reviewing your takes on animation (60FPS follow-up)
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- Опубликовано: 5 май 2024
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...can you tell this video was rushed?
Chapters:
00:00 - Intro
2:12 - Comments
5:45 - Adam and Eve
6:26 - More comments
12:36 - The single biggest complaint
14:21 - Even more comments
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#sponsored #interpolation #animation - Развлечения
gamers aren't oppressed but they should be
Am gamer, can confirm
Am a gamer here, fucking exterminatus us.
bring an end to gamerkind PUT ME ON THE CROSS BOSS
I am going to start a campaign to end all gamers.
@@Iuseen idea, Gaming Convention, nuke.
*As a gamer*
dani will you ever fucking upload
@@Bewroad he did like a week ago what
As a professional gamer that has played 3 competitions...
@@Bewroad Bruh he's working hard. If you complain at Dani your not a true boner.
hey thanks for commenting so I could realize notifs were off
dude james baxter is my fucking hero
What are you doing with less likes in this comment section than I have?
Damn that first guy , I'll get u next time.
@@silence.9376 owned
james Baxter CAN AND WILL defeat jiiren.
Jaaames Baaxterrr
3D modeler here: we rig models with bones (think an articulated doll) and then pose them to animate. This is automatically interpolated by the game engine. The reason we do this is for flexibility. Here’s some examples:
- some games have a walking animation and a running animation, and code the game to mix between the two depending on how far you push the joystick
- going in and out of animations is easier. If you move a character left or right, you can interpolate between the two motions
- if you animate a character doing something like picking something up, you can make the animation additive so that the animation will work no matter whether the character is sitting, standing, running etc. you can also multiply variables so if they pick up a large object the animation will scale
- running up and down a slope may require telling the computer to lift the feet up higher or lower than normal
- frame rate changes
So basically, flexibility is the reason! In games where you can do almost anything, you can never truly guess everything a player will do or every angle they’ll look from. So instead, animations are made to be scalable and additive for that reason. The position and rotation of bones is recorded in hard numbers. In fact, there’s a lot more math involved than you’d think. It’s not any harder or easier than 2D hand animation, just different, with different requirements (games need to run at 60fps so players can have appropriate time to react and also not get motion sick).
Some stylized games (genshin, honkai, guilty gear) will have capped frame rates on their animations. But that’s an illusion. The game still runs at 60fps, but they take more care to manually cap the frames of character animations to have that level of control and intent you talked about.
Sorry about the ramblings, I hope they made sense at all! Math is really the name of the game here, but it’s a tool like any other that requires skill and intent
Seriously, super interesting read. Thanks!
Comment hall of fame🎉
yes inject that knowledge STRAIGHT into my brain
@@whoisezekiel2099: ow
Thank you for explaining, I seriously can't believe people dumb down all the work you do to pressing a button and applying it to AN INTIERLY DIFFERENT MEDIUM which is 2d animation, thanks for the knowledge
it's been 2 years and yet "GAMERS HAVE SEEN THE FUTURE" still makes me laugh every time
fr bro
BECAUSE THEY HAVE!!!! I AM A GAMER AND SUPER SMART (I have an F in math)
@@Minx-Mango i'm a gamer and i too can see the future. my next maths test will be a 0/100
AS A GAMER
Continue
Sup
I think he dislikes the gamers...
Invalidated, NEXT OPINION PLEASE
What's up Checkmark
wonder how interpolated paper and cardboard would look like
Yea same here
Yea
I mean, the AI is designed for live action, so it would technically work on this. Idk how good it would look but it *technically* would work.
Do it.
i prefer not to try it
"The artist's intent doesn't matter" could be shorthand for "I've never held a colored pencil in my entire life".
Lmao
*Asmongold sweating furiously*
bro tattled on themselves so hard with that one
@@AluminumFusion22 asmongold is like the elon musk of gaming and shit takes regarding gaming
Not sure if anyone's gonna see this on an old video, but game developer here
Game animations do have a base frame rate (usually 30 fps, unless it's an Arc Sys case) but the game engine sees the seconds rather than the frames. You can animate a 60 frame animation at 30 fps, but the game engine will see "This animation is 2 seconds" and show it at the game's current frame rate. I've both made my own games (small indie prototype projects, but they're in 3D) and I've made the Master Form mod for KH3, and the frame rate of KH3's (and my own) animations are 30 fps (a lot of times, individual animation files will have a setting to actually set the animation frame rate and interpolation will take over if needed, so you got that part right). Please keep in mind that this is the standpoint from a 3D dev, not 2D
finally a answer thank you
@@_RETR01 Too bad no one's gonna see this, though (except you, clearly)
Thanks for the info
For 2D, there are polygonal games that animate more or less the same as 3D games, but pixel animation is nowhere close.
First, you gotta differentiate between the frames and the frame rates. Mario's run cycle in Super Mario Bros 2 animates very quickly, but it consists of 2 frames looping. Cuphead was made with traditional cel animation, mostly on 2s, but in game those poses don't necessarily run at 12fps.
Then you have things like fighting games that are all over the place. A jump kick could consist of a single pose, but it's designed to seamlessly transition into other animations such as a jump block or a landing. Combos or special moves in the same game could easily have 24 frames.
I guess a good baseline is a modern pixel platformer will usually have 6-12 frames per animation, but those animations could play anywhere from 6 to 60fps depending on the effect the animator is going for.
This is accurate. (also a game developer (sort of...) )
Who is James Baxter? sounds like a gamer
Games Hackster
He is
The ebic gamer James baxter
That’s pretty epic!
gamer momento
The problem with people who like interpolation is basically the same with AI "artists": they see art as the means to an end.
