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How Do Inkling Transformations Work?

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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]
Title:
How Do Inkling Transformations Work?
Description:

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Video Language:
English
Duration:
08:30

English subtitles

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