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Hey everybody!
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Welcome to New Frame Plus.
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Let’s do another
animation breakdown.
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Today’s subject,
by patron request:
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the inkling transformations from kid
to squid to kid again in Splatoon 2.
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These are some quick little animations, but
very important to the world of Splatoon.
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And they’re actually packed with
entertaining detail, so let’s dive in!
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The inklings of Splatoon are
a strange species of humanoid
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squid things that can
change form at will.
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At any time, if the player
holds down the left Z trigger,
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their inkling will quickly
transform from kid... to squid.
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While in this form,
the inkling can’t use their weapon,
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but they can swim quickly and stealthily
through ink of their own color,
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as well as reload
their ink tank.
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Release that trigger,
and the squid becomes kid once more.
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Now, this “transformation” -
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as is the case with most video
game character transformations -
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is really just a
well-hidden model swap.
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A sneaky little switcheroo hidden
behind some ink splash effects.
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But character animation IS
contributing to that effect,
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so let’s go frame by frame and see if
we can figure out what they’re doing...
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First,
the kid-to-squid transformation.
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It’s kind of hard to tell exactly how
many frames long this animation is
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on account of how smooth that
blend into the idle is at the end,
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but it’s somewhere around 20-24
frames long beginning to end.
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VERY quick.
Less than half a second.
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On the first frame, the kid’s body
starts getting coated in a layer of ink,
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and their weapon
begins shrinking.
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By frame 2,
the weapon has despawned
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and the kid is starting to
drop forward toward the ground.
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By frame 3, they’ve already nearly
face-planted on the ground in front of them.
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They’re tucking their arms and
legs underneath their body.
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Their ink canister has shrunk down and
schlorped right into their torso (gross).
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And by this point, they are entirely
coated in that layer of ink,
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which is going to be very important to
hiding what happens next on frame 4.
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You remember how I said this transformation
involves a sneaky model swap?
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Well, I lied: cause it
actually involves two!
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On this frame, your custom
inkling character model swaps
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for a much simpler generic model
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with a head shape somewhat resembling
the squid you’re about to turn into.
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It’s a transformation mid-point;
neither kid nor squid.
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A squick, if you will.
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But we’re not done yet.
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Over the next 4 frames,
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your squick tucks their arms and
legs completely underneath their body
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and flops down
flat on the ground
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so that their body and their squiddy
little head are all you can see.
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Your humanoid blob has indeed
contorted itself into an almost
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kind of squid-like shape.
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And at frame 9, your kid blob
vanishes in a splash of ink.
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Now, if you’re positioned over
your own ink at this point,
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than your character will effectively just
disappear under the ink’s surface.
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But if you transform
over dry ground, then…
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at frame 10, mostly concealed
by that same ink splash,
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BOOM, your squid
model finally appears.
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And then for the next 10 frames or
so, the ink splash dissipates
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and your squid flops
to rest on the ground,
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seamlessly blending
into its idle animation.
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And I do rather like that flop
of the tentacles as they settle.
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So alright! Now we are squid.
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So let's see what it look like if we release
that trigger and transform back to kid...
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Now this animation is about twice as long
as the first one, closer to 42-ish frames.
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On frame 1, the squid begins to shrink
and tuck in on itself a little bit,
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pulling its tentacles in.
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And then on frame 2, already...
BAM, the squick is back,
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limbs still tucked
underneath the body.
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And this time,
we’re going to get a much better look
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at what this transitional
squick model can do.
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Over the course of the next 23 frames, your
blob of a character is going to stand up,
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and it is wonderfully
gross-looking.
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There is a LOT going on here; let
me see if I can cover all of it.
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Those first few frames of this standing
motion, when you go through them slowly,
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give a better glimpse at how the
limbs were hidden beneath the body.
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And this is some pretty nice concealment
on the animator’s part, here;
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they really had to contort this
character to make that work!
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It turns out that the feet
were hidden up inside the head!
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Which is clever AND gross.
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Now as the squick stands up and
begins straightening their legs,
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notice how the hands
stay where they are,
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tucked into the floor as
the arms streeeeetch out.