It's not. Art has meaning, and if it's made a certain way, that means that the creator of said art wanted their message to be like that. It's not just a thing that you see and go "wow that looks cool" it's a way of expression, be it by creating worlds, illustrating emotions or simply sketching something, you're expressing yourself and your world.
Subscribers of Aestheticism would disagree with you. Sometimes you do just want something that pleases the eye, for me the meaning of something, be it art or film, is a nice bonus after the experience itself.
yes.
i once drew questionable things out of small dose of rage, it's not very bad, but everyone just focus on the "bad".
I have agreements on both sides. On one hand, the process of creating art is very special and I think ruining artistic intent will usually take away a part of your experience as a viewer. But, if you really like it more, I don't see a problem with that. My real issue is with everyone being rude and yelling that his is the definite future and all other ways are bad.
Your nightcore take is incredibly based and I'd like to add on the whole "slowed + reverb" to it.
People like slowed down songs? Alright musicians, start playing your songs at half speed or else you're *obsolete*
@@janelantestaverde2018theres still gonna be that one guy who will still apply daycore to it
You can never please everyone… (well at least in terms of it being just a singular thing)
@@HyperNova808 it's almost like if you made these categories that have some underlying elements in common that appeal to a given taste, and then songs could be made to fit that style and then people with that taste could consume that kind of work with the expectation of it being somewhere within their expected enjoyment would help. i wonder what we would name this unicorn concept...
@@00101001000000110011 good point, i’ll edit my comment a little
“Sadly not everybody alive today is James Baxter”
*sad not James Baxter noises*
@@lemons2246 he sounds like someone who would backstabs me
*sad alive noises*
Now am I James Basker?
@Whimsy don't worry if we work hard enough and have the passion we can be equals to him, however hard it may be
I can now see another horse from adventure time that goes around sadly saying "not jaaammess Baxter"
I honestly _still_ don't get how people can look at interpolated 60 fps footage of something made for between 12 to 24 and think it looks better with the weird, smooth movement between poses that hold for just a LITTLE too long and think that it looks good. It looks more noticeably staggered to me, and that's before even considering artistic intent.
Really it'll only look good if the media in question was made for interpolation.
Not poor taste, broke taste
I agree, but as a gamer I agree.
It gets even worse when you add words onto the frames, they get all smudged...and sad.
I feel as interpreted videos have no personality anymore once they do it.
Ok
"i couldnt care less what the animator was trying to achieve"
This alone defeats the whole point of animation-
When I heard that I couldn't help but ask
THEN WHY ARE EVEN WATCHING IT
"motherfucker how do you think our ancestors survived. how do you think folklore formed. culture. music. art. PURPOSE????? do you think everything must be commodified? sold? weighed to be valued? has the rot in your soul spread so far you cannot find value in anything not spoken in numbers??? it's FUN. THAT'S WHY. THE PURPOSE IS THE ACT, THE MESSAGE IS THE MEDIUM, THE SYMBOL IS THE STORY. it brings people joy for its mere existence and that IS the point. existence is its purpose alone"
-almostsweetangel
the two arguments basically boil down to:
1: Thats just your opinion
2: 60 fps is better (in my opinion)
Which is kinda ironic that the two arguments contradict eachother
good video, but as a gamer I
Did you know most people can only see up to 60 FPS anyway?
sus😳
I don't know what to comment
Shut up your opinion is invalid, welcome to the internet 😡😡😡😡😡🤬🤬🤬🤬🤬
@@Is_kitten are you okay?
@@SubtleOddity maybe
shoutout to the guy who implied gamers are a race
There are some people who call themselves the "PC master race" and I think they're confused about what that actually means.
@Proto~p I was just spittballing reasons why some gamers think it's racist when people don't like them.
@Proto~p I also don't trust them either.
*"With the glass ceiling broken, all the oppressed groups shall prosper, especially the most oppressed group of all.....GAMERS"*
BUT THEY HAVE SEEN THE FUTURE!
seriously I laughed so hard on that comment
Gameplay animator here, we animate at 30 and let engines interpolate, and sometimes it breaks animations so we add notifiers to flag parts to turn off interpolation
No idea such function existed.
I love how latex glove yelled at him for generalizing (which implies he thinks interpolation looks bad and he was mad that he was insulted), but then he proceeded to say interpolation looks good, thereby proving the stereotype.
*Your channel has given me a newfound love for brown cardboard...*
Hey Jess! Love your channel
Is there other kinds of cardboard? I thought it was all brown
NO! NO! NO! Many people say I am sick in the head. NOOOO!!!! I don't believe them. But there are so many people commenting this stuff on my videos, that I have 1% doubt. So I have to ask you right now: Do you think I am sick in the head? Thanks for helping, my dear jess
god i love cardboard and boxes
True
So as an animator and a gamer should I feel lazy or insulated
insulazyed
Also hi
Both
But that's impossible! If you're a gamer you must hate animators and be a stupid, mean person. It's a paradox!
Both, cuz why not?
based
This video is animated at about 0.05fps on paddlepop sticks, and looks great. We don't need higher framerates. AAAAAAAAAAHHHHH
I read LPs as LPS and got really confused. Ah yes, Littlest Pet Shop, the most controversial and widely debated example of low frame animation.
"Gamers have seen the future"
Cyberpunk 2077 trailer song "hyper - spoiler" starts to play
you have a tick next to your name, I must like
True
Bro, when the two heavys comeon, you know its getting real
why tf are you here?
