the way you break everything down so understandably with great examples is so incredibly helpful. i will constantly come back to this series to improve my animation. thank you!!
Something nitpicky, but in the future would you consider adding the titles of the games you're showcasing? I like how Mark Brown does it, but I get that's additional work that's not worth much. In any case, thank you for the great video!
Would love this, I recognize a lot of the clip sources, but every once in a while there is a clip from a game I don't know but would really like to try out.
Love the variety of games used for examples, not just in IP but in genre and visual style as well. Really helped selling how it really is a _principle_ of animation - universally applicable, even if that application comes in many different ways, degrees, and effects!
I think this is my favourite of the 12 principles videos so far. Your discussion of overlapping action put into clear words something that is very intuitive once it's pointed out and that's really nice. I think it'd be interesting to see a video on how you can violate the principles for effect - say, how a character could have very little overlapping action to convey unnaturalness or control?
It was shown in some of the clips but not directly talked about, but that term is used precisely because they do "break the joints" of the characters! The best example from the video is the clip of Crash's landing animation. Look at how his elbows bend in the wrong direction as his arms flap back down to his sides like a bird's wings.
So glad to see Ratchet and Clank on here. The moment I saw the game in motion I thought, Dan's gonna like this one. Big props to the animation team at Insomniac, in gameplay and in cutscenes there is so much appeal in every single movement.
This channel inspired to follow through on something I've wanted since kindergarten and sign up for my first 2D animation class. I'm a data analyst by trade but this is my passion 😊
As an actual comment on the content, you're super right that Zen's arm movements shouldn't be possible for something made of metal, but I always loved the snap of his primary fire precisely because that unnatural snapping is also not something human arms could do!
Man I love this series, really opens my eyes to the finer details of animation. My favorite principle has to be follow through; I first noticed it with 2B's walk and run animations, the little stop she does similar to Stella's really helps sell the feeling of momentum being carried through until the total stop. Can't wait for the next one :)
Every time I learn something new about animation and how all the parts fit together, my mind is blown at the thought of how animators can make it all look so natural. There's just so much going on underneath the surface!
What a delightful video! These don’t seem to get as much attention as your other videos, but I hope you continue the series, it’s such an educational treat!
this is possibly my very fav series on youtube... even compared to things like summoning salt's record narratives, overly sarcastic production's misc myths, or Betsy Lee's "No Evil" saga. Dan talking about animation are also my favorite parts of the let's plays as well.
I can't believe Dan buterched his voice for so long for Extra Credits, his natural voice has a real warmth and coziness too it I could listen to him explain animation for hoooours
I enjoyed the "voice butchering" in Extra Credits. Part of what made me like "games might not have tried" is his mix of music, and voice conveyed that warmth. His show is very much "Feel good".
This isn’t exact what we’re talking about, but this reminded me of something that annoys me in Tomb Raider: when you switch weapons literally only her arms move, the rest of her body is acting like nothing else is going on.
I hope I'm not too late in getting here for this to be seen, but there's something I've been curious about for a while now. You've mentioned in the past you used to work on 3D animated movies, and that you work in games now, so I've been wondering if you could tell us a bit about some of the differences between the models for those two things. Like, do film models have more bones than game models? If they do, does that make them harder to work with? What are textures like in the kind of model used in a film? Do they have lots of different lighting or normal maps? Are there any noticeable differences between shaders used? Do films only use one model per character design or do they make different ones for different uses. I'm assuming there are base models involved for making different outfits easier. Are there any notable differences in the way that lighting has to be set up between the two mediums? Or was that part someone else's job? Etc.
Cooldown might also be another reason to use follow-through. In games you want the input to be quick, press button and action happens, but once you complete an action we've been taught that it can take time before you can perform that action again. So follow-through sells the power of the action while also being a visual indicator of when we can perform the action again and something to watch in the mean time. Also no mention of the awesome animation on Daffodil?
