In less than 3 minutes, I’ve discovered why all my animations look so bad and felt so difficult to make. Along with a simple way to improve them.
@VideoGameAnimationStudy6 жыл бұрын
Hey! I'm so glad this video has helped you! Be sure to share it around 👌🏼
@user-ym2en4fm8h5 жыл бұрын
Me too! Feels nice, doesn't it?
@sosasees4 жыл бұрын
The Flinkimaus Run Cycle only has 4 Frames. 2 of them are the keyframes, which I made first. The other 2 are the inbetweens I added after I playtested with the original animation and it felt too erratic and read too unclear.
@randomguyontheinternet79404 жыл бұрын
@@VideoGameAnimationStudy I know I'm late, but have you ever heard of Mr. Gimmick? The walk cycle in that game is suprisingly smooth for an animation on the NES, like little Samson.
@VideoGameAnimationStudy4 жыл бұрын
They don't know what they're talking about
@DustyMusician6 жыл бұрын
I can’t believe I saw someone publicly reference Pocoyo. I loved watching Pocoyo and the snappy, bright, fun animation really brought it to life.
@VideoGameAnimationStudy6 жыл бұрын
Oh man, the animation is SO GOOD, I absolutely love it.
@DerpDerp30016 жыл бұрын
It was made in Spain and UK
@LinnyUwU6 жыл бұрын
Agreed.
@lucasshije92496 жыл бұрын
This video introduced me to it @Dan Root, your comment showed me how to spell it @Dusty. Thank you both.
@dr.jotarorobotnick8136 жыл бұрын
Omg yeah I know right!! I remeber watching it all the time
@The2000bmc6 жыл бұрын
"Limitation breeds creativity" I love that quote so much! I always see that when I'm working on projects and I suddenly learn how to do something better and then have no more creative drive for my ideas.
@VideoGameAnimationStudy6 жыл бұрын
Yeah, I don't know if it's something Adam Neely came up with or if he got it from somewhere else.
@angrynorway Жыл бұрын
Necessity is the mother of invention.
@RaphaelWiggum Жыл бұрын
@@VideoGameAnimationStudy I heard that when I was a kid 30 years ago. It's an old saying.
@VideoGameAnimationStudy Жыл бұрын
Fair enough.
@GraveUypo6 жыл бұрын
i think this is only 50% of the story. you can have snappy animations with a lot of in-betweens. you just need to change the timing between frames. usually they're constant, but more important frames can be made to stay visible longer (hold them) while disposable in-betweens can be shown for shorter amounts of time or even omitted depending on the action. that's what that pocoyo kids' show you showed does. it does have in-betweens, but they're not given much display time, when not entirely omitted. they're there to make the keyframes stand out. what it does is use a few frames on the start and end of each movement to "fade" the keyframes, while reducing the "middle" frames of a movement by a LOT, or just cutting them and using "smears" instead. so it still gives the impression of a smooth movement, but a very snappy one. i watched a video on this a few months ago that talked extensively and in detail. it was about... a fighting game.... darkstalkers? no... oh i found it. it was about skullgirls. kzbin.info/www/bejne/g6iTmWyNoqefqdk seriously, watch it. it's very enlightening.
@VideoGameAnimationStudy6 жыл бұрын
Oh yeah, I'm using that Skullgirls video as reference for my next video where I talk about what you're talking about there. Yeah, I think what you're looking to say is "easing", where it softens the entry into a keyframe.
@huh9684 жыл бұрын
exactly, the spinning in little samson uses a lot of inbetween frames, but since they dont last as long as the key frames it doesnt look sluggish
@ilkeryoldas Жыл бұрын
Thanks for sharing the video!
@HellishPunch6 жыл бұрын
This is a very high quality channel. No clickbait, deep analysis, easy comprehension, a lot of visual examples. Very good job Dan!
@VideoGameAnimationStudy6 жыл бұрын
Hey, thank you so much!
@migueeeelet6 жыл бұрын
The megaman remake run cycle looks like he's slipping on ice... It's too much movement for so little distance travelled. Reminds me of He-Man. Gorgeously animated, but sometimes feels delayed just because of how many frames there are.
@funfoxvlad73096 жыл бұрын
He is acctuly preatty slippery!
@TetsuDeinonychus4 жыл бұрын
There was a lot of rotoscope in He-Man.
@tzgaming2074 жыл бұрын
@@TetsuDeinonychus Filmation used the same rotoscoping models in a lot (all?) of their action animated series... Star Trek, The Adventures of Batman come to mind...
@TetsuDeinonychus4 жыл бұрын
@@tzgaming207 If there was a corner to cut, Filmation cut it. But I gotta admire the clever tricks they used.
@VideoGameAnimationStudy4 жыл бұрын
Animation is often about clever tricks, not so much about cutting corners. Reusing rotoscope data isn't necessarily cutting corners, Disney did that a lot during the golden age of animation.
@hadinasrallah89286 жыл бұрын
Love the blend of animation and games in your show it's refreshing
@VideoGameAnimationStudy6 жыл бұрын
Thank you! It's a keen interest of mine so expect to see lots more 😄
@hadinasrallah89286 жыл бұрын
Dan Root I'm a huge fan of animation and it's history so I'll be sure to check it out
@thepixelkingdom5 жыл бұрын
Very interesting! Great video! (:
@cadmiarjw4 жыл бұрын
First reply
@jewelianperez70383 жыл бұрын
I agree!
@lusenator6 жыл бұрын
But also I really liked how they immitated this in wreckit ralph, the characters in the building in the beginning (the townspeople or whatever they're called?) the way they move is amazing, its totally in this full 3D pixar movie world but they move to certain frames like you're calling out in the video, its a beautiful blend of the two styles like the childrens show you called out
@VideoGameAnimationStudy6 жыл бұрын
Yeah, I really liked that in Wreck It Ralph. It's funny, cos Ralph and Felix should also move like that, technically 😆
@sjsamphex6 жыл бұрын
Hi, I'm deaf. Can you please upload your script to the captioning tool so youtube can automatically time it and place it as captions through the video?
