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{{InfoboxInterview|CGWorld 296|category1=Scarlet and Violet | {{InfoboxInterview|CGWorld Vol. 296 Interview with Creatures Inc.|category1=Scarlet and Violet | ||
|date=March 2023 | |date=March 2023 | ||
|original=https://archive.org/details/cgworld-vol.-296-Pokémon-sv-with-creatures-inc. | |original=https://archive.org/details/cgworld-vol.-296-Pokémon-sv-with-creatures-inc. | ||
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|imgScale=230 | |imgScale=230 | ||
|caption=Volume 296 of CGWorld. | |caption=Volume 296 of CGWorld. | ||
|lede=This is an interview found in the '''"Animation Workflow for Games"''' series for CGWorld— interviewed by Ryo Wakasugi, (chief editor, CG animator at Sony Pictures Imageworks) text by Miyuki Ogata from CG World, transcribed by Yoichiro Oue. It has a particular focus on the model updates made to Pokémon Scarlet and Violet by Creatures Inc | |lede=This is an interview found in the '''"Animation Workflow for Games"''' series for CGWorld— interviewed by Ryo Wakasugi, (chief editor, CG animator at Sony Pictures Imageworks) text by Miyuki Ogata from CG World, and transcribed by Yoichiro Oue. It has a particular focus on the model updates made to Pokémon Scarlet and Violet by Creatures Inc.<br> | ||
The magazine later posted the article online in three parts.<ref>[https://cgworld.jp/article/202304-pokemon1.html Part 1 of the online article] [https://archive.ph/GDwMQ (archived)]</ref><ref>[https://cgworld.jp/article/202304-pokemon2.html Part 2 of the online article] [https://archive.ph/TsbZw (archived)]</ref><ref>[https://cgworld.jp/article/202304-pokemon3.html Part 3 of the online article] [https://archive.ph/HGbNx (archived)]</ref> While the web version offers a "LANGUAGE" menu, it's simply a Google Translate tooltip. | The magazine later posted the article online in three parts.<ref>[https://cgworld.jp/article/202304-pokemon1.html Part 1 of the online article] [https://archive.ph/GDwMQ (archived)]</ref><ref>[https://cgworld.jp/article/202304-pokemon2.html Part 2 of the online article] [https://archive.ph/TsbZw (archived)]</ref><ref>[https://cgworld.jp/article/202304-pokemon3.html Part 3 of the online article] [https://archive.ph/HGbNx (archived)]</ref> While the web version offers a "LANGUAGE" menu, it's simply a Google Translate tooltip. | ||
|staff1=Yuki Yoneya | |staff1=Yuki Yoneya | ||
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|staff3=Suguru Fukaya}} | |staff3=Suguru Fukaya}} | ||
[[Pokémon Scarlet and Violet]] are the '''kanzen shinsaku''' of | {{InterviewContext|[[Pokémon Scarlet and Violet]] are the '''kanzen shinsaku''' of Core Series '''Pokémon''', and are the first open-world games in the series. We've done a deep-dive exploration into the work of animators at Creatures, Inc., who have helped breathe life into many Pokémon inhabiting the Paldea region, the setting of Scarlet and Violet.}} | ||
{{tNote|''Kanzen shinsaku'' refers to the main games of a new Generation. | {{tNote|''Kanzen shinsaku'' refers to the main games of a new Generation. | ||
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{{CenterImage|align=left|width=650px | {{CenterImage|align=left|width=650px | ||
|image=CGWorld296 Creatures Staff.png | |image=CGWorld296 Creatures Staff.png | ||
|imgSize= | |imgSize=200px | ||
|caption='''Yuki Yoneya''' • Pokémon Character Motion Lead <br>'''Shun Onodera''' • Pokémon Character Modelling Lead <br>'''Suguru Fukaya''' • Pokémon Character Motion}} | |caption='''Yuki Yoneya''' • Pokémon Character Motion Lead <br>'''Shun Onodera''' • Pokémon Character Modelling Lead <br>'''Suguru Fukaya''' • Pokémon Character Motion}} | ||
== | ==Animation considerations based on the Ecology and Temperament of each Pokémon== | ||
{{InterviewQuestion|Wakasugi: First of all, what was your role on ''Scarlet and Violet''?}} | {{InterviewQuestion|Wakasugi: First of all, what was your role on ''Scarlet and Violet''?}} | ||
{{InterviewParagraph|Fukaya|Suguru Fukaya| | {{InterviewParagraph|Fukaya|Suguru Fukaya|For Scarlet and Violet, The Pokémon Company took the role of the production and branding; GAME FREAK handled overall game development including the specifications of the Pokémon's 3D assets; and our company, Creatures, were in charge of 3D asset creation for most Pokémon.}} | ||
{{InterviewParagraph|Yoneya|Yuki Yoneya|Under Fukaya, I was a manager and director of the motion team, much like he was.}} | {{InterviewParagraph|Yoneya|Yuki Yoneya|Under Fukaya, I was a manager and director of the motion team, much like he was.}} | ||
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{{tNote|Yoneya is the sub-manager of Creatures' art team under Fukaya, but is credited as the motion lead in ''Scarlet and Violet'', which is a higher position than Fukaya's on those games.}} | {{tNote|Yoneya is the sub-manager of Creatures' art team under Fukaya, but is credited as the motion lead in ''Scarlet and Violet'', which is a higher position than Fukaya's on those games.}} | ||
{{InterviewParagraph|Onodera|Shun Onodera|I served as the modelling lead. The teamwork between modellers and animators was essential to this game's development; | {{InterviewParagraph|Onodera|Shun Onodera|I served as the modelling lead. The teamwork between modellers and animators was essential to this game's development; so I'm joining this interview, too.}} | ||
{{InterviewQuestion|Wakasugi: Could you tell us about your career, too?}} | {{InterviewQuestion|Wakasugi: Could you tell us about your career, too?}} | ||