One thing SNK did that I always appreciated is they made King of Fighters 14 and 15 with key-framed overlapping motion, ensuring characters have clean silhouettes when doing attacks whenever and wherever. Capcom on the other hand left the engine to handle flowing materials and hair in Street Fighter 5 and it not only looks bad personally seeing characters hair flinging about like a yo-yo but it also damages their silhouettes in a game all about responding and reaction to opponent animations. They invented a LONG DREADLOCKED character in Street Fighter 5 and seemed to just leave it all to the engine to figure out, creating a really gross looking character in motion.
If you wanna see one of the most fluid and dynamic 3D animations to date in video games, take a look at shadow of the colossus. The horse is especially noteworthy: no game has ever beaten this animation. The horses in RDR, Witcher or Zelda games do not even compare! P.S. Ico and Last Guardian also have great character animation, but are missing the horse part!
A great way to understand this concept is by spending the afternoon practicing with a pickle ball coach. I’m not even kidding it’s actually somehow connected because it’s about how you swing the paddle: it’s important to focus on what you’re doing after you swing.
Great video, especially the bits about masking starts and stops of animations with physics and generally overlaps. I dislike current trend of ridiculously overanimated follow through, it results in the whole thing squirming and wiggling, not good for conveying body mass. Same with overdone idle animations, bouncing all over the place.
It looks very old-fashioned, back when Betty Boop had every breath fully animated and exaggerated. But now we have an uncanny valley problem that makes even elaborate designs looks floaty and unsettling.
I'm trying to learn everything I can about game art and animation for my upcoming education in game design. I can't express how helpful your videos are for an outsider like me. Keep it up!
I've been patiently waiting for the next parts to this series. These videos are amazing. I'll continue to wait because every video takes time for sure. Keep up the amazing stuff.
I am not an animator myself, but man do I _love_ watching these videos! I also really love the fact that you show so many great examples as well. You could've built this video around ONLY the one game with Cherry smashing the guitar into the ground, but you didn't. You used Monster Hunter, you used Rocket League, you used Horizon Zero Dawn, Ghost of Tsushima, Crash 4, Spiritfarer, and many more. It shows a kind of dedication I just adore. Good job with these videos!
One problem I have with exaggerated follow-through: it can result in a character having slower recovery and therefore, leaving your character vulnerable in circumstances where if the follow-through was microscopic, it would be instantaneously perfect. Large follow-through can work well in a game with a great emphasis on timing, but stuff like Hyrule Warriors? Deadpool (2013)? It can be frustrating, but at the same time, leaves no room for visual feedback or animation, so it’s a balancing act, and I can see why the follow-through has to be ballooned (appropriately).
Jordan Mechner deserves some recognition for being probably the first person, in 1984 with karateka, to bring a lot of these principles into video games, refining them in 1989 with prince of persia.
16:02 - Omg that Quill animation is adorable! She preps herself to fall backwards when the lever finally snaps into place. You can see the ear and tail pull up in anticipation of falling on her back, so they don’t have a chance of landing wrong! 🥺
Also the Devs of rocket league have never confirmed if the cars are toys..... Regardless it means nothing just I wonder if they took that into consideration when they set the weight of the antenna toys
I am not an animator. Heck, I can barely draw. But I absolutely relish these videos. And that's because Dan is so very good at discussing the subject of animation with clarity, expertise, and (most important) passion. I may never be a visually creative person, but I do find myself looking for the application of the technique in games and animation after watching these 12 Principles videos and appreciating the efforts that went into those creations. Thanks for that, Dan!
I like how on super mario 64 when you try to turn to the opposite direction you are facing mario starts sort of sliding for a little while, and that timeframe can be used for a different kind of jump - it's both physical and responsive and also depth and control
Despite me not being a professional animator, I like looking at good animations that express characters and the power of a character. Especially with how fighting games use techniques like smears, squash and stretch, overlap and follow through and breaking the joints. I like how I'm able to earn more unique animation techniques through games in this series.