YE
Anyone who says that animators are “lazy” for not animating in 60fps have no idea what they’re talking about. 60fps would almost triple the budget and time it would take to make ANYTHING animated. If the industry as a whole decided to only start animating in 60 from now on, the animation industry would cease to exist. Companies would refuse to fund new shows or movies because it would be too expensive
Yeah, they seem to want to live in a world where animated movies are released years apart and all animation RUclipsrs move to onlyfans to make back the money they missed for having to spend a year making a 3 min video
Animatics with 1-12 frames a second are proof enough that creativity and enjoyment isn't tied to frame rate
i animated my first-ever short film in 60fps because i was convinced it would look so much better than 24, without even slightly considering how much harder that would be
wow that was an awful decision on my end
yeah, animating in 60 fps is hell
People who think animators are lazy either under-estimate how hard animating is or expect animators to work 24/7 and have no life outside of the animation program
Yeah it took me three hour to make like a five second animation of a ball in 12 fps
One of the most exciting things for me when I'm watching anime is to pause and look at it frame by frame to see the magic. There is no magic in 60fps.
Absolutely this.
The magic CAN be there. In theory, at least. Just not with using a computer that doesn’t understand animation and why we like “haha, anticipation go brrr”. Plus, that’s 2.5x the work.
Admittedly, I just like being pedantic…
@@spindash64 you cant say that about anime. for example samurai champloo's fights would be meaningless in 60fps. I encourage you to watch it's first episode frame by frame.
@@Eddo_sensei if someone intended for their anime to be run at 60fps, and actually made those frames instead of running it thru a robot? Yes it’s possible. It’s not FEASIBLE, and not worth the effort, but it’s POSSIBLE
9:35
Ah yes, my skin color is gamer.
As a gamer, I can confirm that I know the exact date the universe ends
Same
If I recall correctly time began on Tuesday.
Not many people know that.
truuuuuue
Actually, as a gamer with 56k confirmed game time, I can safely say the world ends tomorrow at e3
2022?
Why are we talking about animating in 60 fps WHEN WE SHOULD BE TALKING ABOUT 140fps!!! GAMERS HAVE SEEN THE FUTURE!!! 160FPS!!! PC ANIMATIONS MASTER RACE!!!
(For real is that even a thing?)
360 hz exists so we need 360 fps
Fuck that 1000 FPS if your in triple digits by 2022 then your not a REAL Gaymer
*snorts gfuel*
Fake gamer! It's 144hz and 165hz
The king has spoken
With 3D game animation, it’s actually a set of keyframes that are interpolated between. It doesn’t truly interpolate frames, it interpolates the position and renders the new frames.
Almost entirely unrelated comment but one thing I love about vinyl records is not that the sound quality is better (because it isn’t). But there is something so wonderful about physically owning the album, being able to watch the needle drop and hear the gentle hiss over the dense plate. It’s so wonderful knowing that you’ve financially endorsed an artist you like and knowing you can actually pick up the album. Like how fricking cool is that?! You can pick up your album!!!
While it doesn’t directly apply to animation, knowing the actual passion that went into a project (or at least hard work), adds to your enjoyment.
Of course this is entirely subjective.
Ps. Honestly I feel like I went entirely off topic here
It is better though, honestly any analog format of music is objectively better than digital because analog is a 1 for 1 recreation of the soundwaves of the original where as digital is only an approximation.
I agree, but Imagine if a mad lad ACTUALLY painfully animated something at 60fps. Like every single little frame LMAO, shit would look mad silky! Artist would probably just dissolve after though.
Animation can be whatever i want *snaps*
Oh god now that you said it that sounds like a huge pain. Let's say that it's a 25 minute video. So 60 frames per second is 3,600 frames a minute so a 25 minute episode is 90,000 frames. Let's say there are 12 episodes so that will be 1,080,000 frames! Imagine animating that many frames. Of course the time will vary depending on the intro or ending but still, that's a lot of frames. By the way I love your vids Calebcity
@@fruit2685 tf? Ima commission 4 arms from Ben 10 for this one
@@ProdBy.JayLo3 oh no not four arms
true lmao they would use over 9000% of there power
"the market will decide"
*the market will also decide on child labor if you let it*
That's not even the main reason I'd keep an-caps away form children. lol
Nice comment made me lulw
No just slave wages
And slavery too
@@Brecondo but they gotta secure the career of their "girlfriends"
As an animator, I agreed with everything you said in the last video about interpolation. But in this video,
I still agree
As a GAM-
Bro had us in the first half
i tried animating once or twice, and well ill wait for the 5 fps animation to become a thing so i can animate without losing my mind
Mfs really out here calling noodle a racist for “generalizing gamers”
* In a bad joker impression * Gamers are an oppressed minority.
didn't even realize playing video games changed my race lmao
I think that comparing a horrible, centuries old systemic issue that fosters hate and division amongst people to "generalising gamers" is a cool move.
Well gamers ARE the master "race"
Only pc elitists care about fps and smoothness
"Just draw more frames" sounds an awful lot like "just buy a house"
Or, like, "just save up more money".
just get more money dude it’s not that damn hard
Agreed
“Just get good”
honestly... to any gamer who uses this as a valid point...
"It took you 5000 hours to get that rank? Wow, now do it again, but it will take you 12500 hours instead because it will look cooler"
I would love to see someone manage to find a stylistic use for the "vaseline" AI-irradiated art style. Perhaps on a glitchy or cosmically unnatural character, on a constant level just not looking right?
I suppose it'd be similar to the stylistic choices in rotoscoped animation, where you can leave flaws in on purpose for stylistic or comedic effect. Except, have the entire rest of the setting animated a normal way and just have a single character, animated in greenscreen and interpolated, then inserted into the otherwise normal environment. I think it sounds like a neat idea and fun to pull off, I'd love to invest time into any concept that manages something like that.