{{InterviewParagraph|Fukaya|Suguru Fukaya|It's my fourteenth year, mostly in the gaming industry. My debut work at our company was Sword and Shield, and I've | {{InterviewParagraph|Fukaya|Suguru Fukaya|It's my fourteenth year, mostly in the gaming industry. My debut work at our company was [[Sword and Shield]], and I've been among the Core Series Pokémon developers since.}} | ||
{{InterviewParagraph|Yoneya|Yuki Yoneya|I began my career in CG animation and joined the company in 2017. I have about eleven years of experience in total, six in the gaming industry.}} | {{InterviewParagraph|Yoneya|Yuki Yoneya|I began my career in CG animation and joined the company in 2017. I have about eleven years of experience in total, six in the gaming industry.}} | ||
{{InterviewParagraph|Onodera|Shun Onodera|Much like Yoneya, I | {{InterviewParagraph|Onodera|Shun Onodera|Much like Yoneya, I worked for CG animation teams until I joined the company in 2018; I have about twelve years of experience in total, five in the gaming industry.}} | ||
{{InterviewQuestion|Wakasugi: What are the first steps for 3D asset production in ''Scarlet and Violet''?}} | {{InterviewQuestion|Wakasugi: What are the first steps for 3D asset production in ''Scarlet and Violet''?}} | ||
{{InterviewParagraph|Onodera|Shun Onodera|Scarlet and Violet has more than 400 species of Pokémon, about 120 of which are new. GAME FREAK prepares the settei, | {{InterviewParagraph|Onodera|Shun Onodera|Scarlet and Violet has more than 400 species of Pokémon, about 120 of which are new. GAME FREAK prepares the settei, motion instructions, and the like. Within [those documents], there are '''san-men zu''', idling and attacking poses, expression sheets, etc., which our modelling team uses to work on 3D modelling. The Pokémon Company and GAME FREAK then supervise our modelling, and their approval brings us to a meeting between the art directors, the modelling and motion leads, the assigned animators in-charge, and so on.}} | ||
{{tNote|''San-men zu'', literally "three-aspect figure", means views from the front, from above, to the side of an object.}} | {{tNote|''San-men zu'', literally "three-aspect figure", means views from the front, from above, to the side of an object.}} | ||
{{InterviewParagraph|Fukaya|Suguru Fukaya|We call it '''kyara uchi'''; setting the course for the specifications and motion of a Pokémon. For example, we settle the species-specific characteristics of that Pokémon and the range of motion for its joints. Basically, we follow GAME FREAK's settei and | {{InterviewParagraph|Fukaya|Suguru Fukaya|We call it '''kyara uchi'''; setting the course for the specifications and motion of a Pokémon. For example, we settle the species-specific characteristics of that Pokémon and the range of motion for its joints. Basically, we follow GAME FREAK's settei and so on; however, they mainly document attack motion, which leaves [it up to] us to provide various emotional expressions, for the most part. Last but not least, our modelers' jobs go as far as joint setups and skinning, while the rigging controller setups are done by our riggers.}} | ||
{{tNote|''Kyara uchi'' seems to be the shortened form of "character ''uchi-awase",'' literally "character meeting".}} | {{tNote|''Kyara uchi'' seems to be the shortened form of "character ''uchi-awase",'' literally "character meeting".}} | ||
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{{InterviewQuestion|Wakasugi: Are there cases where animators' ideas lead to further adjustments of the joints, too?}} | {{InterviewQuestion|Wakasugi: Are there cases where animators' ideas lead to further adjustments of the joints, too?}} | ||
{{InterviewParagraph|Onodera|Shun Onodera|Yes, [the modelling team] listens to the motion team and adds joints to the parts that the motion team want to move, before passing [the data] on to the riggers. There are sometimes requests after the actual motion implementation [tests], like "Could you add another joint here, since I want this part to sway, too?" Implementing [test] motion often reveals issues that we | {{InterviewParagraph|Onodera|Shun Onodera|Yes, [the modelling team] listens to the motion team and adds joints to the parts that the motion team want to move, before passing [the data] on to the riggers. There are sometimes requests after the actual motion implementation [tests], like "Could you add another joint here, since I want this part to sway, too?" Implementing [test] motion often reveals issues that we hadn't thought of before; leading to frequent communication between our modellers and animators.}} | ||
{{InterviewQuestion|Wakasugi: What information is important for animators on the sheets with | {{InterviewQuestion|Wakasugi: What information is important for animators on the sheets with all the instructions?}} | ||
{{InterviewParagraph|Fukaya|Suguru Fukaya|The ecology. What lives do they live, and in what environments? Do they live in groups; do they have companionship; are they aggressive; or | {{InterviewParagraph|Fukaya|Suguru Fukaya|The ecology. What lives do they live, and in what environments? Do they live in groups; do they have companionship; are they aggressive; or aggressive but also cool-headed when in battle? Even a gentle Pokémon has to attack during battles; will the Pokémon attack so the opponent won't get hurt? We deeply consider [aspects] like that.}} | ||
{{InterviewQuestion|Wakasugi: Fascinating, but it sounds hard to grant those requests. ''(laughs)''}} | {{InterviewQuestion|Wakasugi: Fascinating, but it sounds hard to grant all those requests. ''(laughs)''}} | ||
