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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!