Every year or two I come back to this rant and others and you make such great points bro
"Just too lazy to animate more frames" is so infuriating that it sent me into a primal rage
It's been two weeks now. How many cities or worlds have you destroyed so far?
I just flew in from the Aztec Empire circa 1521 and boy are my arms tired
My friend calls animators, like Odd1sOut lazy because the characters are ‘too simple’ for 1month per upload. I’d like to see him make a 24fps 10min video, which is about 14,400 pictures.
Winston
return to monke
"Just draw more frames"
Watch these guys complain as their favorite anime takes 4 years to finish rather than 1 year cause they told the studio to draw more frames only for the animators to quit and shut down the project
Ye
And that is why, ladies and gentlemens...CGI is CRUCIAL in today's Anime Industry.
@@mahdeeznuts 😂😂😂
AoT 4/2 is coming Jan 9, 2022. I'm looking forward to any improvements on their CGI
@@Umar092 rip Jojo openings from part 1-3, you will be greatly missed
@@lmao1660 What's with Jojo opening? I didn't watch it...
I remember my animation lecturer showing my class AI upscales of old Claymation stuff in old live-action movies. Everyone in my class felt like we were going to throw up... Except for the AI bro in the corner. He thought it looked good. We all laughed at him.
"tHaT's DiScRiMiNaTiOn"
4:32 amazing vodeo exvept from this take, just hearing that sound brought a smile to my face, i will listen to terribly compressed music all day
"Just draw more frames"
Homeless? Just buy a house
You're depressed? Just cheer up
Gay? Just be straight.
Tired? Just wake up
Hotel? Trivago.
@@globsterjail8195 The funniest one yet🤣🤣🤣🤣
Dead? Come back to life.
“It’s called racism”
Gamers truly are the most oppressed class in society
US GAMERS MUST RISE 😤
We must game hard
We live in a S o c i e t y
BOTTOM TEXT
made in memeatic
About videogame animations, I can give some input as an amateur dev, although I have no clue about AAA standard so ask someone else.
The tools I use are Blender and Unity (yeah I know, cringe) mostly, and both programs render an animation at 60 fps usually unless your computer is a potato or the project is very poorly optimized. I animate using key frames (the best way I can explain it is that the tools can save the location of certain parts of an object within 3D space at a certain point in time), interpolating the frames, and then tweaking the result by adding more key frames for individual actions (for example lifting a foot a bit higher during a kick for more energy in the motion) and/or directly manipulating the animation curves.
TLDR, 3D animators usually aren't animating frame-by-frame, we're animating pose-by-pose.
I assume that if the animation is going to be viewed at another frame rate (say an animated movie or a stylized videogame), you can set the program to render the animation at that frame rate and then adjust the animation accordingly, or make the animation from scratch using that render setting.
Videogames that use sprites (2D drawings) have to animate sprite-by-sprite, which is kinda like frame-by-frame only animations are are going to be triggered by script or player input, not the frames-per-second format a pen-and-paper animator would need to worry about. 2D isn't my thing, so maybe I'm not giving the whole picture here.
As for mo-cap, I have no idea. Apparently RUclipsr Russian Badger (who uses mo-cap w/ Source) can tweak what he captures with traditional 3D animation and in-engine physics interactions.
Basically: 48 frames per second doesn't double our workload like it would a 2D animator, instead anything below or above 60 FPS becomes something to account for when animating, and more complex motions will require more key frames and animation curve edits (basically more data) to make look good.
Holy shit you did the thing that I love! At 3:31 when you yell, I can tell you actually yelled and moved away from the mic! Good fucking christ I hate when people miss how easy it is to tell when someone's fake yelling.
Animation stuff's all cool, too.
Wait so James Baxter isn’t a Horse who walks in two legs and do tricks with a ball to make everyone happy?
He is, he just animates on the side.
hey dude i'm as surprised as you are
Even Better. A badass animator who makes smooth animations and badass movements.
No, that's after the mushroom bomb.
@@professionaldunce6312 Which one
“A human being did not write this”
You’re right
It was a Gamer
did you just say the forbidden "G-Word"?
Gamer here and can confirm, I’m actually 15.648 x Pi rats disgusting as a skeleton disguising as a human.
@@Mr-Moron well actually you’re a jellyfish-like being operating within a chassis of bones which has been surrounded and filled with biological matter.
*Bold of you to assume I have a nervous system*
@@Mr-Moron legit comedy gold
I love how these people argue that smooth = good and then like every animated movie is now animating on 2s sometimes even 3s, those people havent been proven wrong, they're points have been utterly OBLITERATED
No matter where you go on the internet, stupidity shall always be found a stone-throw away.
And these comments.. Are pure evidence of that.
Hey, remember when Peter Jackson tried to push 48 FPS with The Hobbit, but it never caught on because everyone hated it?
Yoo whats up
Bro, how do you have only 18 likes on this comment?
I jinxed it
3 replies
Ayo it’s da possum man
Dude i watch yo vids
As a gamer, I'm offended at how many "gamers" are offended at a video that isn't about gaming.
Yeah gamers nowadays are weird man, imagine saying other game is shit bc yours have 40whk hd graphics bullshit on the fruits and some others have low poly grapes
Games are good if it's good, you dont have to shit on other people's games
Gamers in the last video: *Hears the word FPS*
It's something related to us and video games we must intervene immediately
I’m a console player my average frame rate if I’m lucky is at least 24
Bo jiden
i didn’t think there actually existed people who describes themselves as gamers. like how do you go on living after that point?
AI is for giving me a 25/50 on my Spanish homework not for animating highly complex and well thought out animation I am not an animator. I do play guitar. If someone took a song i was playing and strummed Em the entire time and called it "enhanced" or "remastered" I would shit myself and jump down a flight of stairs.
well i as a small animator that feels like my final projects are fulfilling enough: i compleatly agree with you.