@VideoGameAnimationStudy6 жыл бұрын
Hey there. Of course, I did start doing that but I stopped a few videos ago, because one of my scripts didn't sync up properly and it slipped my mind thereafter. Thanks for reminding me to do this.
@VideoGameAnimationStudy6 жыл бұрын
Hey there, I've added captions to this video now, so hopefully it should all work properly. Let me know if it doesn't!
@sjsamphex6 жыл бұрын
Perfect! Thanks so much, and subscribed. I'll share with some deaf gaming friends too
@VideoGameAnimationStudy6 жыл бұрын
Thanks so much, I'm glad I've been able to help you!
@Chaos89P6 жыл бұрын
Dan Root If that happens again, just do it manually. I know it's time consuming, but I feel it works better than scripts, for some reason.
@wschippr15 жыл бұрын
The "trick" of seeing motion in the short animations isn't actually a trick of the eye, it's a feature of the brain. Your brain is constantly processing, editing, and inferring vision information/stimulus to create a coherent image. For example, your nose is actually edited out of your vision. Another example, is your eyes are constantly in motion, but you see a stable image and this is because your brain edits and infers information to create said stable image (this is also why some people's vision blurs when they get tired, as the brain fatigues it is no longer able to do that function as well). There are countless other examples, (like the brain removing motion blur). The classic example though, is seeing a dog behind a fence, you don't see segments of dog, but a whole dog as your brain adds in the rest of the information. So it's not so much a trick as we are taking advantage of what the brain is suppose to do. Great video, it's very informative :)
@VideoGameAnimationStudy5 жыл бұрын
Interesting stuff - thanks!
@NotASpyReally4 жыл бұрын
what... I have a nose?!?!
@lukelcs89344 жыл бұрын
Great comment, very informative.
@aluckyjar2 жыл бұрын
Such an interesting comment, thanks for sharing.
@johnnonamegibbon35806 жыл бұрын
I remember in the making of Princess Mononoke Miyazaki cut out a ton of frames in a knife fight that made the scene feel sluggish.
@VideoGameAnimationStudy6 жыл бұрын
Yeah that sounds about right!
@princessthyemis4 жыл бұрын
Whoa, he did?!
@anactualmotherbear6 жыл бұрын
I liked hearing someone talk about keyframes in vg animation. The reason something like Wily Wars has less appealing run animation is because MegaMan's keyframes aren't snapping into place. The extra frames should have has eases and bounces, not just plain "fill in" in-betweens. It's not that there's too many frames, it's that the frames used are just very bland and not dynamic.
@VideoGameAnimationStudy6 жыл бұрын
That's right, yeah. It'd be interesting to discuss more 16-bit animation in future, I reckon there's a lot to look at!
@Nanashi206 жыл бұрын
if you look at the frames, (not from the picture, but from the animated part below it), the remake one has no in-between from the original's last two frames. To try to explain it a bit, lets say the original has keys A B and C, and the inbetweens are numbers for the remake version. the remake version seems to have 1 A 2 B C 3 , and then it repeats, the letter frames being the same key frames as the original that it's emulating. So there isn't really a full in-between from the important frames, and it probably doesn't help much that it ends up making the animation look off and more bland than the original. But that's just what i think.
@quadpad_music6 жыл бұрын
@@VideoGameAnimationStudy - Now that I think about it, you should seriously do that.
@TechBlade90005 жыл бұрын
Not only that but his key frames are also less dynamic
@badoli10746 жыл бұрын
Just to add a little: This explains also the still-frame parts of anime. For example, when an anime char swings a sword, it's usually the most powerful frame held for about a second. This technique is taken over to a lesser degree in a lot of western media. The first strong occurance i can remember was the slow motion fight scene in "300", where only the impact moments were slowed down considerably in relation to the rest of the fight. And in games the new "God of War"-title features this to improve the impact of Kratos strongest punches.
@VideoGameAnimationStudy6 жыл бұрын
Yeah, I guess it differs whether it's in a game or in a movie. I think it has a bit more relevance in games, like you said for creating a heavier impact. But films it's just aesthetic.
@eddievelez47235 жыл бұрын
It’s also a money and time saving technique that ends up working
@cameralabs6 жыл бұрын
Really enjoyed this, nice work!
@VideoGameAnimationStudy6 жыл бұрын
Thank you! Did you share this on Twitter recently too?
@cameralabs6 жыл бұрын
Yep, that was me! I saw your video shared by someone I follow and really enjoyed it. I love the 8 bit world, having grown up with it, and really appreciate videos which explore and explain the art behind any of these things. PS - as a semi-related side-note, I wrote a history book a while back about home computers (plus a few consoles) of the 1980s which you may have seen called Digital Retro!
@taunttitan17143 жыл бұрын
Any and all pixel art old school games still look amazing because Pixel art literally never gets old and always ages extremely well
@mick22877 ай бұрын
Usually looks pretty cheap and dated to me. Like a blurry version of actual visuals. There are occasional exceptions though with really good art design.
@TwilightCage6 жыл бұрын
Kirby is a special exception, every sprite in that game is made up of 4 parts and those 4 parts interchange with different parts to make a full sprite.
@VideoGameAnimationStudy6 жыл бұрын
That's really interesting, thanks for that!
@boltstrikes4296 жыл бұрын
Isn't the original super mario brothers mario also composed of 4 different sprites stitched together? In fact, i'm sure this is the case for a lot of games made on systems such as the NES, which could support more sprites than others, with the only cost being their size.
@TwilightCage6 жыл бұрын
I am unsure about the first mario, but I think super mario 3 does it with the tanuki suit and other suits.
@TwilightCage6 жыл бұрын
I found it out using a random corrupter, (boom-plus-dx.lua) with the emulator fceux. note: the corrupter only corrupts the loaded memory of the game, not the rom itself. If you manage to corrupt the sprites, it will default the enemies to kirby's sprite and you'll end up with cronenberg kirby monsters.
