anime specially, Dialogue: 0,0:08:22.08,0:08:25.97,Default,,0000,0000,0000,,capturing the feel of this Limited\NAnimation style is the key. Dialogue: 0,0:08:25.100,0:08:31.03,Default,,0000,0000,0000,,And Guilty Gear’s animators achieved that\Nby throwing out standard 3D technique Dialogue: 0,0:08:31.06,0:08:35.71,Default,,0000,0000,0000,,and approaching their animation pretty\Nmuch exactly the way 2D animators do. Dialogue: 0,0:08:35.74,0:08:38.36,Default,,0000,0000,0000,,Rather than crafting\Na series of key poses Dialogue: 0,0:08:38.38,0:08:41.22,Default,,0000,0000,0000,,for the computer to smoothly\Ninterpolate between, Dialogue: 0,0:08:41.24,0:08:44.60,Default,,0000,0000,0000,,the animators treated each\Npose as a still drawing, Dialogue: 0,0:08:44.62,0:08:47.80,Default,,0000,0000,0000,,a series of\Nhand-crafted 2D images. Dialogue: 0,0:08:47.83,0:08:50.59,Default,,0000,0000,0000,,See, one of the inherent\Nbenefits to computer animation Dialogue: 0,0:08:50.61,0:08:54.63,Default,,0000,0000,0000,,is the way the computer can fill\Nin the gaps between your key poses. Dialogue: 0,0:08:54.68,0:09:01.32,Default,,0000,0000,0000,,Like, if I put this ball on screen and I say\N"I want keyframes here here here and here", Dialogue: 0,0:09:01.35,0:09:04.08,Default,,0000,0000,0000,,the computer can be like “Oh\Nhere, lemme help you out” Dialogue: 0,0:09:04.10,0:09:07.62,Default,,0000,0000,0000,,and make the ball smoothly\Ntravel from keyframe to keyframe, Dialogue: 0,0:09:07.64,0:09:10.03,Default,,0000,0000,0000,,which can be really\Nreally helpful! Dialogue: 0,0:09:10.05,0:09:13.34,Default,,0000,0000,0000,,But what ArcSys’s team basically\Ndid was say: Dialogue: 0,0:09:13.34,0:09:14.82,Default,,0000,0000,0000,,“NO. Stop it." Dialogue: 0,0:09:14.84,0:09:20.13,Default,,0000,0000,0000,,"Just have the ball be here...\Nthen here... and then here... then here." Dialogue: 0,0:09:20.16,0:09:22.59,Default,,0000,0000,0000,,And we have animator-y\Nterms for this, like Dialogue: 0,0:09:22.62,0:09:25.79,Default,,0000,0000,0000,,“Stepped keys” and “held keys” and\Nwhatnot, but the point is Dialogue: 0,0:09:25.82,0:09:30.11,Default,,0000,0000,0000,,by not allowing the computer to smoothly\Ninterpolate between their keyframes Dialogue: 0,0:09:30.13,0:09:33.84,Default,,0000,0000,0000,,Arc System Works’s animators made\Nit so that each pose they made Dialogue: 0,0:09:33.87,0:09:36.46,Default,,0000,0000,0000,,behaved just like\Na 2D drawing would, Dialogue: 0,0:09:36.49,0:09:40.62,Default,,0000,0000,0000,,and they could then choose exactly\Nhow long they wanted each “drawing” Dialogue: 0,0:09:40.64,0:09:43.43,Default,,0000,0000,0000,,to linger on screen before\Nthe next one popped in. Dialogue: 0,0:09:43.45,0:09:47.98,Default,,0000,0000,0000,,Again, exactly the same as a traditional\Nhand-drawn animation workflow! Dialogue: 0,0:09:48.00,0:09:51.34,Default,,0000,0000,0000,,And basically the same as their\Nold sprite animation workflow too, Dialogue: 0,0:09:51.36,0:09:52.24,Default,,0000,0000,0000,,if you think about it. Dialogue: 0,0:09:52.26,0:09:55.89,Default,,0000,0000,0000,,You can even see examples of them\Nholding parts of the body still, Dialogue: 