Interpolated 60 fps videos do look “lifelike”…
…If the aspect of life you’re trying to replicate is standing up too fast with iron deficiency.
You have such a way with words!
Seizures are part of life, my dude.
holy shit til i need iron
remember to consume enough iron people
Because the world is a tech demo
The mo-cap argument is so funny because it's not like animators don't go in and tweak everything to hell and back afterwards.
do you work in mo-cap animation?
they definitely didnt for that donkey kong show tho
Wasn’t there hecka mocap done for fight scenes in The Clone Wars but then they went back and fixed it to make it fit in with the rest of the animation? That would be kind of like using mocap as a tool (just like Noodle said lol)
@@RyandBurtson they do that for pretty much everything mo-cap from what I know. raw mo-cap data always has little twitches and bugs here and there, so for most big productions, even movie productions they do a manual pass over the whole thing
@@luminomancer5992 I used to think that it was raw data. Found out from Corridor Digital this exact thing.
I love how some people don’t seem to comprehend how ABSOLUTELY HELLISH IT WOULD BE TO ANIMATE AT 60FPS ALL THE TIME. These people don’t realize that animating 2.5x more frames than 24FPS would would take so much unnecessary effort. Literally one of the main reasons why animation isn’t done at high FPS is TO NOT KILL ANIMATORS
As someone who has played dragonball fighterz, or games with animation like it, I can thoroughly say that animation like that works really well, if done right of course.
"Try animating motion blur" was the funniest shit to me.
My face and brain legit froze. Did they think that animators couldn’t.. after more than a century of animating??? People are really something
Motion blur is surprisingly the funniest part of animating
@@hhh1234h These are the same people that harassed Cyberpunk developers when the executives at CDPR messed up
motion blur frames are amazing
same for me cuz he clearly showed motion blur in the first video xD
That one guy who said "this is progress" is most definitely into nft's now
No you don’t get it my monkey might move at 240 fps one day
My god I had the exact same thought
@Throwaway_73 bro it was an accurate insult to a guy who was being hilariously stupid
@Throwaway_73 are you the guy who said "this is progress" on an alt
@Throwaway_73 Aw, you're adorable.
8:40 I have done some small amounts of 3D animation in the past, and basically how it works is: you set 2 poses with different timings and the computer smoothly moves that part of the model to the other part unless you tell it not to. This does sometimes create weird artifacts, however they’re usually pretty noticeable by the animators and don’t just blur out entire shots to the point of unreadability.
"You Will Get the 5mil" is unironically one of my favorite youtube comments and i can't say why
It’s actually kind of amazing that the internet is free and lets people comment this trash
yo hows it hanging minecraft man
This is what Ajit Pai was trying to save us from with net neutrality!
The internet isn't free have you never payed wifi and data bills???
I haven't as that's what my mom does but
Oh I 100% agree with the other part tho
@@kaywantsfood Everyone has a mom that pays the Internet bills. Even if your mom wanted to stop paying them, she's contractually obliged by the government to keep doing so.
And what if she passes away, you might ask? Virtual homunculus. The government analyzes her thought data and then replicates it within the virtual realm in order to continue her payments.
The Internet *is* free, for all of us, because mom handles the messy parts. Thanks, mom.
"pro-tip it's racism"
I was there laughing for like 20 minutes
i dont fink you understand how offensive this comment is. do u actually fink dat the racism is funny. fa. gamers are the most oppressed people in society.
how can you not see that a group of people a community if you will that prides themsleves on sitting on their ass for hours in a day doing nothing but smelling their un-washed tessties for sustanance is not an oppressed group of people. if you really fink dat then you can see that this comment is clearly a joke mocking the idiots that call themselves gamers
@@philjancik4601 🤣🤣🤣😂🤣🤣🤣😂😂🤣😂🤣🤣😂😂
@@philjancik4601 how is being a gamer a race? Gamers are oppressed?????😂🤣🤣🤣🤣🤣🤣🤣🤣🤣
@@philjancik4601 UGH STUPID RAY SISTS AND THEIR RAY SIST ACTS!!!!
squid game people 😍😍
@@Krakyy SQUID GAMES!!
I agree with noodle. I may not be able to animate but I still have a passion for it and the work and thought that goes to it.
"So this video is like a rant of a Game Developer against modding........"
No, rather it's like a game developer against the use of hacked clients to cheat or gain unfair advantages in their games.
Those who call animators "too lazy to animate more frames" have clearly never tried animating.
Like saying someone who is about to get evicted for not paying rent, to pay rent.
Same goes with trying to code or model stuff for games.
@@basedcheese1 I mean if you want me to pay rent
You need to
"FIX THE DAM DOOR"
I’ve tried digital a animation for like 3D objects and it’s hella painful
@@twitchyeyess As someone who just learned to roll a ball on Unity and felt the rage of a thousand suns after learning that 'X' and 'x' are completely different things when it comes to coding, I agree.
Noodle: Gamers-
Gamers: *PROTIP: ITS CALLED RACISM*
They're 100% a twitter user
i mean noodle is right, but still stereotyping. its not... racism though :I
Darien did you know that I’m not actually Asian? But actually a rare race known as GAMER
Same energy as " 'karen' is the n-word for white people"
@@rocketgames7538 nah, Twitter doesn't care about gamers, that guy is 100% a redditor
LP's aren't distorted. Out of every medium to listen to music they are the best sounding. For two listens until a dust particle scratches that one part of that one song that you liked.
