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Hello.
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My name is Dan, I’m an animator and this
is New Frame Plus.
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I want to focus on another single animation today.
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This one was requested by Atle Hillmann,
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who recommended we have a look
at the mining animation in Skyrim.
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So! Let's see it...
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Ok, so let’s walk through what’s happening here...
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If you walk up to an ore vein and press the
interact button, the camera will instantly
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switch to a third person angle (or a slightly
different third person angle
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if you were in third person already).
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The animation seems to prefer that your character
be positioned in a specific spot,
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so your character may also warp to a new position
over that camera cut.
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Now, if you approached that ore vein
with your weapon still equipped,
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that warp won’t happen until after your character puts the weapon away,
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so you’ll actually see them
unequip the weapon in third person
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and THEN see him
warp to that new position.
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In either case, your character will go to
a neutral idle position.
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Then your pickaxe will spawn in your character’s hand
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and they will begin to play the mining animation.
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This loop will play for 10-15 seconds until
the ore vein is depleted,
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and then your character will transition back
to their neutral idle position,
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the pickaxe will despawn and the camera
will return to where it began,
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either your preferred third person or first person view.
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Now, this animation was requested
with the assertion that:
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And... yeah, it’s not great.
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I have some guesses as to why it turned out
this way,
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but first let’s just dig into what’s NOT working here...
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To start, the animation on the character - the
pickaxe swinging action itself -
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feels kind of mechanical.
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The force of a pickaxe swing
should start in the body,
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you should see the power happening
in the hips and torso,
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carrying up through the arms and
transferring to the axe’s swinging arc.
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But when you look at each of these swings, the torso
bend and the axe-swinging motion both start
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and end at almost exactly the same time,
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all the parts of the body just
mechanically moving at once
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like an animatronic or something.
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And on top of that, the entire motion
just feels weirdly SOFT.
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Like, people hit Whack-a-Mole cabinets
with more force than this.
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When the axe connects with the rock, it barely
even feels like it’s hitting something.
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This doesn’t really feel like a miner we’re watching...
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it feels like we’re watching a film extra who was told:
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"Ok, act like you’re mining, but please PLEASE
don’t actually hit any of the walls.
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this whole place is styrofoam, floor to ceiling.”
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[Director Voice]: "Alright, action!"
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[Director Voice]: "Perfect. Cut!"
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Now, one big caveat worth mentioning is:
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it is possible that this is modelled after some
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actual pickaxe mining technique
that I just don’t know about.
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I mean, it doesn’t match any of the pickaxe
mining reference I’ve been able to find,
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but I’ll be the first to admit:
I am no expert on pickaxe use.
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But even so, even if what we’re seeing here
IS an authentic representation of legit ore-mining
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pickaxe technique, if that authentic detail
LOOKS and FEELS incorrect
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to your average player,
that is still arguably a problem...
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It very much depends on the type of experience
your game is going for, of course, but
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if 90% of players are going to look at your animation
and mistake that authentic detail for BAD animation...
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it’s at least worth considering what
sorts of adjustments you can make so that
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the authentic detail feels
more correct to your audience.
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Still, even if the animation on the character
had been totally fine,
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we would still have some
significant jank to deal with here.
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Because a lot of what makes this mining action
in Skyrim feel so rough isn’t even the animation itself,
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but the way that animation has been implemented.
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Everything that happens from the moment
you hit the interact button
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to the moment your character starts swinging
the pickaxe just feels BAD.
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For one, having your camera suddenly cut to
third person like this is really jarring.
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You go from BEING your character to-
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GAH
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...suddenly WATCHING yourself doing something,
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like you were kicked out of your own body
and are now a ghost having to
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spend fifteen seconds watching yourself
not know how to use a pickaxe.
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And maybe the camera cut wouldn’t be SO
bad if it weren’t for the fact that your
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CHARACTER changes position over that cut too
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(I assume so that they can line up with the
invisible task point in front of that ore).
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Having a simultaneous camera cut AND
positional change just feels really disorienting.
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Worse still is your character’s transition
into the mining animation.
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Not only do they pop to a new location
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(and then spend the next 20 frames unnaturally
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sliiiiding forward a little further
to get completely into position),
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but they spend 15 of those first 20 frames
frozen like a mannequin.
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They’re basically locked in this pose for
a quarter of a second
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before they even START to play the animation.
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And when they DO start moving, they spend
another 30-40 frames mechanically blending
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into this “pickaxe-holding” pose before
they even start lining up their first swing.
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There’s nearly a full second of awkward,
robotic transitioning into the mining animation here
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(and even MORE if your character has to
finish putting their weapon away first)
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and it is just not doing
the presentation of this any favors.
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Even if you don’t actively notice any of
these individual problems in the moment,
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they all add up in that first second to make the
whole thing subconsciously feel
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really awkward somehow.
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And the end of the mining animation
does the same thing:
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The pickaxe despawns right out of your character’s
hands before they spend MORE THAN A SECOND
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robotically blending back to that neutral idle pose.
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And THEN [shwoop] they finally put your ghost
back in your body.
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Honestly, I’d say the jank in these transitions
is an even bigger problem
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than the mining animation itself.
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Overall, it just leaves the Skyrim mining
experience feeling extremely unpolished.
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So now that we know exactly WHAT isn’t working,
the next question is:
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WHY would it be like this?
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What could have led to it turning out this way?
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Of course, the simplest answer
(and the one most people probably jump to)
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is that maybe the people involved were
just bad at their jobs.
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And that’s always possible!