I love this series and funnily enough talking about ‘follow through’ and demonstrating with an attack is how I was trained for doing things like board breaking. If you hit to the target your real life attack won’t have the impact won’t have the force requires to break it and in fact will snap back to you (see people breaking stacks of bricks and failing to hit through all of them, they will come away shaking off that reverb). You have to essentially put all of your force in an attack past the goal in order to really connect. Nice to know this also applies to my animations too!
I want to scream THANKYOU for pointing out the incredibly annoying mixing of terms. In school, I was told it was secondary animation, but once I started at a studio or even talked with other animators from different schools, I would get weird looks and they'd say it's something completely different like I had it wrong. Didn't help that The Animator's Bible and Illusion of Life had slightly different terms too. I thought I was just dumb for not figuring out the names (ノಠ益ಠ)ノ彡┻━┻
Hey man, must reply if you can, i am getting problems in skinning and paint weight, so can i solve that, paint weight is working weird in 3ds max any help would be appreciated 🙂
Just when I thought you were taking a hiatus! Literally checked the channel yesterday to see how long it’s been, so glad to have a new video to watch =)
This might be my favorite principle. The way it enables such dynamic motion is so fun. And you've explained it accessibly and engagingly, as always. These are always amazing and I'm so happy you continue to provide this education to us, Dan.
Letme geek out sbout Axels fighting stance: The motion design is pretty great, but from a boxing perspective, its not quite right. Springiness is important, so you can react faster, cause youre allrdy moving (objects in motion Newton shit and all that). Boxers either bounce on their feet lightly (similar to skipping rope), or they slightly shift their weight from one leg to another, like Mike Tyson did. This made it harder to hit him, but also allowed him to be so damn powerfull. In boxing you really punch with your legs, driving the force from your feet and guiding it through your whole body. Imagine doing a bit of Squat with your right leg, and as you come up you punch, moving the force drom the squat by turning your hips, shoulders and arm in the direction your fist intends to hit. Mike did that as part of his „idle“, so he was allways rdy to punch quickly with a shitlod of power from his tree trunk legs. The principles of animation were derived from biomechanics. From an animation perspective they’re apllied superbly, but from a biomechanics/martial arts one, eh, theres room for improvement. Of course this is also a game design thing and has to be fast and snappy, but I dont think a slight weihht shift, with lifting and dropping the ankles in an alternating A B A B fashion wouldnt have done much harm. If youre into this sort of thing, I recommend „Tony Jeffries“, „David Weck“, „Ido Portal“ and „David Grey Rehab“ as inspiration. And thx for the video Dan!
I’d be interested in an analysis of the Pixelizer attack from Ratchet and Clank 2016/Rift Apart…recently picked up R&C2016 and the attack blew my mind when I first used the weapon.
I like to think that “Follow Through” is the “coming to a stop” of animation, and that “Overlapping action” is about how the Follow Through affects the windup & animation of the immediately following action (or, how they overlap), like when a character like Doc from Snow White turns his head back and forth (VERY NOTICEABLE at 1:10), the jowls keep going the first direction, which adds momentum when they swing back, letting them take longer to settle even after his head has completely stopped moving, which helps avoid that “only one character in a scene animates while talking” many Cartoons and Anime have
PROTIP: On PC, use period (.) and comma (,) to step a youtube video forward or back as close to a frame as it will allow. Very useful for basically any NFP.
I've just realized why the hell I adore any recent arcsys games ( dbfz, gbfv, gg xrd, GG strive) and also why i hate them in story modes: literally no overlapping, that's why is feels so stiff, so robotic. Now that i think about it most of Jrpgs suffer from this especially anime inspired ones like: death end request, neptunia, dark rose Valkyrie, trails of cold steel etc.
Holy crap, Dan. I just realized - you're Dan from Extra Credits! That is so damn cool that you're branching out into more detailed topics on video games. It's a wonder just how much some pitch shifting can change a voice.
Sorry for not commenting on the (great!) video content Dan, but that Song of Time remix you used in the background fully had me like "wait...is this...it is!!!"