{{InterviewParagraph|Yoneya|Yuki Yoneya|That's right. '''(laughs)''' The assigned animators collect [additional] reference material based on the ecological data and poses [provided by GAME FREAK]; with that, as well as our brainstorming, we can solidify how their motion will turn out. After the '''kyara uchi''', we [prepare] a prototype model, with which we create some motion within Maya as [a sort of] taste test. Once | {{InterviewParagraph|Yoneya|Yuki Yoneya|That's right. '''(laughs)''' The assigned animators collect [additional] reference material based on the ecological data and poses [provided by GAME FREAK]; with that, as well as our brainstorming, we can solidify how their motion will turn out. After the '''kyara uchi''', we [prepare] a prototype model, with which we create some motion within Maya as [a sort of] taste test. Once the supervisors' approve, we finalize the remainder of the animation assets.}} | ||
{{InterviewParagraph|Onodera|Shun Onodera|Prototype | {{InterviewParagraph|Onodera|Shun Onodera|Prototype animation models have the general shape and joints completed, but not the textures or lighting.}} | ||
{{InterviewParagraph|Fukaya|Suguru Fukaya|Once we finalize the models, we replace the prototype models with the final ones to further improve motion. Implementing motion into the actual games requires animation-state setups using a tool, which is another job done by our animators.}} | {{InterviewParagraph|Fukaya|Suguru Fukaya|Once we finalize the models, we replace the prototype models with the final ones to further improve motion. Implementing motion into the actual games requires animation-state setups using a tool, which is another job done by our animators.}} | ||
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|video2=Quaxly (CGWorld 296 Interview) Emoting | |video2=Quaxly (CGWorld 296 Interview) Emoting | ||
|video3=Quaxly (CGWorld 296 Interview) Attacking | |video3=Quaxly (CGWorld 296 Interview) Attacking | ||
|caption= | |caption=Using Quaxly's settei and the like, [animators] create its "taste test" motion, such as idling, emoting, attacking, and so on. In Quaxly's case, [modellers] attach an importance to its jellylike bouncy texture on its head across all its motion.}} | ||
{{InterviewParagraph|Yoneya|Yuki Yoneya|For new Pokémon, their taste test motion is the cornerstone of their characterization, so we spend a lot of time checking it over. For older Pokémon, we emphasize the personality of a Pokémon across its poses, and its consistency of characterization.}} | {{InterviewParagraph|Yoneya|Yuki Yoneya|For new Pokémon, their taste test motion is the cornerstone of their characterization, so we spend a lot of time checking it over. For older Pokémon, we emphasize the personality of a Pokémon across its poses, and its consistency of characterization.}} | ||
==Collecting | ==Collecting reference material, not only for living things, but also for inanimate objects== | ||
{{InterviewQuestion|Wakasugi: I guess quite a few Pokémon are difficult to showcase properly from certain angles. For example, in the case of Quaxly, were there some instructions like, "The pointy part of its head must be kept at ''this'' angle"?}} | {{InterviewQuestion|Wakasugi: I guess quite a few Pokémon are difficult to showcase properly from certain angles. For example, in the case of Quaxly, were there some instructions like, "The pointy part of its head must be kept at ''this'' angle"?}} | ||
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{{InterviewParagraph|Yoneya|Yuki Yoneya|There were no instructions on angles, but — Quaxly's head has a bouncy texture, you know. There was a request for maintaining that across all of its motion, which was tough for us to fine-tune.}} | {{InterviewParagraph|Yoneya|Yuki Yoneya|There were no instructions on angles, but — Quaxly's head has a bouncy texture, you know. There was a request for maintaining that across all of its motion, which was tough for us to fine-tune.}} | ||
{{InterviewParagraph|Onodera|Shun Onodera|The settei has some requests noted down, such as "This detailed [part] should always be visible"; so during the modelling process, we shape so that they | {{InterviewParagraph|Onodera|Shun Onodera|The settei has some requests noted down, such as "This detailed [part] should always be visible"; so during the modelling process, we'll shape so that they consistently look good, and add more joints for fine-tuning, to use an example.}} | ||
{{InterviewQuestion|Wakasugi: What references were collected in the ''kyara uchi'' phase?}} | {{InterviewQuestion|Wakasugi: What references were collected in the ''kyara uchi'' phase?}} | ||
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{{InterviewParagraph|Fukaya|Suguru Fukaya|Similarly, for a Pokémon with a frog motif, we think as much as "What species of frog?" to [comprehend] the essential [elements of that frog's] motion to incorporate it [into that Pokémon].}} | {{InterviewParagraph|Fukaya|Suguru Fukaya|Similarly, for a Pokémon with a frog motif, we think as much as "What species of frog?" to [comprehend] the essential [elements of that frog's] motion to incorporate it [into that Pokémon].}} | ||
{{InterviewParagraph|Yoneya|Yuki Yoneya|Many Pokémon are based on multiple living things and inanimate objects rather than one single thing, so we discuss what elements to incorporate, and which to part with. For example, [[Fidough]] | {{InterviewParagraph|Yoneya|Yuki Yoneya|Many Pokémon are based on multiple living things and inanimate objects rather than one single thing, so we discuss what elements to incorporate, and which to part with. For example, [[Fidough]] is the shared concept of bread and a dog. Whilst its outer body feels like sticky and moist dough, it also showcases the animation and behavior of a small dog, which is also important for us to consider.}} | ||
