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Why Skyrim's Mining Animation Is Bad

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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!
Title:
Why Skyrim's Mining Animation Is Bad
Description:

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Video Language:
English
Duration:
12:22

English subtitles

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