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Spider-Man's Animation: The Zip To Point

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    Hello and welcome to New Frame Plus, a series about video game animation.
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    This is not news to you, but swinging around in
    Spider-Man looks and feels amazing.
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    And of course it does. This is an Insomniac game.
    Their animators are awesome.
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    There is tons that I could dig into here,
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    but today I want to focus on just one of his swing animations: the Zip-To-Point move.
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    Let's just look at this whole move real quick.
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    As soon as the player hits the commands
    to initiate the move
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    Spider-man extends his arms
    in the direction of the targeted surface,
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    shoots the webs, yanks himself
    directly to that spot like a bullet,
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    catches himself with his hands,
    brings his feet down just behind them
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    and settles into that classic Spider-Man perch.
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    Pretty simple right?
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    Now, there are essentially three phases
    to the animation of this move.
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    Phase One: The Anticipation, where Spidey shoots the webs toward his destination.
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    The first few frames of this are actually
    an automated blend from whatever animation
    Spider-man was playing before.
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    See, the animators need to transition Spidey
    into this anticipation pose quickly,
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    but they've got no way of knowing exactly
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    what pose Spider-man was in at the moment the player entered the Zip-To-Point command.
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    They could theoretically just have him snap
    to that new pose the instant the player hits the button
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    But it would also look kind of unnatural physically
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    So instead, they spend the first fraction of a second linearly blending from Spider-Man's previous animation
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    into this new one,
    just to smooth that transition out a little.
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    This is something that you'll see
    most games do to smooth the transitions
    from one animation to another
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    Now, because that blend is somewhat automated,
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    this is the spot where you're likely to see the most jank, especially when played back in slow motion.
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    Notice how Spidey's orientation to the ground
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    changes rapidly (and kind of unnaturally)
    over the course of just a few frames.
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    It's a bit of jank that the player is likely to FEEL rather than SEE.
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    This brings us to the anticipation pose itself,
    which is really nice.
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    Spider-Man's arms are extended toward his destination,
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    which both communicates direction
    and clearly shows his intent.
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    His body is also curled up into a ball which is going to contrast really wonderfully with what happens next...
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    Phase Two: The Action, in which Spider-Man launches toward his destination.
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    He yanks on the webs and stretches out his body completely.
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    He's like a dart or an arrow shooting at his target.
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    And the contrast between the curled-up anticipation and THIS gives just a wonderful spring to the move.
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    This brings us to Phase Three: The Recovery.
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    As Spidey nears his destination,
    he extends his arms to catch himself,
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    and you get this nice, extended,
    overlapping bounce on his spine and his head
    as he absorbs that forward momentum
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    and settles into the final resting pose
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    One of the things I really like
    about this particular animation is
    how much Squash & Stretch plays into it,
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    and not because Insomniac's animators
    are noticeably warping or exaggerating
    Spidey's physical proportions or anything.
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    You don't actually have to turn your character into rubber to make use of this animation principle.
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    Imagine animating a rubber ball springing from one point to another of its own will.
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    It would squish in the anticipation before the jump...
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    stretch as it sprang toward its target
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    and then squash again as it hit the target and tried to quickly stop all that momentum.
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    Spider-Man's body does something
    very similar in this animation!
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    He curls up, launches into a stretched-out pose
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    and then bunches up again at the finish
    to try to absorb all that momentum.
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    The other thing that I love is that, throughout all this,
    all of the key poses are iconic Spider-Man.
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    The web shooting anticipation,
    the flight, the ending perch...
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    even if you only have a
    passing familiarity with this character
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    it all feels just right.
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    And one last thing worth noting about this
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    is just how much complexity is hidden
    inside this one seemingly-simple move
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    Like, sure, you've got the three parts of this movement: the web shot, the flight and the landing.
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    Simple enough.
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    Three animations ought to cover it, right?
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    What if the player wants to launch Spider-Man toward a perch that ISN'T directly in front of him?
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    Well, you could use the same starting animation
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    and just have Spider-Man whip around
    to face that new direction on the first frame,
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    but it would feel really unnatural, and totally ignore the momentum his current swing already had.
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    So, rather than doing that,
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    Insomniac has created a bunch of variants to that anticipation web shot.
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    If the player's target is off to one side
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    Spider-Man will twist his upper body
    in that direction to shoot the webs,
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    and then transition into that same
    stretched-out flight pose after launching.
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    Aha, but! What if Spider-Man isn't even flying?
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    What if he's just launching
    from one perch to another perch?
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    Well, I guess you're gonna need an alternate starting animation for that scenario too.
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    But ok, what if he's perched AND
    point-zipping to a spot behind him?
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    Well... dang.
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    I guess we need ANOTHER transition for that edge case.
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    All of these possible starting positions might lead
    to the same stretched-out flying pose,
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    but they require different initial animations to make that transition feel organic and seamless.
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    BUT it's actually more complicated than even that.
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    Because I lied a second ago!
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    Those starting positions DON'T always end up
    in the same flying pose.
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    Spider-Man will actually play
    different Zip-To-Point animations
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    depending on how far away he is from the target.
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    If the target is close, he may instead do this simpler hop animation,
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    more like a web-assisted jump.
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    But okay, what if the target destination is really far away?
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    In that scenario, Spider-Man will do
    this twisting flight path,
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    which is functionally the same as the regular one,
    but just a little bit more visually interesting.
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    I don't know this for sure, but I would guess
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    that the animators felt that having Spidey stay in this one stretched out pose
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    for a really long distance Zip-To-Point move
    felt just a bit flat and same-y.
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    So they put a little spin in there
    on the long flights to keep Spider-Man feeling
    visually interesting and dynamic.
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    And even the landing on this move can vary!
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    Not only will Spider-Man's follow-through
    momentum-absorbing bounce
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    be more severe and exaggerated
    after those long Point-Zip jumps
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    because he's having to recover from stopping
    so much more forward momentum,
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    but there's a potential branching point here.
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    If the player has unlocked the Point Launch skill
    on Spidey's talent tree,
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    they can press Jump immediately after Spidey's hands hit his target
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    to have him instead SPRING off of that target,
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    gaining more height and a huge burst of speed.
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    Think about that...
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    all of these variants... all of these
    alternate versions and branching points,
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    and all of this animation coverage
    just to make one single move look good.
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    One!
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    You would be surprised how common this is in game animation.
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    It is amazing how much work and technical complexity can go into making a gameplay move feel and look...
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    ...effortless.
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    Dog GONNIT, this game's animation looks good.
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    Anyway, I hope you enjoyed this!
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    I wanted to try doing some episodes
    on just a single animation,
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    so I decided to take some requests!
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    Today's episode was a request from Nick Phan.
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    So, thank you Nick!
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    What about you?
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    Can you think of a particular animation
    you'd like me to dig into?
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    Come on, any game you want.
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    Is there some particular combat move
    or jump, or maybe a moment in a cutscene
    that you'd like an episode about?
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    Let me know down in the comments, or on Twitter.
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    Maybe the next episode will be about your suggestion!
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    And, as always, subscribe if you want
    to see more animation videos
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    and click that little bell thingy down there
    if you want to make sure that YouTube
    notifies you of future video releases.
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    Thank you for watching and I'll see you next time!
Title:
Spider-Man's Animation: The Zip To Point
Description:

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Video Language:
English
Duration:
07:40

English subtitles

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