I think this goes with the whole aspect ratio, animation style, how it’s filmed, video quality, etc. etc. It’s whatever the artist/s intention was!
We should make these gamers animate an entire show in 60fps by hand for saying iTs NOt ThAT haRd
YES, LMAOO
as someone who has animated poorly before and is also a GaMeR... yes these fuckin brainlets have no idea
no. that would be overkill. let them draw ONE FRAME. just ONE, but it must be at least acceptable. they would shut their goddamn mouth.
Cell animation they should just redraw cuphead
Yeah there is a reason Harry Partridge takes one year to make his animations. He does everything alone and by hand.
A bit late to the party here and likely won't be seen. But to answer the question about animations in games.
We animate at 30fps. Reason being most goals and intentions for games is to run at 60fps. The engine itself interprets the animation and and since 30 is half of 60 it usually always makes for a very smooth and nice interpretation.
Now this interpelation can be tuned and adjusted within the engine. Allowing us control over a lot of the fine tunework with how the animation plays. Now the main thing though is the fact that the animation is baked down. Meaning each frame is keyed at the end when exporting. This means the animation timing doesn't get influenced by the framerate or anything above it, as the anim is now playing independently maintaining the intention while playing inside the engine with whatever framerate is playing.
Source, game animator for vr and ar interactive technologies.
Games run at 34 fps my guy and that usually depends what software your using to create anamation for a game but yea you got a point I think AI is stinky because look what it did with sonic adventures
@@survivalcraftstudio more than 1 engine exist
Exactly! Also not to mention 3D animation is technically interpolated to some degree since we don't have to animate each frame like in 2D. Loved your insight and this comment as a whole! 👍
@@zanghproductions2559 it was such a relief when I started trying out 3D animation that I found out it wasn’t done frame by frame. I and only done stop motion with legos before, so you can imagine the “oh thank fuck” I felt.
Nice! You just wait until that one gamer gets a 750hz monitor and runs the game at 1000fps which crashes the animation physics engine!
I like this form of animation, please feel free to use it whenever you feel it's appropriate
The way this whole video is shot is so cool and interesting
"sadly, not everyone alive today is James Baxter" is just the perfect sentence and I love it so much and I don't know why
Now we know Noodle's gay lover
because it's true. James Baxter my beloved 💘💖💕💓💞
30 years later, everyone complains how lazy 60 fps animations are and everyone should be doing it all in 285 fps
0,4 second long animation
nononononononono, 285 is *_archaic_* and *_obsolete,_* everyone knows we should be animating in 1000000000 FPS
Dumb comment
@@lunaJAMv9 *suffering in animator*
500 years later, everyone complains about how 285 FPS animations are too lazy and how animators should be doing 500,000 FPS animations.
I agree with every of your points, I love it when animators don't play the safe game like some in the big industry do (thanks for all to the Spiderverse gang). But your point of people not enjoying compressed audio of songs.... well, 2 years down the line we had all of those memes and people do enjoy them from time to time. Maybe because its novel, idk. Or the context around it, yeah. I audibly exhaled through my nose when you played that Hey ya clip :)
"Gamers have seen the future" you can't make this shit up, some people out there are crazy
Yes, gamers have seen the future, and, spoiler alert:
*IS A HORRIBLE FUTURE*
As a gamer, I know that you will drink water somewhere this week, trust me
I may have miscalculated some people's self degrading willpower but I'm still right, I just used a different walkthrough for a different ending route of reality, my IQ is still at gamer levels of smart
Let's avoid it by doing mass genocide :D
@@stupiderandunnecessarier oh yeah? bet.
@@stupiderandunnecessarier Clearly you don't know just how POORLY i take care of my body!
Hey, I'm not a gameplay animator, but I am a gameplay animation engineer, so maybe I can provide some insight.
In short, yes we animate at either 24 or 30fps and have the game engine interpolate these frames for us, but we also don't exactly have the option to not interpolate. For reference, we use 3D models / animations in our game, and I would expect there are differences for 2D animations. Most games target 60fps as an ideal framerate, but due to a lot of uncontrollable circumstances and how many games are created nowadays, games don't always stay at 60fps consistently. Unlike movies / animations that can ensure that there's a constant framerate, it's not uncommon for games to have framerate drops while loading assets, rendering too many objects, etc. So we have to deal with variable framerates where sometimes you have a frame that took more than 1/30th of a second to generate, or 1/48th of a second, etc. If we played the animations back at a consistent rate, these frames would look strange, often "hitchy" if the timing of the poses doesn't match what the player expects. So instead, we interpolate the animation to generate frames on the fly for what a frame of animation would look like after 1/48th of a second has passed, for example.
Further, it's fairly common to not only have to interpolate an animation between authored frames, but we also sometimes have to interpolate between other animations as well. When your character goes from running to jumping, we have to interpolate between the running animation and the jumping animation for our character. Or interpolate from walking to running, crouching to dodging, etc. We generate what we call "animation graphs", which are basically rulesets for how a game engine is to interpolate between different animations depending on what the player is doing or attempting to do.
The big difference between our interpolation and the tool being discussed here is that our data that the computer understands is WAY more streamlined for computer algorithms to be applied against. With the "Video Interpolator", a computer has to interpret not only the artist's intent, but also "Is that an arm? An eye? How is the character moving between frame 1 and 2?". In 3D animation, the computer has some sort of understanding of what all these things are, and all the data is organized already in a way that the computer understands (skeletons, models + skinning, etc.). The "Skeleton Interpolator" has a much easier time understanding the motion between frame 1 and 2, and is likely to produce more predictable results. Even then, we have animators author the rules behind skeleton interpolation, and in some situations they will hand-author transitions if they feel that the computer isn't doing a good enough of a job.