{{InterviewQuestion|Wakasugi: That's tough! ''(laughs)''}} | {{InterviewQuestion|Wakasugi: That's tough! ''(laughs)''}} | ||
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|caption=Footage provided to CGWorld of Sandy Shocks' walking animation. The footwork is based on the [actual] movement of ironsand.}} | |caption=Footage provided to CGWorld of Sandy Shocks' walking animation. The footwork is based on the [actual] movement of ironsand.}} | ||
{{InterviewQuestion|Wakasugi: For Pokémon that have appeared in previous titles, do you use their existing | {{InterviewQuestion|Wakasugi: For Pokémon that have appeared in previous titles, do you use their existing animations?}} | ||
{{InterviewParagraph|Fukaya|Suguru Fukaya|We do that where possible, but there are moments where we tune them to meet new requirements, add new motion, and so on.}} | {{InterviewParagraph|Fukaya|Suguru Fukaya|We do that where possible, but there are moments where we tune them to meet new requirements, add new motion, and so on.}} | ||
{{InterviewParagraph|Yoneya|Yuki Yoneya|Scarlet and Violet had a change in the joint specifications, which overhauled the naming of each joint. As a result, we could hardly use motion from previous titles as they were, so we re- | {{InterviewParagraph|Yoneya|Yuki Yoneya|Scarlet and Violet had a change in the joint specifications, which overhauled the naming of each joint. As a result, we could hardly use motion from previous titles as they were, so we had to re-organize the data while consulting riggers and technical artists about what script would [best] migrate the motion at a low cost.}} | ||
{{InterviewParagraph|Onodera|Shun Onodera|That was a change based on GAME FREAK's suggestion for easier data handling for future-proofing. The specifications of facial assets have been changed as well; almost all facial assets were newly created. Past Pokémon games used texture-based scroll animation to render facial assets, but it's been changed to joint-based animation since [[Legends: Arceus]]. It's cuter | {{InterviewParagraph|Onodera|Shun Onodera|That was a change based on GAME FREAK's suggestion for easier data handling for future-proofing. The specifications of facial assets have been changed as well; almost all facial assets were newly created. Past Pokémon games used texture-based scroll animation to render facial assets, but it's been changed to joint-based animation since [[Legends: Arceus]]. It's cuter when the eyes and mouth move nicely, and that also offers a wider variety of expression; so we focused heavily on these facial assets in Scarlet and Violet.}} | ||
{{tNote|The "texture-based scroll animation" appears to refer to how all Pokémon games pre-[[Legends: Arceus]] had their eye textures on a single image, which would flip-between different points on the texture whenever an expression was called.}} | {{tNote|The "texture-based scroll animation" appears to refer to how all Pokémon games pre-[[Legends: Arceus]] had their eye textures on a single image, which would flip-between different points on the texture whenever an expression was called.}} | ||
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{{InterviewParagraph|Onodera|Shun Onodera|With the change from the texture-based [scroll animation] to the joint-based [animation] for facial textures, our technical artists listened to the requests of the modelers and animators, and developed in-house tool(s). Portraying each Pokémon's characteristics consistently is key to maintaining the Pokémon brand. We've been trying our best as a team every day to achieve that.}} | {{InterviewParagraph|Onodera|Shun Onodera|With the change from the texture-based [scroll animation] to the joint-based [animation] for facial textures, our technical artists listened to the requests of the modelers and animators, and developed in-house tool(s). Portraying each Pokémon's characteristics consistently is key to maintaining the Pokémon brand. We've been trying our best as a team every day to achieve that.}} | ||
==Rebuilding Texture-based | ==Rebuilding Texture-based facial expressions with joints== | ||
{{InterviewQuestion|Wakasugi: I'm sure the way facial assets are built is quite different between the texture-based ones and the joint-based ones. Did you have any difficulties?}} | {{InterviewQuestion|Wakasugi: I'm sure the way facial assets are built is quite different between the texture-based ones and the joint-based ones. Did you have any difficulties?}} | ||
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{{InterviewParagraph|Fukaya|Suguru Fukaya|We decided that if each animator had manipulated the joints directly, the degree of freedom would've been too high, and it would've been difficult to standardize the style.}} | {{InterviewParagraph|Fukaya|Suguru Fukaya|We decided that if each animator had manipulated the joints directly, the degree of freedom would've been too high, and it would've been difficult to standardize the style.}} | ||
{{InterviewQuestion|Wakasugi: Given that Pokémon have very simple designs, just a tiny bit of change can cause something somewhat... | {{InterviewQuestion|Wakasugi: Given that Pokémon have very simple designs, just a tiny bit of change can cause something somewhat... ''sakuga hokai.''}} | ||
{{tNote|''Sakuga hokai'' can refer to severely bad animation.}} | {{tNote|''Sakuga hokai'' is a term that can refer to severely bad animation.}} | ||