@todesziege4 жыл бұрын
@@boltstrikes429 Basically every NES game did that, as the sprites would be too small to form even a small full character. Whether they would "reuse" parts varies from game to game.
@AerobianAngel6 жыл бұрын
The part about Mega Man 8 is very important. Its a big reason as to why I feel a huge disconnect between the frenetic, precise action of the game and the sluggish, laid-back motions of Mega Man himself.
@VideoGameAnimationStudy6 жыл бұрын
Yeah exactly, like if he had fewer inbetween frames in all his actions, the game would probably feel a lot more tight.
@OdaKa6 жыл бұрын
Dan Root Megaman 8 feels very tight and natural to me, animations not withstanding. Playing it feels like an extension of myself, and I like how the detailed animations give it a sense of fluidity. It was also the first Megaman game I owned myself, allowing me to play it for hours and hours and hours. The Megaman 8 animations may feel a bit too smooth and low energy, but you must admit they are beautiful, and each frame looks "cool" when paused.
@VideoGameAnimationStudy6 жыл бұрын
Oh yeah no, I love the principles used for some of the movement, it's just that it doesn't necessarily match the gameplay. I do love it, though.
@cumulonimbuscapillatus93125 жыл бұрын
@@OdaKa Damn right. The Megaman 8 animation feels really nice to look at, even though it's not as impactful as the NES ones. The jump and shootin' feel really good coupled with the sound effects too in my experience. It's not bad at all, just a bit different. I must admit though that I wish the jump had the stronger keyframe pose more pronounced like the NES ones make do.
@danielbueno84745 жыл бұрын
That was my main problem with Megaman 7 on the SNES. I dunno, the jumping always felt weird to me, while the single frame jumping in all of its previous 8-bit titles always felt so smooth.
@hemangchauhan28646 жыл бұрын
HOLY SMOKES! I'm glad I was not the only one to notice Batman's cape in the NES Batman game.
@nowonmetube6 жыл бұрын
Hemang Chauhan holy smokes the game looks so advanced, way ahead of it's time
@VJFranzK4 жыл бұрын
Good discussion! (Also, watching these closely on a large 4K display makes one think: they might have added more frames if they'd known we'd still be playing! The blur of a small CRT helped the perception of motion.)
@nanamz72576 жыл бұрын
What makes Batman's walk cycle look like his feet are touching the ground, and Robocop look like he's floating above it? Just the speed?
@VideoGameAnimationStudy6 жыл бұрын
nana&mz Yeah I think it's to do with how long each frame is touching the floor for. If you check out my "Dynamic Movement" video on Dustforce, I kinda touch upon this exact thing.
@c.glazercrush39944 жыл бұрын
I find that the old Batman on nes and judge dread on snes,have somewhat of a similar feel to it.
@immortalsun6 жыл бұрын
5:51 Haha, my little brother used to watch that show. This is the first time I have ever seen or heard this TV show being mentioned on the Internet.
@VideoGameAnimationStudy6 жыл бұрын
It's great, isn't it?
@mhausage34542 жыл бұрын
You just unlocked a part of my childhood that I don't even know existed! I used to watch Pocoyo a lot way back when I was 6-8 years old. I didn't even know the name of the show until today! thanks for that man
@ronnieobenhaus88493 жыл бұрын
Watching The Lazy Eyebrow brought me here! Awesome explanation!
@8BitFun6 жыл бұрын
Love that Adam Neely shoutout. He's a phenomenal teacher as well.
@VideoGameAnimationStudy6 жыл бұрын
Oh man, he's superb, I love it when you can listen to someone talk about their field without you personally having any knowledge and it's still interesting as hell.
@kevinfredericks23356 жыл бұрын
Your videos are so laid back. I love the mood and atmosphere.
@VideoGameAnimationStudy6 жыл бұрын
Thank you!
@sweetasbloodredjam6 жыл бұрын
I've been sent here by Mark Brown and I'm happy to have found another excellent channel. :) One thing about inbetweens. If Inbetweens make your animations feel weak and less punchy, then you don't neccessarily have in issue of 'too many inbetweens', you probably have a timing and pacing issue. If your inbetweens are too evenly spread out on your timeline the animation is going to loose it's force.
@VideoGameAnimationStudy6 жыл бұрын
Hey, thanks so much! Good old Mark, he's a good old boy. Yeah, I think I should be clearer on that next time. I mean, Shovel Knight has some really well placed inbetweens, keeping those keys looking strong, and it smooths the whole run cycle out as a whole. But yeah, sometimes it could have been done a little better, like in Axiom Verge, which feels like he's jogging rather than running. Although you could argue it's referencing Probotector and that game's style.
@sweetasbloodredjam6 жыл бұрын
Yeah, I know that lesson so well, because quite a few animations have sort of....got away from me...:P I just thought it's worth a mention, since even seasoned animators argue about the merit/disservice of more inbetweens and you often hear that it's impossible to do fast, punchy animation with more inbetweens. In my experience, while keyframes are a great shortcut to achieve fast and punchy animation, often the animation improves from more inbetweens IF they are done right. It would be nice to see you incoorperate a few positive examples, like Shovel Knight the next time.
@OdaKa6 жыл бұрын
Apollo Justice I remember spending hours in gamemaker copypasting inbetween duplicates to adjust the timing just right, and dissecting gifs of my favorite game animations to see how they were timed. It was a mindblowing revelation to see that Megaman's legs together frame lasted a shorter time than the leg extended frames
@hkyanzxdwnjpqh81166 жыл бұрын
Someone who actually knows what they are talking about on KZbin? That’s rare
@Stephen-Fox6 жыл бұрын
And because Little Samson's spin is horizontal rather than a vertical tumble, he doesn't have even less air control than Simon freaking Belmont because he has to finish his tumble when he lands, unlike some game protagonists of this era *cough*Dizzy*cough*
@Gambit7716 жыл бұрын
Ah Dizzy who lives up to the phrase 'limitation breeds creativity'.