0,0:09:55.91,0:09:58.35,Default,,0000,0000,0000,,just like a 2D animator\Nwould when they didn’t want Dialogue: 0,0:09:58.38,0:10:00.60,Default,,0000,0000,0000,,to have to redraw the whole\Nthing for the next frame, Dialogue: 0,0:10:00.62,0:10:05.05,Default,,0000,0000,0000,,while still animating secondary parts\Nof the character like hair or clothing. Dialogue: 0,0:10:05.07,0:10:09.04,Default,,0000,0000,0000,,It is completely unlike how we would\Nanimate something in 3D normally, Dialogue: 0,0:10:09.06,0:10:13.75,Default,,0000,0000,0000,,but it absolutely evokes the look\Nof anime’s Limited Animation. Dialogue: 0,0:10:13.77,0:10:16.62,Default,,0000,0000,0000,,But that, my friends,\Nis just the tip of the iceberg. Dialogue: 0,0:10:16.65,0:10:18.98,Default,,0000,0000,0000,,Because,\Nto complete the look of 2D anime, Dialogue: 0,0:10:19.01,0:10:23.34,Default,,0000,0000,0000,,the animators also had to add a\Ngenerous helping of imperfection. Dialogue: 0,0:10:23.37,0:10:26.95,Default,,0000,0000,0000,,See, perfection is something\Nthat computers are GREAT at. Dialogue: 0,0:10:26.97,0:10:29.97,Default,,0000,0000,0000,,A computer can make every\Nmovement perfectly smooth, Dialogue: 0,0:10:29.100,0:10:32.73,Default,,0000,0000,0000,,every body proportion\Nperfectly consistent, Dialogue: 0,0:10:32.75,0:10:35.79,Default,,0000,0000,0000,,every light source and\Nshadow perfectly correct. Dialogue: 0,0:10:35.82,0:10:40.48,Default,,0000,0000,0000,,But hand drawn animation - by its\Nvery nature - contains imperfections; Dialogue: 0,0:10:40.50,0:10:43.70,Default,,0000,0000,0000,,subtle variations in\Nexpression and slight changes Dialogue: 0,0:10:43.73,0:10:46.28,Default,,0000,0000,0000,,in body proportions from\None frame to the next. Dialogue: 0,0:10:46.31,0:10:49.41,Default,,0000,0000,0000,,So, to maintain the illusion\Nof something hand-drawn, Dialogue: 0,0:10:49.44,0:10:55.13,Default,,0000,0000,0000,,the animators had to force 2D’s imperfection\NBACK into the computer’s perfect system, Dialogue: 0,0:10:55.16,0:10:59.26,Default,,0000,0000,0000,,tweaking each key frame ever so\Nslightly to implement those flaws Dialogue: 0,0:10:59.29,0:11:02.20,Default,,0000,0000,0000,,that make traditional\Nanimation look hand-made. Dialogue: 0,0:11:02.22,0:11:05.22,Default,,0000,0000,0000,,They also had to stylize\Nand exaggerate their animations Dialogue: 0,0:11:05.24,0:11:07.38,Default,,0000,0000,0000,,the same\Nway 2D animators would, Dialogue: 0,0:11:07.41,0:11:11.46,Default,,0000,0000,0000,,warping character proportions and\Nexaggerating perspective intentionally Dialogue: 0,0:11:11.48,0:11:14.02,Default,,0000,0000,0000,,for emphasis or dynamic appeal. Dialogue: 0,0:11:14.04,0:11:18.33,Default,,0000,0000,0000,,This was made possible by the fact that each\Nof these character’s animation skeletons Dialogue: 0,0:11:18.36,0:11:22.96,Default,,0000,0000,0000,,contains far more animatable joints\Nthan your average 3D game character, Dialogue: 0,0:11:22.98,0:11:25.09,Default,,0000,0000,0000,,sometimes over 500 of them. Dialogue: 0,0:11:25.12,0:11:26.69,Default,,0000,0000,0000,,And that's something you\Ncan do when you've only got Dialogue: 0,0:11:26.72,0:11:29.08,Default,,0000,0000,0000,,to