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Forgive me just a brief moment
of SUPER nitpicky-ness,
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but I can’t 100% decide on
the intended reason for this.
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One possibility could be that the squick
is meant to be using its arms to help
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push itself upright,
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but the arms straighten
out a little bit too early
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to effectively look like they’re
pushing against the ground;
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it really feels more to me
like they’re BEING stretched.
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And that stretching makes me
think that the real intent here
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was to make these tentacle-arm
limb things feel like a goopy,
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shapeless ink mess under the body
as it rises up from the floor,
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which is definitely the feeling that all of
these wonderfully drippy splash FX are selling.
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But then, I feel like the arms
feel just slightly too rigid to
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effectively read
as stretchy goo.
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They feel pretty solid
and plastic here, right?
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Of course, I imagine that this character
rig is fairly lightweight and simple;
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the animator probably didn’t have
the robust arm-shaping controls
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that you would need to make these
arms feel all soft and gooey in stuff.
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And, to be even more fair, this detail
comes and goes in the blink of an eye,
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so it’s really meant to
be FELT more than SEEN.
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Speaking of seeing, though,
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this time we get a much better
look at the squick’s weird head!
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Just look at that squid face!
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The second half of this “standing upright”
motion really shows some of the scaling
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and morphing control the animators
have on this squick model.
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We can see its head shrinking
down to inkling size.
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Its arms are shrinking as well.
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And that really does helps to
make this inkling feel squishy.
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And then, right about at frame 30, with
another big ink splash to hide the seams,
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the last model swap finally happens
and our custom-made kid form is back
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(although still covered in ink).
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Over the next 12 frames, the kid
settles back into their idle animation
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and that ink coating
starts to clear,
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but my favorite detail is how
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there’s this very slight scaling
effect on their entire body,
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increasing their
size for a few frames
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before shrinking them back
down to their default size.
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It’s very very subtle, but AGAIN,
it keeps them feeling squishy.
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Even while in humanoid kid form,
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these inklings still retain some of that
malleable, squiddy bounce. I love it.
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Oh! And if you’re curious about what this
animation looks like for Octolings…
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...it’s the same! Same animation, just
applied to octoling kid and squid models.
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And they even have their
own unique squick model too!
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Now, there is no overstating how
important the ink splash FX are
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to making this illusion work.
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Those splashes are obscuring everything
they need to to hide the model swaps
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and make this transformation
feel seamless.
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Really, if they wanted,
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they probably could have had this
transformation just be instantaneous.
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Just an instant model swap
behind a splash of ink.
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Poof! Done.
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Plenty of games do just do that.
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But, if they did, it wouldn’t FEEL like
a transformation the way this does.
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All of this animation might still happen
faster than you can really see in the moment,
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but having just those few frames of
the inkling contorting into a new shape
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really helps to sell the FEEL of
this weird creature shape shifting.
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And these animations
are versatile.
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You can initiate these
transformations at ANY time!
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The blending out of and then into the run
animation is pretty fast, but it's clean.
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You can transform
in mid air too!
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Heck, the transformation's
fast enough that you can jump,
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start the transformation and then
reverse it, all before hitting the ground.
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And yes, the transformation does
looks a bit more awkward in mid air
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especially if you’re rapid
swapping between forms like a goof,
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but it all still happens too
fast to look noticeably bad,
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and - as the player
controlling this character -
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having the ability to swap forms in an
instant at ALL TIMES feels really great.
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I say that trading a little bit of animation
polish for that responsive control
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is absolutely worthwhile.
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It usually is.
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I think these
animations are great.
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They happen quickly,
they look cool and gross
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and they help to contribute to
this bizarre world’s fiction
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without ever getting in the way.
Solid animation work all around.
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A big thank you to both Unpronounceable
and dxman for suggesting this topic!
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This was fun!
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If you would like to suggest
a topic for some future video,
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then consider supporting the
show like all of these folks.
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Thanks for watching,
I’ll see you next time!
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[music]