@SparkyMK35 жыл бұрын
Great video! I have one nitpick though--the Alice footage wasnt actually rotoscoped. They used the live action footage to get ideas for gestures and movement, but not a single frame was traced, or wouldve worked if it was traced anyway because Alice and Kathyrn Beaumont have very different proportions. Disney's artists were advanced enough by this point to not have to fall back on tracing. Snow White wouldve been a better example to pick, given what they did in that film is closer to pure rotoscoping.
@VideoGameAnimationStudy5 жыл бұрын
Yeah I think a few others picked up on this too, thanks for the feedback.
@Samy-mk4zt6 жыл бұрын
Just came from the Mark Brown video and I already fell in love with your content. Definitely subscribing!!
@VideoGameAnimationStudy6 жыл бұрын
Thank you so much. Mark's very kind for using his clout to promote smaller channels 😍
@jmalmsten6 жыл бұрын
"The unique thrill of limited animation, or the aesthetics of 3 frame anime." - The Making of Kill la Kill p 3/3, Ok... That guy was referring to animating on threes, making a 24 fps filmstrip only require 8 fps of drawings. Not 3 frame loops. But it does go to show that more often than not... Well... Less is more.
@SwordofAslan6 жыл бұрын
As a very green-level game dev, and because I'm not much of an animator in any sense, I'm very keen on watching more of your videos here. Thank you very much for your time in putting this together.
@VideoGameAnimationStudy6 жыл бұрын
Hey, thanks for the feedback! Yeah, I've got some cool stuff coming that'll be handy for devs, stay tuned! 😊
@SwordofAslan6 жыл бұрын
Well, you've got a new fan in me. :) I'll keep my eyes open for your work. As a request, might you do a video on how to shape quality pixel art? Namely when you have a limited palette? My game that I've mentioned is styled after the GameBoy's palette and it's definitely tricky to draw, let alone to draw with so few colors.
@VideoGameAnimationStudy6 жыл бұрын
Thanks! Hmm, maybe, I'll have to see how to make it work
@superleviathan5 жыл бұрын
It's worth noting that, for as beautiful and lavish as the animation of Cuphead is, it too obeys the keyframe mythos of its 8-bit forebears. When Cuphead shoots, he goes right into shooting, and when he jumps, he goes right into jumping. It happens so fast, it doesn't even register mentally. The bosses tend to have much more fluid animation with tons of inbetweens, which makes it easier to notice when they are telegraphing their next attack. When a game is throwing a bunch of shit at you at once, and lightning quick reflexes are demanded of you, less is more.
@VideoGameAnimationStudy5 жыл бұрын
Totally agree!
@superleviathan5 жыл бұрын
@@VideoGameAnimationStudy Yeah. The reason for limited frames of animation in the 8 bit days was because of limited ROM sizes, but it ultimately worked out in those games' favor. When the difference between life and death is often a single frame, any delay is unwelcome. ALF for the Sega Master System has ALF crouch down before each jump, which is more animated than Mario and other 8-bit games, but just leaves you open to a lot more cheap deaths.
@gulfgiggleanimations44726 жыл бұрын
I'm really glad that you decided to make a video about this topic. I've been wanting to animate some sprites for a game with a friend, and only because of now I realize how important a low framerate is. I literally made a reanimated version of Mario's Super Mario Bros sprite in 12 frames per second. Thanks! This will be useful to keep in mind even when I'm animating non-pixel sprites. If I do animate non-pixel sprites. We're still brainstorming on the style.
@VideoGameAnimationStudy6 жыл бұрын
Hey! I'm glad this has been of some use! I'll be looking to make my videos more educational in future too!
@DigitalGamersX6 жыл бұрын
I already knew most of this stuff as an animation student, but I still found this pretty interesting, taking it from a video game perspective. Simple is usually best in a lot of scenarios. Though thats not always the case. Hyper Light Drifter looks smooth as hell, and (if im remembering correctly) there's a lot of frames in their animations, and they take advantage of that with light little details, like the cape flowing outwards whenever you slash. Little things like that. Good video! (P.S. - god damn your editing is WAY better than it has any rigth to be, especially for such an unknown channel)
@VideoGameAnimationStudy6 жыл бұрын
Hey, thanks so much for the feedback, I'm glad this video could be interesting! Yeah, there are some lovely details like that in many indies and it's really nice to see such a good understanding. I know, haha. I work too hard on this channel.
@Kniffel1016 жыл бұрын
1:26 What actually seems to be the case with the turtles is that it's 1 frame that's mirrored on the Y-axis every now and then. ;)
@VideoGameAnimationStudy6 жыл бұрын
Yep, but the action is still two frames long.
@Kniffel1016 жыл бұрын
That's true! ^^
@decalcomanie1235 жыл бұрын
NES Castlevania games walking animations are so satisfying to look at even thought there's just 3 frames, fits the horror theme perfectly.
@VideoGameAnimationStudy5 жыл бұрын
I do enjoy CV's walking animation. Proper muscly arm beef walk!
@Dawn-Shade6 жыл бұрын
very well written, as someone who always thought walking can only be drawn in minimum of 4 frames, those examples blow me away
@VideoGameAnimationStudy6 жыл бұрын
Hey thanks! I'm glad it helped!
@ChaosRayZero6 жыл бұрын
Technically some of the 3-frame walk cycles like Megaman actually are 4 frame animations, it's just that frames 2 and 4 use the same image. Frame 1 = right foot forward Frame 2 = feet together Frame 3 = left foot forward Frame 4 = feet together (identical to frame 2) The 2-frame walk cycle of SMB2 looks like it's a similar trick: Frame 1 = foot forward (can't tell if it's left or right) Frame 2 = feet together Frame 3 = foot forward (same as frame 1, but you can't tell) Frame 4 = feet together (same as frame 2)
@VideoGameAnimationStudy6 жыл бұрын
The run cycle for SMB2 is actually just two frames, feet apart and feet together. But yeah, that's correct about Mega Man and many of the others.