render two characters\Non screen at once! Dialogue: 0,0:11:29.11,0:11:32.35,Default,,0000,0000,0000,,This not only allowed the\Nanimators to deform and shape these Dialogue: 0,0:11:32.38,0:11:35.37,Default,,0000,0000,0000,,character models to implement that\Nimperfection I mentioned before, Dialogue: 0,0:11:35.39,0:11:38.39,Default,,0000,0000,0000,,but also gave them freedom to\Nwarp the character proportions Dialogue: 0,0:11:38.42,0:11:41.87,Default,,0000,0000,0000,,in some extreme and bizarre\Nways when necessary. Dialogue: 0,0:11:41.90,0:11:45.22,Default,,0000,0000,0000,,And if all those joints weren’t enough\Nto do what the animators needed - Dialogue: 0,0:11:45.24,0:11:49.19,Default,,0000,0000,0000,,like if the character needed to morph\Ninto some entirely different form - Dialogue: 0,0:11:49.21,0:11:52.84,Default,,0000,0000,0000,,well, then they could just swap in\Nanother character model on the fly. Dialogue: 0,0:11:52.86,0:11:54.66,Default,,0000,0000,0000,,Then there’s the\Neffects animation. Dialogue: 0,0:11:54.69,0:11:57.66,Default,,0000,0000,0000,,Not only did they accentuate\Nall of these character animations Dialogue: 0,0:11:57.68,0:12:00.36,Default,,0000,0000,0000,,with some gorgeous hit\Neffects and speed lines Dialogue: 0,0:12:00.40,0:12:02.79,Default,,0000,0000,0000,,(all of which are\Nanimated 2D textures), Dialogue: 0,0:12:02.81,0:12:07.72,Default,,0000,0000,0000,,but - when necessary for certain effects like\Nthe clouds of dust at a character’s feet - Dialogue: 0,0:12:07.75,0:12:11.88,Default,,0000,0000,0000,,they modeled those clouds\Nin 3D frame by frame. Dialogue: 0,0:12:11.90,0:12:13.82,Default,,0000,0000,0000,,And that is bonkers. Dialogue: 0,0:12:13.84,0:12:18.37,Default,,0000,0000,0000,,Basically, in all things,\Nthe Arc System Works team had one edict: Dialogue: 0,0:12:18.39,0:12:20.62,Default,,0000,0000,0000,,“Kill Every Thing 3D”. Dialogue: 0,0:12:20.64,0:12:23.92,Default,,0000,0000,0000,,If something felt 3D,\Nyou found a way to fix it. Dialogue: 0,0:12:23.95,0:12:26.49,Default,,0000,0000,0000,,And, as I have hopefully\Nmade clear at this point, Dialogue: 0,0:12:26.52,0:12:28.80,Default,,0000,0000,0000,,the solution was -\Nmore often than not - Dialogue: 0,0:12:28.82,0:12:32.63,Default,,0000,0000,0000,,quality tools and an extraordinary\Namount of brute force. Dialogue: 0,0:12:32.65,0:12:36.62,Default,,0000,0000,0000,,To sculpt the character model\Nand the shading and the posing Dialogue: 0,0:12:36.65,0:12:39.54,Default,,0000,0000,0000,,and the effects and even\Nthe LIGHTING if necessary Dialogue: 0,0:12:39.56,0:12:44.90,Default,,0000,0000,0000,,- FRAME BY FRAME - until the entire game\Nlooked like a series of hand drawn images. Dialogue: 0,0:12:44.93,0:12:46.94,Default,,0000,0000,0000,,Just like with\Ntraditional animation, Dialogue: 0,0:12:46.97,0:12:50.96,Default,,0000,0000,0000,,everything onscreen had to be\Nan intentional and artistic choice, Dialogue: 0,0:12:50.99,0:12:53.42,Default,,0000,0000,0000,,not a computer’s\Nautomated solution. Dialogue: 0,0:12:53.45,0:12:54.77,Default,,0000,0000,0000,,And the results? Dialogue: 0,0:12:54.79,0:12:58.71,Default,,0000,0000,0000,,Well, a lot of folks (myself