I'd love to see you do an animation critique on Immortals Fenyx Rising. I've been playing it recently, and whilst I love the game, the animations are unfortunately somewhat jarring!! They're not the worst or anything, but some of the execution and attempts at timing, posing and composition during the story scenes are really kinda... Muddy! :P
As someone with approaching 5,000 hours in Rocket League who’s home feed is usually filled with RL content, I was pleasantly surprised to see it here and almost wondered if I changed videos for a second. 😆 Funnily, there are some antenna/toppers who’s motion are not physics based and they really bug me (eg: whacky inflatable are antenna)
I really think that you should make a full video about the animation in fighting games, specifically Dragon Ball Fighters and Guilty Gear Strive and Guilty Gear Xrd. I think you could say some interesting stuff about them.
I know its going to be niche... but the follow through animations when a character starts/stops running in GW2 are great. Its also different if you're strafing or backpedaling. There's also a difference when your weapon is drawn. One of my favorite's is the Asura Staff follow through when you stop strafing... the character is basically about to fall over from suddenly stopping.
In your Horizon Zero Dawn example, how much of that overlap would you say is procedurally animated, and how much is baked in to the animations themselves?
Thanks you! showing how to apply this to bodies and joints instead of just loose clothes and stuff was very informative for me. A lot of the examples seem like things I thought would be described as "secondary action." Am I mistaken, or do these principles overlap a lot?
With aloy, how much of the animation is follow through animation and how much is physics or cloth simulation.... Nevermind if I had watched the whole video before adding my comment I would of got my answer ☺️... Also can I request a full episode on crash 4
the way you break everything down so understandably with great examples is so incredibly helpful. i will constantly come back to this series to improve my animation. thank you!!
Broodyyy!!!
bruhdy
hi
I'm not an animator, or even any form of visually creative, and I still love these. ❤️
So how did you find this
@@BlazeZ__ he probly is a sonic fan and found it from the animations of sonic games
Same, found this channel when a commentor linked it in another video
@@BlazeZ__ the youtube algorithm???
Nore am I. But understanding how something is done helps to greater appreciate the thing; animation in this case. That's why I am watching anyway.
Something nitpicky, but in the future would you consider adding the titles of the games you're showcasing? I like how Mark Brown does it, but I get that's additional work that's not worth much. In any case, thank you for the great video!
That’d be great! He could even make a subtitle track with all the movie names in it like Every Frame a Painting.
Would love this, I recognize a lot of the clip sources, but every once in a while there is a clip from a game I don't know but would really like to try out.
Agreed! I came here for that exact reason, to find the name of one of the games he showed.
Yes please
Another helpful idea would be to state the name of the game in the script, e.g. instead of saying "", say " from " the first time they're introduced.
Love the variety of games used for examples, not just in IP but in genre and visual style as well. Really helped selling how it really is a _principle_ of animation - universally applicable, even if that application comes in many different ways, degrees, and effects!
I think this is my favourite of the 12 principles videos so far. Your discussion of overlapping action put into clear words something that is very intuitive once it's pointed out and that's really nice. I think it'd be interesting to see a video on how you can violate the principles for effect - say, how a character could have very little overlapping action to convey unnaturalness or control?
1 day ago? That was before it released
@@hyperfox9279 probably a patreon, lots of channels allow supporters to watch videos some time before making the video public.
Eek. “Successive Breaking of Joints” sounds like what happens when the Mob has to come by a couple of times.
Well hey, videogame devs gotta unionize some way right.
"Tony, you still haven't paid your dues. So the Don sent me to teach you...some principles of animation."
It was shown in some of the clips but not directly talked about, but that term is used precisely because they do "break the joints" of the characters!
The best example from the video is the clip of Crash's landing animation. Look at how his elbows bend in the wrong direction as his arms flap back down to his sides like a bird's wings.
Damn now I can't unsee it
“Successive breaking of joints” sounds like what you're going to do to people who suggest you talk about the rest of the Sonic games.
"Game Animator's Tool Belt"
Mark Brown won't know what hit him.