{{InterviewParagraph|Fukaya|Suguru Fukaya|Yes, raising the corner of the mouth just a little more could | {{InterviewParagraph|Fukaya|Suguru Fukaya|Yes, raising the corner of the mouth just a little more could result in a different impression. '''(laughs)'''}} | ||
{{InterviewParagraph|Onodera|Shun Onodera|What's more, we needed to assess | {{InterviewParagraph|Onodera|Shun Onodera|What's more, we needed to assess how far we would rebuild the texture-based facial expressions with joints. For example, Goomy is a Pokémon characterized with a body that stretches and contracts vertically — its facial expressions with textures would hardly be able to contort, but some of those expressions were difficult to rebuild with meshes, for which we [had to] make many adjustments.}} | ||
{{InterviewParagraph|Fukaya|Suguru Fukaya|It was difficult to rebuild the Ku [く]-shaped eyes, common within manga and anime, only with joints; so we had to think of other ways.}} | {{InterviewParagraph|Fukaya|Suguru Fukaya|It was difficult to rebuild the Ku [く]-shaped eyes, common within manga and anime, only with joints; so we had to think of other ways.}} | ||
{{InterviewParagraph|Yoneya|Yuki Yoneya|Since the | {{InterviewParagraph|Yoneya|Yuki Yoneya|Since the Core Series Pokémon games attach high importance of individuality for each Pokémon, we wanted to maintain familiar facial expressions as much as possible, and we discussed [this topic] many times with [[The Pokémon Company]] and [[GAME FREAK]]. Also, animation with joyful-looking eyes in the texture-based style would very often look strange when those eyes were gone [during the rebuilding process], which required us to rebuild the motion as well.}} | ||
{{CenterImage | {{CenterImage|align=left|width=720px | ||
|image=Goomy (CGWorld 296 Interview) Facial Joints-1.png | |image=Goomy (CGWorld 296 Interview) Facial Joints-1.png | ||
|image2=Goomy (CGWorld 296 Interview) Facial Joints-2.png | |image2=Goomy (CGWorld 296 Interview) Facial Joints-2.png | ||
|caption=Goomy's facial joints from Creatures' internal editor. The | |image3=Goomy and Jigglypuff (CGWorld 296 Interview) Damaged Expression.png | ||
|caption='''[left]''' Goomy's facial joints from Creatures' internal editor. The root joints are set up in a way that allows the entire eye to move, and the weight around the eyes are set so that the eye shape doesn't collapse when the body is scaled. <br> '''[right]''' Goomy's and Jigglypuff's facial expressions when taking damage.}} | |||
{{CenterImage | {{CenterImage | ||
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|caption=Goomy's expressions.}} | |caption=Goomy's expressions.}} | ||
{{ | {{InterviewContext|The Ku [く]-shaped eyes occurr as a result of the combination of joints and UV scrolls. Texture-based expressions could only switch between each other in stages, but the jump to joint-based animation now enables more natural eye blinks and mouth movements. <br> The workflow of joint-based [animation] for facial assets is as follows, for each Pokémon:}} | ||
| | |||
# The animation team tells the modelling team what animation the Pokémon should have. Their ideas [must be] shared in detail: ex. whether [the animation] involves whole or partial body scaling; or whether [the Pokémon] also flails when opening its mouth wide. | |||
# The animation team set up the joints and the [rigging] weight, using this shared information. They then set the Root Joints, which allow the entire eye to move as parent nodes, and configure [each child node] for the intended facial expressions and shape, depending on each Pokémon. | |||
# The | |||
# As for older Pokémon, the motion team tries using the existing facial asset data, checks for errors or clipping glitches, and debugs them. | # As for older Pokémon, the motion team tries using the existing facial asset data, checks for errors or clipping glitches, and debugs them. | ||
# The final assets for the facial expressions | # The final assets for the facial expressions are formed into a preset and registered to their in-house tool. | ||
{{InterviewParagraph|Onodera|Shun Onodera|The look of the Pokémon was yet another example of overhaul in Scarlet and Violet, and so were their shader settings as a result. This has also drastically changed the mechanics of, for example, glowing [body parts] and fluid movement of '''surface patterns'''; so [the motion team] remodelled the motion of those. I believe it was a project where the motion team had a larger workload than in previous titles.}} | {{InterviewParagraph|Onodera|Shun Onodera|The look of the Pokémon was yet another example of overhaul in Scarlet and Violet, and so were their shader settings as a result. This has also drastically changed the mechanics of, for example, glowing [body parts] and fluid movement of '''surface patterns'''; so [the motion team] remodelled the motion of those. I believe it was a project where the motion team had a larger workload than in previous titles.}} | ||
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{{InterviewQuestion|Wakasugi: I felt the movements of quadruped Pokémon in ''Scarlet and Violet'' were more realistic than ever, and I was impressed that they ran in such a way that showcased their skeletal movement. Have you enhanced the running motion of Pokémon that appeared in previous titles, too?}} | {{InterviewQuestion|Wakasugi: I felt the movements of quadruped Pokémon in ''Scarlet and Violet'' were more realistic than ever, and I was impressed that they ran in such a way that showcased their skeletal movement. Have you enhanced the running motion of Pokémon that appeared in previous titles, too?}} | ||