included)\Ndidn’t even immediately recognize Dialogue: 0,0:12:58.74,0:13:01.44,Default,,0000,0000,0000,,that this was a 3D game\Nwhen we first saw it. Dialogue: 0,0:13:01.46,0:13:04.02,Default,,0000,0000,0000,,Usually, it wasn’t until\Nwe saw the camera move Dialogue: 0,0:13:04.05,0:13:06.58,Default,,0000,0000,0000,,for the first time that\Nwe stopped and said: Dialogue: 0,0:13:06.61,0:13:07.68,Default,,0000,0000,0000,,“Wait a minute…. Dialogue: 0,0:13:07.68,0:13:10.57,Default,,0000,0000,0000,,...no way.\NHas this been 3D the ENTIRE TIME?!” Dialogue: 0,0:13:10.60,0:13:14.30,Default,,0000,0000,0000,,Guilty Gear Xrd may not always\Nsucceed in fooling your brain Dialogue: 0,0:13:14.33,0:13:19.12,Default,,0000,0000,0000,,into thinking it’s looking at a 2D fighter,\Nbut STILL, this is an amazing achievement. Dialogue: 0,0:13:19.14,0:13:21.12,Default,,0000,0000,0000,,And that was just\Ntheir FIRST try! Dialogue: 0,0:13:21.44,0:13:25.54,Default,,0000,0000,0000,,For their next attempt, Arc System Works\Nwould face an even greater challenge. Dialogue: 0,0:13:25.57,0:13:29.30,Default,,0000,0000,0000,,Because creating a convincing\Nfaux 2D anime aesthetic Dialogue: 0,0:13:29.33,0:13:32.34,Default,,0000,0000,0000,,for your own original\Nproperty is one thing, Dialogue: 0,0:13:32.37,0:13:36.41,Default,,0000,0000,0000,,but emulating the look of an\Nestablished and beloved anime series? Dialogue: 0,0:13:36.43,0:13:38.87,Default,,0000,0000,0000,,That adds a new\Nlayer of challenge. Dialogue: 0,0:13:38.89,0:13:43.26,Default,,0000,0000,0000,,This time, Arc System Works couldn’t\Njust recreate AN anime look, Dialogue: 0,0:13:43.28,0:13:46.96,Default,,0000,0000,0000,,they had to successfully nail\NDragon Ball’s unique aesthetic, Dialogue: 0,0:13:46.99,0:13:49.60,Default,,0000,0000,0000,,AND stay true to the\Nanimation of characters that Dialogue: 0,0:13:49.63,0:13:52.24,Default,,0000,0000,0000,,their target audience\Nhad likely grown up with, Dialogue: 0,0:13:52.27,0:13:53.94,Default,,0000,0000,0000,,AND - on top of all that - Dialogue: 0,0:13:53.97,0:13:57.80,Default,,0000,0000,0000,,they actually needed to make it look\NBETTER than those old anime series. Dialogue: 0,0:13:57.83,0:14:02.33,Default,,0000,0000,0000,,They had to replicate what a\Nnostalgic DBZ fan sees in their head Dialogue: 0,0:14:02.36,0:14:05.47,Default,,0000,0000,0000,,when they think back on their\Nfavorite moments from the show. Dialogue: 0,0:14:05.52,0:14:07.98,Default,,0000,0000,0000,,And as one who did not\Ngrow up with Dragon Ball, Dialogue: 0,0:14:08.01,0:14:10.78,Default,,0000,0000,0000,,I confess that I cannot speak\Nauthoritatively on this one, Dialogue: 0,0:14:10.80,0:14:13.40,Default,,0000,0000,0000,,but - if the level of delight\NI’ve been hearing from Dialogue: 0,0:14:13.42,0:14:16.46,Default,,0000,0000,0000,,Dragon Ball fans over the\Nlast year is any indication Dialogue: 0,0:14:16.49,0:14:19.77,Default,,0000,0000,0000,,- I’m gonna go ahead and guess\Nthat they did pretty good. Dialogue: 0,0:14:19.80,0:14:24.81,Default,,0000,0000,0000,,And I really love seeing the subtle differences in\Napproach and style between these two games. Dialogue: 0,0:14:24.84,0:14:28.61,Default,,0000,0000,0000,,Like