8:50 - Letters on the fridge say "crunch." I wonder if the devs are trying to subtly communicate that they're overworked.
So glad to see Ratchet and Clank on here.
The moment I saw the game in motion I thought, Dan's gonna like this one.
Big props to the animation team at Insomniac, in gameplay and in cutscenes there is so much appeal in every single movement.
Successive breaking of joints sounds like a terrifying concept out of context.
This channel inspired to follow through on something I've wanted since kindergarten and sign up for my first 2D animation class. I'm a data analyst by trade but this is my passion 😊
Good luck, Cheshire.
As an actual comment on the content, you're super right that Zen's arm movements shouldn't be possible for something made of metal, but I always loved the snap of his primary fire precisely because that unnatural snapping is also not something human arms could do!
Man I love this series, really opens my eyes to the finer details of animation. My favorite principle has to be follow through; I first noticed it with 2B's walk and run animations, the little stop she does similar to Stella's really helps sell the feeling of momentum being carried through until the total stop. Can't wait for the next one :)
interacting for almighty algorithm
Supporting this movement. Adding words such as good greate educational and should be used in art schools.
For the algorithm!
This makes me admire the amount of work these animators put on their products.
Every time I learn something new about animation and how all the parts fit together, my mind is blown at the thought of how animators can make it all look so natural. There's just so much going on underneath the surface!
What a delightful video! These don’t seem to get as much attention as your other videos, but I hope you continue the series, it’s such an educational treat!
You've returned!
Have you got around to play Guilty Gear Strive? It has great animation and really beginner friendly!
Only a few rounds, but it's gorgeous!
this is possibly my very fav series on youtube... even compared to things like summoning salt's record narratives, overly sarcastic production's misc myths, or Betsy Lee's "No Evil" saga.
Dan talking about animation are also my favorite parts of the let's plays as well.
You, sir, are doing God's work for us beginners over here. Thank you so much for you wonderful content.
New Frame Plus uploads: :o
PlayFrame uploads immediately after: :0
*They’re both great vids* : :OOOOOO
Hey, what happened to this amazing series? :D
I can't believe Dan buterched his voice for so long for Extra Credits, his natural voice has a real warmth and coziness too it
I could listen to him explain animation for hoooours
I enjoyed the "voice butchering" in Extra Credits. Part of what made me like "games might not have tried" is his mix of music, and voice conveyed that warmth. His show is very much "Feel good".
Yeah, although I could listen to him in either voice. Shame he doesn't have as much quantity of content, but i'm glad he's doing what makes him happy
This isn’t exact what we’re talking about, but this reminded me of something that annoys me in Tomb Raider: when you switch weapons literally only her arms move, the rest of her body is acting like nothing else is going on.
I hope I'm not too late in getting here for this to be seen, but there's something I've been curious about for a while now. You've mentioned in the past you used to work on 3D animated movies, and that you work in games now, so I've been wondering if you could tell us a bit about some of the differences between the models for those two things.
Like, do film models have more bones than game models? If they do, does that make them harder to work with? What are textures like in the kind of model used in a film? Do they have lots of different lighting or normal maps? Are there any noticeable differences between shaders used? Do films only use one model per character design or do they make different ones for different uses. I'm assuming there are base models involved for making different outfits easier. Are there any notable differences in the way that lighting has to be set up between the two mediums? Or was that part someone else's job? Etc.
Cooldown might also be another reason to use follow-through. In games you want the input to be quick, press button and action happens, but once you complete an action we've been taught that it can take time before you can perform that action again. So follow-through sells the power of the action while also being a visual indicator of when we can perform the action again and something to watch in the mean time.
Also no mention of the awesome animation on Daffodil?
Small thing, but I love hearing some of my favorite tunes pop up in the background of these videos. Those little touches are appreciated.