For the Video Interpolator, I'd agree with quite a few points you present. I think this is a tool that's looking for a purpose, and it's incorrect to either say "This tool has no place in animation throw it away", and "This tool should be used for every animation and it's always better". I could foresee a future where maybe a specific sequence could be authored faster using a video interpolator, or the interpolation could be done for a specific background character whose movement isn't that important to the scene and the author just wants to tell the computer "Make these in-betweens so I can focus on animating the main characters in this shot". The tool would need some knobs to adjust (i.e. source framerate and target framerate), but I'd be interested to see if this tech has a future. However, the simple argument of "Higher framerate = better" is not true; different framerates can convey different atmospheres or emotions, and is not simply a metric of animation quality. If it were, stop-motion animation would be considered "just bad lmao", instead of having some form of charm around the imperfection of creating motion from motionless objects.
Thank you, voice of reason.
Thank you for this, your insight is priceless! And can i say thank you for working with animation engines XDD coding is a torture I wouldn’t wish on anyone
Nice
Thats really interesting :o
You. You make sense. I like you.
"do you think its worth doubling the workload for maybe three years?"
mappa "doubling? three years?"
I love how even if it becomes the new standard it will probably take a very long time to change every animation class, the things every animator currently knows about frames and I mean the list goes on. What about animation projects that are currently going on right now? Will they just have to start over? Like I love how not only do they not realise that it doesn’t look good but it would also cause a crap-ton of problems and would take a long time to fully change.
Oh, I wonder if he’ll do one reacting to this videos comment too.
People seem to miss that your point was "stop taking other people's work, putting it through an AI blender, and claiming its automatically better cos the numbers are higher"
Bigger number Better person
Why are people's taste such a concern? He sounds like a classical guitarist complaining that some people find the electric guitar to be a better instrument, or a rap artist complaining that people enjoy mumble rap.
It's a rant about taste, a futile exercise
@@iacobibrasiliensium2139 Way to totally miss the point of the 2 videos like a champ
@@bN_isheeere you know views aren't an award given right? it's a counter of how many people wanted to watch that. complaining about views is complaining that people like something.
@@Deadbeatcow
ad revenue tho
Can't wait to see a video of you reviewing this video's comments!
A
Content!
Funny roblox man.
part 3
"this is part four of explaining why idiots are dumb"- future noodle
people who say they enjoy the interpolated animation should be sentenced to only be able to watch animation with interpolation.
Gamers when a movie from the 1940s isn't in 4k60fps:😠😠😠
Dude I have such a mad amount of respect for James Baxter, and the fact he actually commented and agreed with your views is insane
Sup
@@milktea6676 yo 😎
James Baxter = epik
What video was it on?
@@immacommitamelony8520 it was on his video before this
I'm not a game developer. But as a 3D animator in SFM. I animate with 24fps set as the template base, but once I'm finished I can just render at whatever FPS I want and it just auto tweens the movement for the FPS you choose.
Ok?
@@JmKrokY bruh, they where saying this because he asked. 8:21
I usually do that when animating for a 2d game
Also worth mentioning that this process is VERY different from interpolating the already-rendered video with an AI because it's only interpolating the motion of rigid objects you define in the creation process. That way there's still only motion blur when the animator or developer wants it but the motion is still smoother. Almost like the whole process is some kind of tool that works well when used correctly but doesn't work well when its lazily tacked onto someone else's work.
Yeah, but the program IS made for that. Not to make quick maths just so a real-life action movie program can change framerate of animation made by hand.
In game animation key frames and interpolation are commonly used because it's mostly motion instead of adding objects and so the animation actually looks slightly better
To the game animation question in the video. Note, I am not a game animator, I'm an engineer. But I work animators and have to deal with the code side of animating.
The 2 most common ways to animate in a 3D video game are:
Rigged Key Frame Animations: you create a skeleton for your model and then skin the mesh to that skeleton and define constraints and weights and what nots to everything. With this you can pose your model and then tween between those poses. Your key frames don't necessarily need to be on any specific frame count unless you want it to for artistic reasons. But usually the key frames are more determined by the pose requirements.
Mesh Animations: the MOST annoying animation but gives you the fullest control. You quite literally animate the mesh by hand. You'll again utilize keyframes with tweens just to keep storage down. Since this type of animation requires all mesh delta data to be stored, it's almost like you're storing duplicates of the mesh over and over rather than bone vectors. This makes these animations GIGANTIC in memory and are seldom used unless there's just no other way to get that perfect animation. Due to these storage constraints these often are very much animated at low framerate.
For 2D games:
Traditional frame animation: literally like you do for film/youtube/etc. You draw individual frames and you show them at some frequency. The framerate is usually low due to storage requirements (especially on older hardware). As for timing of framerates it varies wildly by year. Old games were mostly constant because the hardware constraints made storing the data necessary for a timeline as well as the processing necessary very difficult. If you had a complex timeline it was likely for a cutscene, or old school version of a cutscene, hand crafted in code, and little to no gameplay occurring at the time. Now a days having timelines that allow for varying framerates is more easily possible because we have the power to do so. But I mean we're usually token short moments of time (aside from cutscene) in the milliseconds because animation timing is usually controlled by event/user input. Like a jump animation is really like 3-5 animations stitched together an "enter" (the beginning of the leap only a few frames long), a upward "hold" (just a single frame, such as while airborne upward), a "transition" (a few frames to transition from upward to downward), a downward "hold" (single frame for dropping), then "exit" (contact with ground). And thing is that a lot of those could cancel out at any point because you were hit by an enemy, bonked your head on the ceiling, slammed into a wall, etc which may cause a completely different transition. But each animation is literally a single if not a small handful of frames.