@ChaosRayZero6 жыл бұрын
I know it's only two frames, but my point was that it's an optical illusion that tricks you into thinking you're seeing 4- unless Mario always steps forward with the same foot and just drags the other one along. =^p
@OdaKa6 жыл бұрын
ChaosRayZero That's the whole point of the technique.. to use an actual 2 frames to trick the mind into thinking there's more. You could say Megaman might have 4 cycled frames rather than 3 ping-ponged frames, but saying Mario 2 has more than 2 frames is based purely on the illusion, not any sort of actuality
@LanthusV6 жыл бұрын
this is a fantastic video! defintely subbing asap. one thing I'd like to add though that you didn't discuss. is in the "8-bit era", CRT's refresh rates & just general blurriness also complimented the snappy keyframes-only animation the games had, smoothing inbetweens ever so slightly. the blurriness is also another reason why the games had to be so striking animation wise, for visual clarity (thought, like you mentioned the space was the bigger issue)
@VideoGameAnimationStudy6 жыл бұрын
Hey thanks! And thanks for that bit of into, that's really interesting!
@128randomness6 жыл бұрын
The TV itself isn't necessarily the problem. It's the low quality video signal. RF modulators or composite cables both make a huge mess of the original image.
@MishKoz6 жыл бұрын
Hot dang this is well made, especially the parts looking at the individual sprites. Also would you believe that I was teaching my friend about keyframes when this was uploaded?
@VideoGameAnimationStudy6 жыл бұрын
Thank you! And ha, that's some good timing!
@JohnAGalvanArt6 жыл бұрын
I really appreciate you breaking these lessons down so professionally, this is really educational and entertaining. Great Video.
@VideoGameAnimationStudy6 жыл бұрын
Hey, thank you! I'm so glad that you enjoy these videos in an educational way!
@madxruler4 жыл бұрын
What was always called key frames I would call "umph". Lol "The animation needs more umph to it." was my way of saying it needed to evoke motion better.
@mick22877 ай бұрын
That means you intuitively understood its value and presence, but didn’t know or understand the technical side of what caused it.
@lusenator6 жыл бұрын
when you title the rooster at 24 frames, that was likely drawn at 12 or 15 even if the video is at 24fps, most cel (hand drawn) animation like that has a "stuttery" effect because of this.
@VideoGameAnimationStudy6 жыл бұрын
You're probably right for that example!
@BluRosa6 жыл бұрын
Another wonderful video as always, Dan. Your editing and writing flow so effortlessly in every video. Can't wait to see what's next.
@VideoGameAnimationStudy6 жыл бұрын
Thank you so much! I'm excited for my next few videos 😁
@algol2916 жыл бұрын
Good video. The only thing it's missing is the numerous poses used for four directional games, like classic jrpgs, and how I think, nine separate sprite poses are used to convey a characters movement, at least in the 16-bit era.
@VideoGameAnimationStudy6 жыл бұрын
Hey thanks for watching! Yeah you're right, I probably could've gone into that a bit, but hopefully the main point of limited frames used in the animation in all 8-bit games should cover that notion 😄
@Lowart6 жыл бұрын
Great video! Concise, clear, interesting, well-edited, and well-written. I look forward to seeing more of your stuff in the future :)
@VideoGameAnimationStudy6 жыл бұрын
Hey, thank you so much! I hope I can get videos out quick enough that people don't get bored of waiting 😅
@aw05736 жыл бұрын
Dang it, i was not ready for that ending x'D Great video!
@indigocactus30896 жыл бұрын
Dorkly: *HEAVY BREATHING*
@togglebott77485 жыл бұрын
Ultra Cactus I don’t get it
@SparkpadArt5 жыл бұрын
@@togglebott7748 Its animations are pixel cutouts that move like Peppa Pig.
@austinreed73435 жыл бұрын
Sparkpad Or Johnny Test.
@SparkpadArt5 жыл бұрын
@@austinreed7343 Or Family Guy. Put simply, they demonstrate a shallow understanding of pixel art.
@butteredbehind77205 жыл бұрын
Sparkpad There is a difference between making a game and making an animation. They make animations out of game characters and give them more expression for a comedic effect. The only thing this has to do with pixel art in these animations is the origin of the characters, so I wouldn’t say that they have a shallow understanding of pixel art when they don’t try to achieve a clean cut 16 bit game but rather a short, funny animation. It’s like shaming a yoghurt maker for not making cheese when they’ve clearly got the milk.
@cpt_nordbart6 жыл бұрын
Reminds me the Brothers Chaps approach to animation on Homestar Runner. Occasionally characters flip from left to right without any motion in between. They talked about it in a few interviews and talks.
@swarth86323 жыл бұрын
I've watched this like 100 times over the last year! You really have become my game animation mentor! I've been workin on a 2d "Parkour-Vania" game, and I should have some functional demo animation to share with you soon! It's called "Nimble Bast'd " Lol
@VideoGameAnimationStudy3 жыл бұрын
Oh thank you! Yeah if you get something to show share it with me on Twitter 😃
@JustWasted3HoursHere6 жыл бұрын
Batman for the NES really is exceptional. When I first saw "Out of This World" (for the Amiga), it truly blew my mind as having such cinematic visuals and movements. The fact that it fit on a floppy was even more impressive. Hard as heck, though!
@VideoGameAnimationStudy6 жыл бұрын
Yeah that game looks incredible, but boy was it a hard slog!
@superscrub94 жыл бұрын
El viento for the sega genesis has an awesome run cycle. The main character also has a really nice turn animation. The creators used a decent amount of frames but they also had strong key frames. The other characters in the game don’t look nearly as good though.
@SleepingCocoon6 жыл бұрын
this is really solid! one major critique is actually your audio mixing - regarding the voice, there's a *lot* of high end EQ boost going on here (or it's just recorded that way!) and some boomy mid-lows, but the middle EQ seems really scooped out. this makes it a little rough to listen to on speakers or if there's any other ambient sound in the listening environment. i'd knock down the highs and lows a touch and boost the mids on the voice, because right now it's just a bit rough to listen to.
