Right here’s the factor – animations don’t inherently have any type of [collision detection]. They’re lots like shadow puppets – they haven’t any mass, they haven’t any physics, they simply exist as projections onto a display. Animations simply exist in area – they’ll move by means of something that occupies that very same area as a result of there’s no precise matter that may collide.
Since shadow puppets haven’t any mass, they’ll’t bodily work together with something. We will fake to have them work together by performing as in the event that they had been affected by one thing – a punch, a throw, a kiss, a hug, and so forth. That is what animators do – they sculpt movement over time and attempt to line issues up if they’ll. “Canned” interactions are mainly paired or group animations which are designed to play concurrently with a purpose to make the general movement plausible. A shoulder throw received’t be plausible if the sufferer being thrown doesn’t transfer in tandem with the attacker doing the throwing. We additionally usually have generic reactions (e.g. getting punched within the face, getting shot, getting knocked down, and so forth.) however these don’t look pretty much as good as tailor-made animations meant to go collectively.
Paired interactions are costlier to construct than generic animations – you must construct the animation for the skeletons of the performers, which implies that it received’t work for a special skeleton, and people paired animations can solely be used collectively beneath particular circumstances (e.g. a shoulder throw shouldn’t be performed if there isn’t sufficient area for the sufferer to land on the bottom). That is one motive why Name of Responsibility’s executions work – all people makes use of the identical skeleton, so the identical animations may be performed on each character. This received’t work in a recreation the place totally different characters have totally different skeletons – the conventional shoulder throw animations received’t work if one character is a pixie and the opposite is a dragon.
Past this, there’s additionally the problem of clothes and character mannequin. The animations may not clip, however monumental chunks of fabric on the character fashions (like flashy armor) will clip by means of if the animations don’t account for these issues. That is one motive why you usually see clipping points throughout in-game cinematics the place the participant’s flashy wardrobe causes clipping points as a result of the animators by no means anticipated the participant’s shoulder pads to be as monumental as they’re.
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