Rigged 2D vectorized art: this works for true vector art, or for traditional art (pixel art) that is high enough resolution to not look jank as fuck. It's very much like rigging in 3d, but instead the 'mesh' is replaced by the 'sprite'. And it will squash/smear the sprite. Personally I think it looks like shit and really only works when combined with traditional frame animation as well as other stuff. Honestly... it's probably very similar to what your art tools do, if only streamlined a bit to keep storage requirements low.
Other stuff: honestly, I don't work in 2D very often (I used to back in the day with the likes of flash). I've done a couple jobs working along side 2D animation. But really at the end of the day... my main take away from it is yes, it's VERY similar to traditional animation as it's 2D. So if you have some tricks that you can export as frames... it's doable. Things like your tweens/interpolations moving objects across the screen and putting eases on them. Yeah... we can store that all in a smaller size than exporting as individual frames. It's "smoother", but also has that "made by a computer" look too.
Animator gets scolded by people who have never animated half a second in their life
It's similar to a person who failed at Math teaching a professor how to write an equation
@Throwaway_73, they don't understand how long it takes to animate, that's why I specified "half a second" because if you tried, the framerate would probably be too fast for your stickman slideshow
@Throwaway_73 *"It doesn't matter if it takes 8 seconds or 8 years, everything should be judged equally."*
I'm sorry, are you saying you discard the amount of time and effort of people spent on? If that's the case, that's just wrong, I stand corrected.
@Throwaway_73 but these people know nothing about art or animation, food would be different because it's not a form of art. Games may contain animations but those are different, you usually want a smooth animation for a game, but for animation, you could want to do something as stylistic yet painfully long as Spiderman: Into The Spiderverse, or something appealing such as the Initial D: Legend's style. You can still have a style for a game, like ULTRAKILL, but most want higher framerates and WAY more polygons, like what Unreal Engine 5 offers the potential to bring
@Throwaway_73, and the people in the video didn't understand that
“Gamers ha-“
*mind does an Ollie over a fire hydrant*
𝑻𝒉𝒆 𝑺𝒑𝒆𝒄𝒊𝒂𝒍 𝑻𝒓𝒊𝒄𝒌 𝒔𝒐𝒖𝒏𝒅 𝒇𝒓𝒐𝒎 𝑻𝒐𝒏𝒚 𝑯𝒂𝒘𝒌
* Katana slice FX *
"Silence, wench."
I can’t believe i just realized the “how people prefer the distortion of LPs” arguement and how obscenely fucking wrong it is.
For reference, most streaming services pre 20s had an issue with losing some of the quality as a trade for streaming music online, but with sound files like .wavs and .flacs it really avoids the issue. LPs on the other hand we’re the format that brought genuine 1:1 sound quality from the analog machines that recorded them, and most modern artists still prefer LPs for an actual physical format that doesn’t sacrifice quality. The graininess from older LPs are just the product of age and saturation noise (not necessarily a bad thing, but it doesn’t happen as often with modern music productions unless people are leaning into more of a retro sound). Can’t fucking believe that shit take
i love how every comment in this video is cut of as soon as it says "gamer" its just perfect
I hate when people are just like “duh just animate in higher framerate then” if it was that easy this argument likely wouldn’t exist
It's the same kind of thing as "you're depressed just be happy". how is it this difficult to understand that guess what people aren't magic and can't do anything if you try hard enough. So unless you just start flying through pure willpower you're point is stupid.
i animated my first-ever short film in 60fps
that was really, really dumb for a lot of reasons
but at the time i was like "UGUGUH I MAKE SMOOTH :)))))"
That’s like saying to usain bolt, “JuST ruN FAstEr!”
@@cheese8554 well I don't think Usain bolt really needs the help. The people who race against him on the other hand.
Your legs broke because of warfare ? Just get up and go on the firld again. Just do it. I say so.
Also, it doesn’t matter if it “looks better” to some people, taking someone’s art and saying that you “fixed” it is extremely disrespectful and honestly just plain rude 🤷♂️
100% this!!!!
Yep. Rude isnt the jedi way
This was a point I made in the other video which ironically none of the people arguing for everything being 60fps ever countered.
yeah, its like you baked a cake for someone that took you time and effort to make and that person just completely changes everything about it says to you "I fixed it."
What the fuck. *slap*
True dat
Sounds like the core of everyone's arguments are;
"I am not an animator nor have I actually studied how it works, or its practices/accepted standards - here's why you're wrong."
or
"I am an animator/have studied how it works and understand the practices and standards - I mostly agree, with some nuanced differences."
frankly just more evidence gamers should be oppressed tbh
hello, ik this question was probably already answered but 3d animation (which is what most gaming animation actually is) the software typically interpolates the animation but instead of interpolating frames it interpolates keyframes. but the animator themselves goes in-between the keyframes and makes the interpolation look good, making things like momentum and movement actually look authentic between keyframes. This doesn't mean that 3d animators won't animate frame-by-frame, some animations looks amazing frame-by-frame. but overall interpolation saves a 3D animator a LOT of time. most 3D animation software's typically do interpolation like Blender and SFM and many more, props to you and all the other 2D animators who animate frame-by-frame, I can't imagine having to do animation at 60 fps, besides 24 is more than good enough for 2D animation. I'm not an extremely complex 3D animator but this is just my experience. Hope this helped.
“animating on twos is an insult to the audience”
Spiderman: Into The Spiderverse: *Am I a joke to you?*
Yeah I don’t know what that guy was smoking
Probably catnip
Pft
@@degeneratewithasideoftidep6795 nah that's waaaaayyyy to soft
Let’s spite him by animating on THREES!