{{InterviewParagraph|Fukaya|Suguru Fukaya|I'm happy to hear you felt that way. This is an open-world game where Pokémon are '''[[symbol encounters]]'''. Players can observe overworld Pokémon at a distance; so we've enhanced [the motion], | {{InterviewParagraph|Fukaya|Suguru Fukaya|I'm happy to hear you felt that way. This is an open-world game where Pokémon are '''[[symbol encounters]]'''. Players can observe overworld Pokémon at a distance; so we've enhanced [the motion], considered the life-likeness and natural motion, whilst also meeting the necessary [settei, etc.] requirements. There was even some data from the 30 FPS era among the motion assets for previous titles, so we've rebuilt at 60 FPS as well.}} | ||
{{tNote|A "symbol encounter (''shinboru enkaunto'')" is a ''wasei-eigo'' that refers to a fully visible encounter, either spawning or stationary.}} | {{tNote|A "symbol encounter (''shinboru enkaunto'')" is a ''wasei-eigo'' that refers to a fully visible encounter, either spawning or stationary. <br> Additionally— Fukuya's use of "the 30 FPS era" is vague. It wouldn't make sense for him to be referring to their development setup, as ever since the debut of these models in Pokémon X and Y, the Pokémon have been animated at 60 FPS, albeit this can only be seen exclusively in specific menus within the Generation 6 games.}} | ||
{{CenterImage | {{CenterImage | ||
|video=Passimian (CGWorld 296 Interview) Idling | |video=Passimian (CGWorld 296 Interview) Idling | ||
|caption=In Scarlet and Violet, Passimian holds the berry in one hand in its | |caption=In Scarlet and Violet, Passimian holds the berry in one hand in its idle animation.}} | ||
{{CenterImage|align=left|width=600px | {{CenterImage|align=left|width=600px | ||
|video=Passimian (CGWorld 296 Interview) Running Pre-SV | |video=Passimian (CGWorld 296 Interview) Running Pre-SV | ||
|video2=Passimian (CGWorld 296 Interview) Running | |video2=Passimian (CGWorld 296 Interview) Running | ||
|caption='''[left]''' Previous titles didn't require a transition between idling and running, so the berry was held in its tail in its running | |caption='''[left]''' Previous titles didn't require a transition between idling and running, so the berry was held in its tail in its running animation. <br> '''[right]''' Scarlet and Violet requires transitions between idling and running in the open world, which has changed Passimian's animation so that it now runs with the berry held in its hand.}} | ||
{{InterviewParagraph|Fukaya|Suguru Fukaya|When we [first] tried motion blending on the transition between idling and running, the berry clipped into its body, so we've adjusted the running motion. We could've opted to prepare a dedicated transition animation [between idling and running], but [we decided against it]; [inserting] a transition animation between idling and running would make the gameplay feel sluggish, and avoiding devising transition animations as much as possible [has become] our principle. I believe that this [new] sequence of idling to running has made the transition feel far smoother, and the [whole] animation look way more suited to the Pokémon's personality.}} | {{InterviewParagraph|Fukaya|Suguru Fukaya|When we [first] tried motion blending on the transition between idling and running, the berry clipped into its body, so we've adjusted the running motion. We could've opted to prepare a dedicated transition animation [between idling and running], but [we decided against it]; [inserting] a transition animation between idling and running would make the gameplay feel sluggish, and avoiding devising transition animations as much as possible [has become] our principle. I believe that this [new] sequence of idling to running has made the transition feel far smoother, and the [whole] animation look way more suited to the Pokémon's personality.}} | ||
==Meticulously | ==Meticulously developed post-attack animation featuring weight transfer== | ||
{{InterviewQuestion|Wakasugi: When a Pokémon attacks an opponent in battle, it returns to the initial position and then performs weight transfer — I really love it. For example, [a Pokémon] taking a step forward and throwing a punch will [not only] step back to the initial position [but also] shift body weight with its other leg before going back to idling. In my opinion, given that Pokémon's designs are [often] simple, more stylized | {{InterviewQuestion|Wakasugi: When a Pokémon attacks an opponent in battle, it returns to the initial position and then performs weight transfer — I really love it. For example, [a Pokémon] taking a step forward and throwing a punch will [not only] step back to the initial position [but also] shift body weight with its other leg before going back to idling. In my opinion, given that Pokémon's designs are [often] simple, more stylized animation would hardly look incongruent. Why did you [opt to] attempt weight transfer [in an attacking sequence]?}} | ||
{{tNote|Weight transfer is an athletic technique of shifting body weight from one part of the body to another during action. In-game motion for that is a level of animation follow-through after a Pokémon makes a sharp move, which makes it look more natural.}} | {{tNote|Weight transfer is an athletic technique of shifting body weight from one part of the body to another during action. In-game motion for that is a level of animation follow-through after a Pokémon makes a sharp move, which makes it look more natural.}} | ||
| Line 233: | Line 226: | ||