One thing SNK did that I always appreciated is they made King of Fighters 14 and 15 with key-framed overlapping motion, ensuring characters have clean silhouettes when doing attacks whenever and wherever. Capcom on the other hand left the engine to handle flowing materials and hair in Street Fighter 5 and it not only looks bad personally seeing characters hair flinging about like a yo-yo but it also damages their silhouettes in a game all about responding and reaction to opponent animations. They invented a LONG DREADLOCKED character in Street Fighter 5 and seemed to just leave it all to the engine to figure out, creating a really gross looking character in motion.
If you wanna see one of the most fluid and dynamic 3D animations to date in video games, take a look at shadow of the colossus. The horse is especially noteworthy: no game has ever beaten this animation. The horses in RDR, Witcher or Zelda games do not even compare!
P.S. Ico and Last Guardian also have great character animation, but are missing the horse part!
are you going to continue this series?
A great way to understand this concept is by spending the afternoon practicing with a pickle ball coach.
I’m not even kidding it’s actually somehow connected because it’s about how you swing the paddle: it’s important to focus on what you’re doing after you swing.
Great video, especially the bits about masking starts and stops of animations with physics and generally overlaps.
I dislike current trend of ridiculously overanimated follow through, it results in the whole thing squirming and wiggling, not good for conveying body mass. Same with overdone idle animations, bouncing all over the place.
It looks very old-fashioned, back when Betty Boop had every breath fully animated and exaggerated. But now we have an uncanny valley problem that makes even elaborate designs looks floaty and unsettling.
Yep sometimes it's too much.
I'm trying to learn everything I can about game art and animation for my upcoming education in game design. I can't express how helpful your videos are for an outsider like me. Keep it up!
I've been patiently waiting for the next parts to this series. These videos are amazing. I'll continue to wait because every video takes time for sure. Keep up the amazing stuff.
I am not an animator myself, but man do I _love_ watching these videos!
I also really love the fact that you show so many great examples as well. You could've built this video around ONLY the one game with Cherry smashing the guitar into the ground, but you didn't. You used Monster Hunter, you used Rocket League, you used Horizon Zero Dawn, Ghost of Tsushima, Crash 4, Spiritfarer, and many more. It shows a kind of dedication I just adore. Good job with these videos!
One problem I have with exaggerated follow-through: it can result in a character having slower recovery and therefore, leaving your character vulnerable in circumstances where if the follow-through was microscopic, it would be instantaneously perfect.
Large follow-through can work well in a game with a great emphasis on timing, but stuff like Hyrule Warriors? Deadpool (2013)?
It can be frustrating, but at the same time, leaves no room for visual feedback or animation, so it’s a balancing act, and I can see why the follow-through has to be ballooned (appropriately).
Aren't y'all glad Dan followed through on this series?
I'll show myself out now.
Jordan Mechner deserves some recognition for being probably the first person, in 1984 with karateka, to bring a lot of these principles into video games, refining them in 1989 with prince of persia.
16:02 - Omg that Quill animation is adorable! She preps herself to fall backwards when the lever finally snaps into place. You can see the ear and tail pull up in anticipation of falling on her back, so they don’t have a chance of landing wrong! 🥺
I’m pissed that RUclips didn’t notify me about this video. I love your work dude!
Also the Devs of rocket league have never confirmed if the cars are toys..... Regardless it means nothing just I wonder if they took that into consideration when they set the weight of the antenna toys
If you havent already checked this out but Tekken 7 has some pretty fantastic character animation.
That is a wonderful series. Not an animator myself but gosh the videos are extremely interesting to watch
I really think the weird bendy limbs in Overwatch are basically faking smear frames.
Man I love these videos. Such a good resource.
Greetings from a motion designer
I am not an animator. Heck, I can barely draw. But I absolutely relish these videos.
And that's because Dan is so very good at discussing the subject of animation with clarity, expertise, and (most important) passion.
I may never be a visually creative person, but I do find myself looking for the application of the technique in games and animation after watching these 12 Principles videos and appreciating the efforts that went into those creations. Thanks for that, Dan!
Please look at fancy pants adventures for the Xbox 360
I like how on super mario 64 when you try to turn to the opposite direction you are facing mario starts sort of sliding for a little while, and that timeframe can be used for a different kind of jump - it's both physical and responsive and also depth and control
Video idea
motion editing (re-posing, re-timing and plusing mocap data)
Good video as always! Its always exciting to see youve posted a new video!