@VideoGameAnimationStudy6 жыл бұрын
Thanks for the feedback! Yeah it's a common criticism on this one, I honk it's fixed since then though 😎
@SleepingCocoon6 жыл бұрын
just watching "How Metroid Fusion Creates Fear" now and it is indeed! cheers!
@tattieverb2656 жыл бұрын
Mang, da video da best. I would tweet it, but I don't have twitter anymore. Another great video. I loved the little animation at the end of the video. In my opinion, megaman 8 and the revamp of the original 3 make megaman look like he's running on the spot.
@VideoGameAnimationStudy6 жыл бұрын
Hehehe. And thanks! Yeah, haven't done any animation for ages, thought I'd do a tiny bit. Yeah, though I love Mega Man 8's animation, it doesn't quite fit with the game design.
@dbrokensoul6 жыл бұрын
Oh man, that Bucky O'Hare bgm hits the nostalgia. One little hard game that one was.
@logansmith27036 жыл бұрын
Great now I have to search for a little Samson playthrough. Good video btw
@VideoGameAnimationStudy6 жыл бұрын
Hehe, it's worth emulating just to play! And thanks!
@FoxBlocksHere4 жыл бұрын
MAD respect for crediting the music you use and the games you show!
@algol2916 жыл бұрын
6:26 is that how Disney's 'Alice in Wonderland' was made? That is very cool to know. Thumbs up!!
@VideoGameAnimationStudy6 жыл бұрын
I know, right?
@MarkOates26 жыл бұрын
Fantastic analysis! I really like the quality of your captures and the motion graphics in between.
@VideoGameAnimationStudy6 жыл бұрын
Thank you! I'm excited to make more videos.
@Nickle_King2 жыл бұрын
All the technology in the world can't help you make something look good. What can is an understanding of the fundamentals. And the best way to learn fundamentals? Working within strict limitations. Because limitations breed creativity.
@bigmclargehuge82196 жыл бұрын
If I hadn’t already subscribed because of the amazing Metroid Fusion video, I certainly would have because of the “Love you bye” at the end of the videos! It’s charming and brightens my day. :) can’t wait to binge all your videos then become sad that there’s no more!
@VideoGameAnimationStudy6 жыл бұрын
Haha, thanks a lot! I'll try make videos as often as I can without sacrificing quality.
@Bloxed6 жыл бұрын
Well, I just woke up and this is the best way to start my day! Great video Dan! You made my day! =D
@VideoGameAnimationStudy6 жыл бұрын
Ahw, I'm glad you enjoyed it!
@Bloxed6 жыл бұрын
And I'm also glad that I enjoyed the video! So much depth and analysis of 8-bit and 16-bit animation! It's amazing what you do! If it wasn't for your content, I'd probably watch KZbin less! Yet again, great video Dan! How about a video on Punch-Out's stereotypes and how the characters might feel when they fight you again during their second fight like is Piston Honda/Hondo neutral and is Bald Bull even angrier? I think it would be an amazing video! =)
@formerlyuntargeted4 жыл бұрын
I wasn't expecting you to cite Adam Neely. That was a pleasant surprise 😄
@illugion6 жыл бұрын
Love the video but I disagree on Megaman 8's jump animation. While it is certainly slower than the other ones this one actually gives him some "weight" by having that big anticipation before the keyframe ( that is followed by an exaggerated one, where he extends himself even further before going back ). This makes it feel stronger and punchier in my opinion, as I think that making him have his arms up instantly doesn't make such an impact. But... it doesn't matter either way because the landing animation removes all that feeling of weight making him "ease out" of it.
@VideoGameAnimationStudy6 жыл бұрын
Hey thanks for the feedback! I know what you mean, I definitely think it's a grey area on whether it's good or not, but I think it's not as impactful when compared to more snappier jumps like in 11.
@CrokeyHigati6 жыл бұрын
As someone who's getting into game dev and trying my best at doing pixel animations, this was a fun video on what made those old games so charming and not-so charming. Definitely subscribing, keep up the good work Dan!
@VideoGameAnimationStudy6 жыл бұрын
Hey, thanks so much! I'm glad I could help! And good luck with the game dev!
@davidbumpus34575 жыл бұрын
"No they don't! Shut up!" Intresting stuff that I never really thought about even though I kinda knew it without knowing it. As for the Robocop near the end of the video there, I think that whole movie was a bit twitchy and erratic so it would only be fitting if the 8 bit game version was too. thats my $0.02 on that.
@SimplyDad6 жыл бұрын
I know it doesn’t mean much at all, but this is genuinely one of my favorite channels to watch. I wish you’d upload more because I find myself rewatching your older videos bc of how well put together they are!
@VideoGameAnimationStudy6 жыл бұрын
Nahw thank you so much, that really means a lot. I know, I try and do them as often as I can, but I only get to make them around the rest of my lifestyle (such as job, family and friends), so I only really get maybe 6 hours a week to work on videos. I've got one coming before Christmas though!
@SimplyDad6 жыл бұрын
Hey I feel that, I’m always caught up with something so I don’t have a lot of time to work on videos either. But hey, if you’re dropping some heat next week you can be sure to see me in the comment section ❤️❤️
@FarCritical6 жыл бұрын
I thought I was the only person ever who knew about Pocoyo, and didn't expect him to appear in a video like this of all places Nice video!! Edit: Oops mispelled Pocoyo as Popoyo, fixed it
@VideoGameAnimationStudy6 жыл бұрын
Ah man, Pocoyo is great! I show him to my baby daughter, she loves it!
@Missmay123p6 жыл бұрын
FarCritical Pocoyo was my childhood
@SamPearman6 жыл бұрын
Dan Root You should check out Tayo the little bus as well. It's a really nicely animated (and lit) Korean series. Not quite as poppy as Pocoyo, but it does have a lot of charm. Best of all, my baby loves it.