{{InterviewParagraph|Yoneya|Yuki Yoneya|I thought so too, right after I joined this company. '''(laughs)'''}} | {{InterviewParagraph|Yoneya|Yuki Yoneya|I thought so too, right after I joined this company. '''(laughs)'''}} | ||
{{CenterImage | {{CenterImage|align=left|width=600px | ||
|image=Animation Tool CGWorld 296 SV.png|imgSize=240px | |||
|video=Floragato (CGWorld 296 Interview) Attacking | |video=Floragato (CGWorld 296 Interview) Attacking | ||
|caption=Floragato attacking, then returning to it's idle animation. [The transition] depicts [the Pokémon's] weight transfer very well, from hitting, to returning to idling; these movements have the effect of making it appear seamless between attacking and idling. | |caption='''[left]''' Floragato attacking, then returning to it's idle animation. [The transition] depicts [the Pokémon's] weight transfer very well, from hitting, to returning to idling; these movements have the effect of making it appear seamless between attacking and idling.<br>'''[right]''' Screenshot of a dedicated tool for the workflow of animation-state transition adjustments.}} | ||
{{tNote|The tool appears to be fully in English, with the only exception being "保存" the Save button.}} | {{tNote|The tool appears to be fully in English, with the only exception being "保存" the Save button.}} | ||
{{InterviewQuestion|Wakasugi: You know, when a battle begins, players often look at their Pokémon from behind at an angle. I always thought this may have been a tough job, as it seems likely to result in uninteresting scenes, [confusing situations] where you can hardly tell what Pokémon they're supposed to be, and so on.}} | {{InterviewQuestion|Wakasugi: You know, when a battle begins, players often look at their Pokémon from behind at an angle. I always thought this may have been a tough job, as it seems likely to result in uninteresting scenes, [or confusing situations] where you can hardly tell what Pokémon they're supposed to be, and so on.}} | ||
{{InterviewParagraph|Yoneya|Yuki Yoneya|In the motion team, we routinely have [technical] talks like, "So, it looks good from the front view, but the silhouette doesn't look as good when viewed from behind at an angle, so let's lower the arms a little". We've been focusing on maintaining some really cool motion from all angles, and spend a lot of time adjusting the idle animations in particular, which players often watch.}} | {{InterviewParagraph|Yoneya|Yuki Yoneya|In the motion team, we routinely have [technical] talks like, "So, it looks good from the front view, but the silhouette doesn't look as good when viewed from behind at an angle, so let's lower the arms a little". We've been focusing on maintaining some really cool motion from all angles, and spend a lot of time adjusting the idle animations in particular, which players often watch.}} | ||
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|image2=Quaquaval Rotation (CGWorld 296 Interview)-2.png | |image2=Quaquaval Rotation (CGWorld 296 Interview)-2.png | ||
|caption=Quaquaval's idle animation in four views: its silhouette has been carefully arranged to keep it looking really cool from all angles.}} | |caption=Quaquaval's idle animation in four views: its silhouette has been carefully arranged to keep it looking really cool from all angles.}} | ||
==Some animators challenge themselves with animation they | |||
==Some animators challenge themselves with animation they consider themselves weak at== | |||
{{InterviewQuestion|Wakasugi: Is the same animator in charge of facial assets, body animation, and adjusting the flow of movement?}} | {{InterviewQuestion|Wakasugi: Is the same animator in charge of facial assets, body animation, and adjusting the flow of movement?}} | ||
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{{tNote|The staff appear to use the word "gimmick" to describe an appendage or an otherwise unique aspect of that Pokémon's design. This is different to the technical term of “shader gimmick” that is used elsewhere in the article.}} | {{tNote|The staff appear to use the word "gimmick" to describe an appendage or an otherwise unique aspect of that Pokémon's design. This is different to the technical term of “shader gimmick” that is used elsewhere in the article.}} | ||
==Portraying | ==Portraying life-likeness despite various limitations== | ||
{{InterviewParagraph|Onodera|Shun Onodera|For [[Miraidon]] and a few other Pokémon, the modelling team created shader gimmicks for the | {{InterviewParagraph|Onodera|Shun Onodera|For [[Miraidon]] and a few other Pokémon, the modelling team created shader gimmicks for the animation team to handle, such as the way a surface emits light, the motion of moving particles, etc. The modelling team has put in effort to properly realize the gimmicks shown on the settei, and depending on the Pokémon, there can be a huge number of parameters. If we simplify that to a single parameter, the motion would be too monotonous; so we intentionally leave all of them open so that animators can adjust them. This results in frequent communication such as, "How do we use this [parameter]?" and the like; [their jobs] feel tough to me.}} | ||
{{InterviewParagraph|Fukaya|Suguru Fukaya|If [animators] neglect this, they may end up using [the parameters] in a way the modelling team doesn't expect, only to be pointed out, " | {{InterviewParagraph|Fukaya|Suguru Fukaya|If [animators] neglect this, they may end up using [the parameters] in a way the modelling team doesn't expect, only to be pointed out, "that's completely different from the settei".}} | ||