What game is that at 11:00?
Edit: It is “Indivisible”.
ur content is insaaaaaane man.. cheers from a comrade animator.. i learnd alllot from u
10:05 I started smiling like an idiot as soon as I saw Monster Hunter and even more because he was using the chad blade.
Prey (2017) animation please
still waiting for the rest of the series
Man, that Play Online music is bringing some serious nostalgia for the early days of Final Fantasy XI, back in 2002.
This makes it so easy to understand! Thank you!
As a graphic novel artist, I honestly find these videos extremely helpful as I try to mimic animation principles with a single pose. Thanks!
Couldn't bring yourself to use a Sonic stopping animation for this one?
;P
Yes! I've been lookin forward to this!!!
How do you choose what to talk about?
Thanks a lot, this is a great explanation about those very important principles with examples.
Thanks a lot to you
Dan, these videos are so good.
Despite me not being a professional animator, I like looking at good animations that express characters and the power of a character. Especially with how fighting games use techniques like smears, squash and stretch, overlap and follow through and breaking the joints. I like how I'm able to earn more unique animation techniques through games in this series.
Another great video
I love this series and funnily enough talking about ‘follow through’ and demonstrating with an attack is how I was trained for doing things like board breaking. If you hit to the target your real life attack won’t have the impact won’t have the force requires to break it and in fact will snap back to you (see people breaking stacks of bricks and failing to hit through all of them, they will come away shaking off that reverb). You have to essentially put all of your force in an attack past the goal in order to really connect. Nice to know this also applies to my animations too!
Brilliant as always!
I want to scream THANKYOU for pointing out the incredibly annoying mixing of terms. In school, I was told it was secondary animation, but once I started at a studio or even talked with other animators from different schools, I would get weird looks and they'd say it's something completely different like I had it wrong. Didn't help that The Animator's Bible and Illusion of Life had slightly different terms too. I thought I was just dumb for not figuring out the names (ノಠ益ಠ)ノ彡┻━┻
Hey man, must reply if you can, i am getting problems in skinning and paint weight, so can i solve that, paint weight is working weird in 3ds max any help would be appreciated 🙂
The amount of examples you use and explain is so helpful in these principle videos! This is why I love them so much, they are so informative
NEW FRAME PLUS hype!
Just when I thought you were taking a hiatus! Literally checked the channel yesterday to see how long it’s been, so glad to have a new video to watch =)
wow thank you, i really want to be an animator for my job and this is really helping me understand how animations is done, thank you
This might be my favorite principle. The way it enables such dynamic motion is so fun. And you've explained it accessibly and engagingly, as always. These are always amazing and I'm so happy you continue to provide this education to us, Dan.
Always enjoy these principle of animation videos. Makes me want to pick up a pen and get animating!
Heck yeah, love these videos!
Jiggle...DOA.
Are we going to have a new video about ARC system's new Guilty Gear's animation? It's simply PERFECTION!
Letme geek out sbout Axels fighting stance:
The motion design is pretty great, but from a boxing perspective, its not quite right.
Springiness is important, so you can react faster, cause youre allrdy moving (objects in motion Newton shit and all that).
Boxers either bounce on their feet lightly (similar to skipping rope), or they slightly shift their weight from one leg to another, like Mike Tyson did. This made it harder to hit him, but also allowed him to be so damn powerfull. In boxing you really punch with your legs, driving the force from your feet and guiding it through your whole body. Imagine doing a bit of Squat with your right leg, and as you come up you punch, moving the force drom the squat by turning your hips, shoulders and arm in the direction your fist intends to hit.
Mike did that as part of his „idle“, so he was allways rdy to punch quickly with a shitlod of power from his tree trunk legs.
The principles of animation were derived from biomechanics. From an animation perspective they’re apllied superbly, but from a biomechanics/martial arts one, eh, theres room for improvement.