@RandomGuyyy6 жыл бұрын
Interesting point. This makes me want explore doing this in 3D with swapping out the mesh. Changing the mesh every 'frame'. Probably will save a lot of time with rigging and skinning not being necessary.
@VideoGameAnimationStudy6 жыл бұрын
That's an interesting idea, you make it sound like stop motion, actually. You should check out Lumino City (or Luminocity, can't quite remember), that's one of the few stop motion games I can think of.
@ChaosRayZero6 жыл бұрын
I won't even pretend to know much about 3D animation, but it looks kind of like Nintendo Wii U games do that to animate character faces. If you look at the squid sisters giving the news report in Splatoon, you can totally see their mouths bouncing from frame to frame similar to the way Japanese anime characters talk. I've also seen a ripped Megaman model from Super Smash Bros. Wii U- he has like a dozen different face meshes for different expressions.
@RandomGuyyy6 жыл бұрын
ChaosRayZero Yeah and the end result is probably more characterful than animating the faces 'properly' with shape keys. For the reasons Dan gave in the video. With a more Nintendo-ish cartoony art style (a bit of fresnel rim outline on saturated colours etc) the mesh swapping thing really lends itself. You can have background elements like wobbling trees also having that stop motion look. Also you can do proper Disney squash and stretch in a way that rigged models won't let you do, or at least without the textures on the model stretching too much. Each mesh can have its own topology, UV mapping and material IDs anyway so it sort of frees you from all that. The only hassle is that game engines are designed around using skeletal meshes like Unity's Mecanim or Unreal's Persona so you kind of have to script your own state machine for the mesh swaps.
@Blobtendo6 жыл бұрын
Excellent video, can really see the time you put into this
@VideoGameAnimationStudy6 жыл бұрын
Hey, thanks so much!
@Blobtendo6 жыл бұрын
No problem! As someone new to making videos myself, the time and effort you put into these really shows. Keep it up :) I have subscribed and look forward to new videos!
@VideoGameAnimationStudy6 жыл бұрын
Thank you so much!
@kuyanglonghair56416 жыл бұрын
We are currently making a game and saw this. This really helps a lot. Thank you!
@VideoGameAnimationStudy6 жыл бұрын
I'm so glad! What's your game?
@csteegs86816 жыл бұрын
This was a really interesting video! Definitely have to disagree with the Mega Man 8 point though, I think it looks very fluid. Nice job!
@VideoGameAnimationStudy6 жыл бұрын
Thanks! Well, the movement is fluid for sure, but it doesn't really sync up with the speed and energy the actual gameplay requires, resulting in a more sluggish feel. The techniques used are all great, though!
@csteegs86816 жыл бұрын
Dan Root Yea, it DEFINITELY is more slow paced bc of it. Going from 7 to 8 it's seems faster though. 7 is a snail's pace lol.
@JanneSala6 жыл бұрын
Fantastic video. Great visual editing with a solid, informative script. Love the ending, too, the viewer expects a summary of the video's contents but is met with a spontaneous "No they don't! Shut up!" - catches you off guard, brilliant!
@VideoGameAnimationStudy6 жыл бұрын
Haha, thanks dude! I'm glad it didn't jar with everyone, I chuckled lots recording it.
@MultiYoYoshi6 жыл бұрын
Great video I can really see the love and effort in the video :D I just have one tiny addition that would make it even better. I would love if you would add the game name in a corner when showing footage. A few times I saw a game and sadly didn't know the name
@VideoGameAnimationStudy6 жыл бұрын
Hey, thanks so much! And yes, that's a very good idea actually. It sometimes slips my mind that not everyone will have played all the games I have, so have no idea what they are. I remember seeing some footage of an awesome looking game in one of Egoraptor's videos and being like "woah, what's the beautiful mess?!" - turned out to be Dark Souls!
@audieorlandolilybassoff40696 жыл бұрын
Instant subscribe from me. As someone who's both passionate about animation, games, and especially old games, this was really neat and provided something for me to think about in my own work.
@VideoGameAnimationStudy6 жыл бұрын
Hey, thank you so much! I'm glad I've been able to help you 😃
@KingKatura5 жыл бұрын
I always thought that they were pretty good with animation and graphics back in the day, of course thats all we had and today i can't seem to stare at any old non remastered thing more than a long period of time, for some reason. And key-frames are still used today, as up until a decade ago flash and everything older is all we had. Including hand drawings. All use of key-frames in scenes.3-5 frames for every key-frame used last i knew was the standard, But it has been awhile since I've been in the game making area.
@VideoGameAnimationStudy5 жыл бұрын
Yeah keyframes are always important in animation.
@krustykraken93316 жыл бұрын
Thanks for posting the music, I was actually going to ask for it. Interesting video, and very well edited.
@VideoGameAnimationStudy6 жыл бұрын
Thanks! Yeah, I get annoyed if I hear a bit of music and comment asking about it and no one gets back to me.
@PhilipJFryII6 жыл бұрын
Da Dan's video is the Dandiest. (Sorry I don't have twitter) Animation is a wonderful and time consuming thing for sure.
@SkyCharger0016 жыл бұрын
This made me think: you could combine tween-animation and key-only animation ... tween for when one starts running, and key-only for when one gets up to speed.
@VideoGameAnimationStudy6 жыл бұрын
It's funny, the original Sonic running animation uses _all_ the frames of full speed, it just holds them for longer the slower he goes.
@HaydenTheEeeeeeeeevilEukaryote4 жыл бұрын
“‘No they don’t! Shut up!’ and walk away.” perfect
@darkengine59313 жыл бұрын
Excellent video and analysis! I am more of a programmer than an artist and it might just be my bias being really old, but I'm wondering if there's something more to low-frame animation than just in-between frames lacking dynamic poses that can make them feel quite different. There are lots of 8-bit NES games that seem to "feel better" to me with very few frames for walking cycles, e.g., but their walking cycles don't seem very dynamic. One example is River City Ransom. Its walking cycle and silhouette just reads like a rectangle blob with little feet moving. Yet it somehow feels better to me than newer examples as far as movement, attacks, etc. I'd be curious to hear your thoughts on why that may be with something as crudely animated as River City Ransom, or if I'm just crazy and too nostalgic.