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But just as often, I see lackluster or janky-looking
work coming from incredibly-skilled people who
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ran into some sort of roadblock.
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Maybe a time constraint, a technical constraint
or some design limitation.
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Maybe the mining feature was just waaaaay
far down the priority list
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on an already over-booked animation schedule.
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Maybe they originally WANTED to make first
person versions of ALL of these task animations
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so you wouldn’t have to experience a camera
change,
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but then there just wasn’t time
in the schedule to make
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TWO versions of every
task animation in the game.
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Who knows, maybe at one point mining wasn’t
even planned to be a feature.
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But then it got added to the game late in development
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and didn’t get the polish time it needed.
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Or MAYBE (and this one is a reach), but...
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maybe at one point, mining or other task animations
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like cooking or wood chopping weren’t intended
to be things the PLAYER could do!
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Maybe they were originally meant to be used
exclusively by NPCs out in the game world,
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just to make the place feel more lived in.
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I can almost picture this being true just because
of how many of these task animations
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look like they were designed to be
unintrusive background noise.
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But then some developer had the idea to let
players use that NPC task system
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to make stuff like alchemy and
blacksmithing look cooler.
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And yeah, brute forcing the player camera
and animation system into an NPC task system
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that was never meant to accommodate this
did result in a bunch of weird hitches,
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but everybody agreed that the jank was worth it.
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I could throw darts at this board all day,
but you get the idea.
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And I wasn’t there, so I have got no idea what
constraints these folks were working under, BUT...
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none of that really changes the fact
that this mining animation turned out rough.
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But let’s assume for a moment
that it was our job to FIX this.
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How might we go about making
this animation look better?
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Well, I would start by polishing up
that pickaxe-swinging animation.
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Really get in there, loosen it up and try
to make things feel less robotic.
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And put some more power into that swing!
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Have them raise the axe higher before bringing
it down,
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bring that right hand further
down the grip as they raise it
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play with the spacing
on the axe swing itself
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so you really feel some acceleration as it drops.
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Of course, if we’d rather stay true to the
more contained style of swinging that
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Skyrim already has and not replace it with
a full blown wood-chopping axe swing,
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I can work with that.
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The character doesn’t have to put their
whole body into it,
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but I’ve still gotta see some more OOMPH.
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This character’s trying to
break through solid rock here.
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Let’s see that pickaxe bounce off
the stone when it hits.
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Maybe sometimes it get wedged into
the rock so solidly that the character
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has to stop and pry it loose.
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I mean, if we’re going to make the player
sit and watch this happen for 10-15 seconds,
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we might as well throw in some
interesting variations to the swing
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rather than having the character do what feels
like the exact same swing on loop.
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Or, even better, let’s add a proper first
person version of this pickaxe animation!
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Now, I didn’t mention it before, but it
turns out you actually CAN
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mine in first person in Skyrim.
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All you have to do is - instead of approaching
the ore and pressing the Interact button -
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equip your pickaxe in your hand and attack the ore
with it like you would swing a sword.
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I mean, this is definitely not
how you properly swing a pickaxe either,
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but it does at least look and feel
a lot better as an experience.
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And hey, as long as we’re
dreaming up waysto improve things,
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why not make THIS look better!
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What if there was a custom first person pickaxe swing
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instead of just this default
one-handed attack animation?
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And we could change it so that all you have
to do is Interact with the ore in first person
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and your character automatically equips
the pickaxe and starts swinging!
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I mean, why make the player do the busy work
of digging into their inventory
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and equipping the pickaxe first?
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Or say we WANT to keep the
third person view for mining...
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maybe we want to keep it consistent with the
other random tasks you can do in this game.
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Well in that case, we could
at the very least try to polish up
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the transition into the mining animation.
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Maybe instead of a jarring camera cut,
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we could have the camera pull back,
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do more of a zoom to that new angle?
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Or we could keep the cut and just trim out
that sluggish, second-long robotic start and
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stop animation on either end.
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Maybe when you hit the Interact button, your
character could start raising the pickaxe
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in first person, and then we’d cut to them
winding up for a swing in third person?
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That way it could at least feel like
there’s a single consistent action
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happening on either side of the camera cut.
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There are all kinds of potential ways you
could go about
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trying to make this animation look better.
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Of course, all of the ideas I just pitched
assume we’re looking at a development environment
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free of technical or scheduling constraints, which…
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...yeah, that rarely happens.
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There are almost certainly a PLETHORA of reasons
why these fixes I just rattled off
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wouldn’t have been feasible solutions.
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Maybe tampering with the
camera behavior to fix THIS feature
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would break the camera for a dozen other features
that rely on the same system.
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Maybe engineering it so that your character
can auto-equip a pickaxe
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for easier first-person mining would require
a week of coding time
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that the programming team just could not spare.
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Or maybe you just don’t have any room in
the schedule for additional animation work.
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So it goes.
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Again: actually doing the work to make this
stuff function and look good
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in a real video game is infinitely harder than
picking it apart for other people’s amusement
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(which is what I just did)
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So no disrespect whatsoever intended
toward the people who
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worked on this mining feature originally.
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They certainly wouldn’t be the first developers
to experience the frustration of having a
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feature or animation not turn out
exactly how they’d hoped.
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I've been there too. Trust me.
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I do hope this has been
at least a little educational, though!
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Thanks again to Atle for the request!
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If you’ve got a particular animation from
a game that you’d like me to talk about,
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free to request it in the comments.
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And subscribe if you want to see more game
animation videos like this one.
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I’ll see ya next time!