Of course this is also a game design thing and has to be fast and snappy, but I dont think a slight weihht shift, with lifting and dropping the ankles in an alternating A B A B fashion wouldnt have done much harm.
If youre into this sort of thing, I recommend „Tony Jeffries“, „David Weck“, „Ido Portal“ and „David Grey Rehab“ as inspiration.
And thx for the video Dan!
You NEED to check out the animation of the Mario and Luigi RPG games. It’s jam packed with charm and quality!
I’d be interested in an analysis of the Pixelizer attack from Ratchet and Clank 2016/Rift Apart…recently picked up R&C2016 and the attack blew my mind when I first used the weapon.
I like to think that “Follow Through” is the “coming to a stop” of animation, and that “Overlapping action” is about how the Follow Through affects the windup & animation of the immediately following action (or, how they overlap), like when a character like Doc from Snow White turns his head back and forth (VERY NOTICEABLE at 1:10), the jowls keep going the first direction, which adds momentum when they swing back, letting them take longer to settle even after his head has completely stopped moving, which helps avoid that “only one character in a scene animates while talking” many Cartoons and Anime have
PROTIP: On PC, use period (.) and comma (,) to step a youtube video forward or back as close to a frame as it will allow. Very useful for basically any NFP.
Hell yes, nice to see this returned, hope that we'll see the rest of the principles return.
Can't wait to see appeal!!
thanks for the lession.but im still confused with the differnt between ovelaping and follow thorugh.can you please help.thanks
I've just realized why the hell I adore any recent arcsys games ( dbfz, gbfv, gg xrd, GG strive) and also why i hate them in story modes: literally no overlapping, that's why is feels so stiff, so robotic.
Now that i think about it most of Jrpgs suffer from this especially anime inspired ones like: death end request, neptunia, dark rose Valkyrie, trails of cold steel etc.
Holy crap, Dan. I just realized - you're Dan from Extra Credits! That is so damn cool that you're branching out into more detailed topics on video games. It's a wonder just how much some pitch shifting can change a voice.
Sorry for not commenting on the (great!) video content Dan, but that Song of Time remix you used in the background fully had me like "wait...is this...it is!!!"
I'd love to see you do an animation critique on Immortals Fenyx Rising. I've been playing it recently, and whilst I love the game, the animations are unfortunately somewhat jarring!! They're not the worst or anything, but some of the execution and attempts at timing, posing and composition during the story scenes are really kinda... Muddy! :P
As someone with approaching 5,000 hours in Rocket League who’s home feed is usually filled with RL content, I was pleasantly surprised to see it here and almost wondered if I changed videos for a second. 😆 Funnily, there are some antenna/toppers who’s motion are not physics based and they really bug me (eg: whacky inflatable are antenna)
Damn, another good video!
Btw. Any plans on doing a full-on Crash Bandicoot or Ratchet & Clank video?
I really think that you should make a full video about the animation in fighting games, specifically Dragon Ball Fighters and Guilty Gear Strive and Guilty Gear Xrd. I think you could say some interesting stuff about them.
I will gladly accept any excuse to talk about Spiritfarer's animation.
I know its going to be niche... but the follow through animations when a character starts/stops running in GW2 are great. Its also different if you're strafing or backpedaling. There's also a difference when your weapon is drawn. One of my favorite's is the Asura Staff follow through when you stop strafing... the character is basically about to fall over from suddenly stopping.
In your Horizon Zero Dawn example, how much of that overlap would you say is procedurally animated, and how much is baked in to the animations themselves?
Thanks you! showing how to apply this to bodies and joints instead of just loose clothes and stuff was very informative for me.
A lot of the examples seem like things I thought would be described as "secondary action." Am I mistaken, or do these principles overlap a lot?
With aloy, how much of the animation is follow through animation and how much is physics or cloth simulation.... Nevermind if I had watched the whole video before adding my comment I would of got my answer ☺️... Also can I request a full episode on crash 4
Fancy Pants Adventure is a great example for follow through.