@sonicmastersword80806 жыл бұрын
Being a rather observant individual, I noticed these key frames quite often. Even sixteen bit games have them. Sonic in particular has a few for his run cycle. Normally, the player never wants to walk, so you don't observe them. However, they are still there. And the flame animations of those games was often a fast flicker, something which still works really well today.
@VideoGameAnimationStudy6 жыл бұрын
Yeah, 16 bit games were quite accomplished. Fire can be difficult to get right if you want it to look stylish, but it's usually handled pretty well.
@_polpon4 жыл бұрын
Over the years I've really grown to appreciate just how good the old Batman game is for the NES, I liked it when I was younger, but now as an adult I like it even more! I really think there's not much comparison with other games; the physics, music, sound effects and visuals are spot on and really puts you in the game!
@flashdniwer42636 жыл бұрын
Mind blown !! 😱💥💨 I never even thought of this before and I've been playing video games my whole life !! 😂😁😀
@VideoGameAnimationStudy6 жыл бұрын
I'm glad I could educate :-)
@josedelacruzcorreagamez9674 жыл бұрын
I like Super Mario RPG because it uses only 3 frames for walking cycles, but switches to more inbetweens at battle scenes. This transition in my opinion, worked really well.
@fen45546 жыл бұрын
0:50 Not to mention the incredibly nuanced bounce the animators threw in there.
@VideoGameAnimationStudy6 жыл бұрын
Ahhh yes, the double bounce. It really is something
@robintst6 жыл бұрын
More in-between frames in 16-bit games like Aladdin and Rocket Knight work well because of the intensity of movement the sprites are drawn to portray. In Mega Man 8, he's not at all emotive or natural in his movement so it just adds to already soft bouncy tone of the visuals and does indeed make it feel sluggish, like nothing has any weight. That would be an overall aesthetic misstep. In cinematic platformers like Another World and Flashback, the fluid animations play to the slower languid pacing of those experiences so it all seamlessly gels together well. Conversely, it becomes counter-intuitive in a game like Garfield: Caught in the Act (look it up) where they put so much work into making his walk cycle smooth and cartoon-like that it hurts the responsiveness of the player's control in what is platforming combat too fast for the animations that are forced to play out without interruption. CG animators of today have trouble with this idea too, especially when it comes to fictitious creatures being added to a live action film. They render them with photo-realistic aesthetic designs but animate them like cartoon characters which just creates a disconnect for the audience because they have no real world analog or context to attach to the creature in their minds. In such a case, one needs to base the movement of such a fantastical creature on a real one that people know of. Seeing it make such deliberate mirroring movements tells the viewer, "oh it's like a tiger/bear/dog/etc." and gives it presence and weight.
@VideoGameAnimationStudy6 жыл бұрын
Yeah those are really good points! I do love the consistent aesthetic in Flashback. And good God, I just checked out that Garfield game. Looks nice, but yeah I bet the feeling of control is a right bitch! As well as unusual movement in CG creatures, I always find _lighting_ to be the main issue of believability. Like, it usually just won't match the surroundings and your eye can tell it's not real or believable.
@manuelpereiroconde915 жыл бұрын
YOOOOO POCOYO WAS MY FAVORITE CHILDHOOD SHOW
@AlsoMeowskivich6 жыл бұрын
This is actually relevant for a game I've been working on, been drawing a boss that has a changing face. I haven't had the chance to test how well it animates yet, but it has limited frames. Working with limitations is a good thing to practice, as it hones one's skills. Also, saving disc space is always a plus.
@VideoGameAnimationStudy6 жыл бұрын
That sounds interesting, I hope it all works out!
@Bobsican6 жыл бұрын
Which name is that game going to get?
@AlsoMeowskivich6 жыл бұрын
Spooky Times 2: Shooty Times it's a halloween themed shmup.
@SoulsOfWisdom6 жыл бұрын
The NES animation of Mega Man looks better than the animations with many more frames. One step forward, two steps back.
@RileyNiko3 жыл бұрын
Thank you for unlocking my memories of Pocoyo
@sambagels64766 жыл бұрын
6:00 me after coffee
@dholmlund3 жыл бұрын
I just learned about your KZbin channel watching "Metroid I guess"--can't wait to watch your kewl vids! :D
@VideoGameAnimationStudy3 жыл бұрын
Thanks a lot!
@VanTilburger6 жыл бұрын
The ending message is super true
@VideoGameAnimationStudy6 жыл бұрын
"Old games look bad!" "No they don't, shu'up!" That one?
@VanTilburger6 жыл бұрын
Dan Root Not only that, but later when you said "you can follow me on Twitter for updates and such". Its super true. I can! What the video was truly about. (Good video by the way)
@VideoGameAnimationStudy6 жыл бұрын
Haha, oh okay 😂 And thanks!
@princeofalltoasters88135 жыл бұрын
I feel like this is why Homestar Runner was and still is appealing to look at it. Very big and expressive keyframes.
@jaschabull23656 жыл бұрын
Reminds me of that one episode of Game Theory which argues that Sonic is actually slower than Mario in their respective debut games. I was thinking when I saw it that it's likely the reason is that Sonic's run is smoother than Mario's with more frames, which would make it slower. Kind of ironic how the seemingly greater quality actually made Sonic seemingly worse than his rival at the one thing he was supposed to do.
@magnusm44 жыл бұрын
But how fast is he compared to Eggman? Or when Sonic is spin dashing?
@satroyd6 жыл бұрын
Neat! Thanks Dan, you explain very clearly ^^ another thing I'll need to look out in my future playthroughs of games!
@justchristolin50766 жыл бұрын
Very educational
@VideoGameAnimationStudy6 жыл бұрын
Thank you!
@twindlebraddy90006 жыл бұрын
8:33 : "So, when anyone says old games look bad, just say: "No They Don't Shut Up!"."