for example, Dragon Ball FighterZ\Nhas a different approach to smears, Dialogue: 0,0:14:28.63,0:14:31.94,Default,,0000,0000,0000,,relying more on those classic\Nold school speed lines Dialogue: 0,0:14:31.96,0:14:35.88,Default,,0000,0000,0000,,instead of Guilty Gear’s smooth,\Nstretched-out solid shapes. Dialogue: 0,0:14:35.90,0:14:39.40,Default,,0000,0000,0000,,I love all of the Dragon Ball-influenced\Nposing on these characters Dialogue: 0,0:14:39.42,0:14:42.70,Default,,0000,0000,0000,,and most of all,\NI love that the animation in this game Dialogue: 0,0:14:42.73,0:14:45.72,Default,,0000,0000,0000,,has slightly lower fidelity\Nthan the previous game Dialogue: 0,0:14:45.74,0:14:48.71,Default,,0000,0000,0000,,in order to feel more true\Nto the source material. Dialogue: 0,0:14:48.73,0:14:51.36,Default,,0000,0000,0000,,It's in the way that the\NDragon Ball fighters hold their Dialogue: 0,0:14:51.39,0:14:54.66,Default,,0000,0000,0000,,poses for seconds at a time\Nwith only their mouths moving. Dialogue: 0,0:14:54.68,0:14:59.03,Default,,0000,0000,0000,,The way they’ll hold on a single frame\Nlonger than the Guilty Gear Xrd fighters will. Dialogue: 0,0:14:59.06,0:15:02.39,Default,,0000,0000,0000,,Or… ok, look at Sol\NBadguy’s idle animation. Dialogue: 0,0:15:02.42,0:15:05.25,Default,,0000,0000,0000,,His name is Sol Badguy, by the way.\NGuilty Gear is bonkers. Dialogue: 0,0:15:05.27,0:15:07.21,Default,,0000,0000,0000,,But yeah, look at his breathing. Dialogue: 0,0:15:07.23,0:15:09.22,Default,,0000,0000,0000,,You see that expansion\Nin the chest? Dialogue: 0,0:15:09.24,0:15:12.10,Default,,0000,0000,0000,,The way it stretches out that\Nbuckle strap on his clothes? Dialogue: 0,0:15:12.13,0:15:15.28,Default,,0000,0000,0000,,That is a level of subtle\Nmotion fidelity that you are Dialogue: 0,0:15:15.30,0:15:18.31,Default,,0000,0000,0000,,not going to see very often\Nin a show like Dragon Ball, Dialogue: 0,0:15:18.33,0:15:20.79,Default,,0000,0000,0000,,and you won’t see it in\NDragon Ball FighterZ either, Dialogue: 0,0:15:20.81,0:15:23.04,Default,,0000,0000,0000,,because it just\Nwouldn’t look right. Dialogue: 0,0:15:23.06,0:15:27.24,Default,,0000,0000,0000,,And the really exciting thing is that\Nthis whole approach Arc System Works has Dialogue: 0,0:15:27.27,0:15:30.65,Default,,0000,0000,0000,,developed is still relatively\Nnew and unexplored. Dialogue: 0,0:15:30.68,0:15:34.36,Default,,0000,0000,0000,,I mean, they’ve only really\Ndone this trick twice so far. Dialogue: 0,0:15:34.38,0:15:36.92,Default,,0000,0000,0000,,But their third\Nattempt is on the way. Dialogue: 0,0:15:36.97,0:15:40.07,Default,,0000,0000,0000,,The upcoming GranBlue\NFantasy Versus looks to bring Dialogue: 0,0:15:40.10,0:15:43.19,Default,,0000,0000,0000,,yet another subtle variation\Non the anime aesthetic. Dialogue: 0,0:15:43.24,0:15:45.78,Default,,0000,0000,0000,,And Arc System Works is\Nalso the publisher for that Dialogue: 0,0:15:45.80,0:15:48.16,Default,,0000,0000,0000,,new Kill la Kill fighting\Ngame that just dropped. Dialogue: 0,0:15:48.18,0:15:52.71,Default,,0000,0000,0000,,Granted, actual development duties for that\None seem to have been handled by A+ Games, Dialogue: 0,0:15:52.73,0:15:56.57,Default,,0000,0000,0000,,the same folks who made that (also very\Nnice looking) Little Witch Academia game, Dialogue: 0,0:15:56.60,0:15:59.38,Default,,0000,0000,0000,,but I can’t imagine there\Nwasn’t at least SOME Dialogue: 0,0:15:59.40,0:16:02.70,Default,,0000,0000,0000,,knowledge-sharing happening\Nbetween these two studios. Dialogue: 0,0:16:02.72,0:16:05.67,Default,,0000,0000,0000,,If there’s one thing that the\Nproduction of these games shows Dialogue: 0,0:16:05.70,0:16:08.18,Default,,0000,0000,0000,,(and it’s something that\NMotomura has said himself), Dialogue: 0,0:16:08.21,0:16:11.94,Default,,0000,0000,0000,,it’s that achieving this look\Nwasn’t about developing some new, Dialogue: 0,0:16:11.97,0:16:14.06,Default,,0000,0000,0000,,never-before-seen technology. Dialogue: 0,0:16:14.08,0:16:17.27,Default,,0000,0000,0000,,It was simply a matter of\Napplying the same tech we use Dialogue: 0,0:16:17.29,0:16:20.28,Default,,0000,0000,0000,,for everything else toward\Na different visual target, Dialogue: 0,0:16:20.31,0:16:22.96,Default,,0000,0000,0000,,and being willing to bend\Nour production approach Dialogue: 0,0:16:22.99,0:16:25.70,Default,,0000,0000,0000,,as necessary to achieve\Nour aesthetic goals. Dialogue: 0,0:16:25.73,0:16:29.61,Default,,0000,0000,0000,,I cannot wait to see what Arc System\NWorks has in store for us next, Dialogue: 0,0:16:29.64,0:16:33.34,Default,,0000,0000,0000,,and I really hope to see more studios take a\Ncrack at this sort of thing in the future. Dialogue: 0,0:16:33.37,0:16:36.35,Default,,0000,0000,0000,,Again, definitely check out\NJunya C Motomura’s talk if you’re Dialogue: 0,0:16:36.38,0:16:39.09,Default,,0000,0000,0000,,interested in learning more\Nabout how they achieved this. Dialogue: 0,0:16:39.12,0:16:41.54,Default,,0000,0000,0000,,He gets into more of the\Ntechnical details like Dialogue: 0,0:16:41.57,0:16:44.35,Default,,0000,0000,0000,,the nitty-gritty of their\Ncel shading and texture work. Dialogue: 0,0:16:44.37,0:16:46.91,Default,,0000,0000,0000,,It’s all just so\Nvery darned cool. Dialogue: 0,0:16:46.94,0:16:49.59,Default,,0000,0000,0000,,Also, a big thanks to\NGeoff Thew of Mother’s Basement Dialogue: 0,0:16:49.61,0:16:51.57,Default,,0000,0000,0000,,for double-checking\Nmy script on this one. Dialogue: 0,0:16:51.59,0:16:54.52,Default,,0000,0000,0000,,If you’re curious to learn more\Nabout the history of anime games, Dialogue: 0,0:16:54.54,0:16:57.46,Default,,0000,0000,0000,,he actually made a video\Ncataloging that very thing. Dialogue: 0,0:16:57.49,0:16:58.89,Default,,0000,0000,0000,,I will link to it below. Dialogue: 0,0:16:58.91,0:17:00.25,Default,,0000,0000,0000,,I hope you've enjoyed this! Dialogue: 0,0:17:00.28,0:17:04.12,Default,,0000,0000,0000,,Be sure to subscribe and bell-ring and all\Nthat other stuff if you haven’t already, Dialogue: 0,0:17:04.14,0:17:08.03,Default,,0000,0000,0000,,and consider supporting the show\Nlike all of these absolute champions. Dialogue: 0,0:17:08.06,0:17:11.74,Default,,0000,0000,0000,,Thank you for watching and I’ll see\Nyou next time for more New Frame Plus. Dialogue: 0,0:17:11.76,0:17:20.20,Default,,0000,0000,0000,,[music]