{{InterviewParagraph|Onodera|Shun Onodera|Let's take [[Chi-Yu]] for example, a Pokémon based on a goldfish with magatama-like objects around its eyes. We made a gimmick where its eyes and magatamas shone gradually, but we needed to give the radiance of its eyes and the glowing of its magatamas separate timing; so we added [other] gimmicks with independently adjustable parameters. Things like those are prone to timing errors and therefore require close communication.}} | {{InterviewParagraph|Onodera|Shun Onodera|Let's take [[Chi-Yu]] for example, a Pokémon based on a goldfish with magatama-like objects around its eyes. We made a gimmick where its eyes and magatamas shone gradually, but we needed to give the radiance of its eyes and the glowing of its magatamas separate timing; so we added [other] gimmicks with independently adjustable parameters. Things like those are prone to timing errors and therefore require close communication.}} | ||
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{{CenterImage|header=Spidops' Animations | {{CenterImage|header=Spidops' Animations | ||
|video=Spidops (CGWorld 296 Interview) Walking | |video=Spidops (CGWorld 296 Interview) Walking | ||
|caption=Spidops' walking | |caption=Spidops' walking animation. It has quite a narrow range of motion, as it walks with two of its front-left, front-right, back-left and back-right legs attached to each other.}} | ||
{{InterviewQuestion|Wakasugi: So, Pokémon's | {{InterviewQuestion|Wakasugi: So, Pokémon's animation causes trouble that a human's doesn't, such as a narrower range of motion and less joints.}} | ||
{{InterviewParagraph|Yoneya|Yuki Yoneya|We often assign Pokémon full of restrictions to veterans among the animators.}} | {{InterviewParagraph|Yoneya|Yuki Yoneya|We often assign Pokémon full of restrictions to veterans among the animators.}} | ||
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{{InterviewQuestion|Wakasugi: How many motions does a Pokémon have, and how long does it take to create them?}} | {{InterviewQuestion|Wakasugi: How many motions does a Pokémon have, and how long does it take to create them?}} | ||
{{InterviewParagraph|Fukaya|Suguru Fukaya|23 | {{InterviewParagraph|Fukaya|Suguru Fukaya|23 animations on average; and 60 was the most. Developing [animations of] a new Pokémon takes roughly one-to-two and a half months, including the supervision period. [The duration] quite varies, depending on the level of difficulty and the amount of animations.}} | ||
{{CenterImage|header=Pokémon with more complex animation | {{CenterImage|header=Pokémon with more complex animation | ||
| Line 361: | Line 352: | ||
|caption=Iron Thorns' attacking animation. It lacks joints at the knee, which makes it hard to get its movements working properly.}} | |caption=Iron Thorns' attacking animation. It lacks joints at the knee, which makes it hard to get its movements working properly.}} | ||
{{CenterImage| | {{CenterImage|align=left|width=800px | ||
|image=Iron Bundle (CGWorld 296 Interview) Idling.png | |image=Iron Bundle (CGWorld 296 Interview) Idling.png | ||
|caption=[[Iron Bundle]] doesn't have knee joints either; additionally, it has shorter back legs than [[Iron Thorns]]'. | |image2=Varoom (CGWorld 296 Interview) Idling.png | ||
|image3=Roaring Moon (CGWorld 296 Interview) Idling.png | |||
|image4=Roaring Moon (CGWorld 296 Interview) Close-Up.png | |||
|caption='''[first]''' [[Iron Bundle]] doesn't have knee joints either; additionally, it has shorter back legs than [[Iron Thorns]]'. <br> '''[second]''' [[Varoom]] is based on a single-cylinder engine, which caused difficulties when discussing how it should be interpreted in motion. <br> '''[third]''' [[Roaring Moon]] has long front legs and claws, and short back legs, which makes it prone to clipping during development of its walking animation, among others.}} | |||
{{InterviewParagraph|Yoneya|Yuki Yoneya|We've [managed to] prevent its legs from clipping into its torso or the ground by tediously and repeatedly fine-tuning its joints across the body.}} | {{InterviewParagraph|Yoneya|Yuki Yoneya|We've [managed to] prevent its legs from clipping into its torso or the ground by tediously and repeatedly fine-tuning its joints across the body.}} | ||
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|image=Chien-Pao (CGWorld 296 Interview) Idling.png | |image=Chien-Pao (CGWorld 296 Interview) Idling.png | ||
|caption=[[Chien-Pao]] has very long swords in its mouth.}} | |caption=[[Chien-Pao]] has very long swords in its mouth.}} | ||
{{InterviewParagraph|Yoneya|Yuki Yoneya|Carelessly moving the head downwards would make its swords clip into the ground, so there was a lot we had to watch out for. There was a lot of trial and error on how to give it cool-looking motion.}} | {{InterviewParagraph|Yoneya|Yuki Yoneya|Carelessly moving the head downwards would make its swords clip into the ground, so there was a lot we had to watch out for. There was a lot of trial and error on how to give it cool-looking motion.}} | ||
==Developing | ==Developing animation not only on land, but also in air and water== | ||
{{InterviewParagraph|Onodera|Shun Onodera|Scarlet and Violet needs to portray Pokémon living in an open world with a wide range of topography, so there are more motions per Pokémon than in Sword and Shield.}} | {{InterviewParagraph|Onodera|Shun Onodera|Scarlet and Violet needs to portray Pokémon living in an open world with a wide range of topography, so there are more motions per Pokémon than in Sword and Shield.}} | ||
| Line 401: | Line 384: | ||
{{InterviewParagraph|Onodera|Shun Onodera|We really felt it was. '''(laughs)'''}} | {{InterviewParagraph|Onodera|Shun Onodera|We really felt it was. '''(laughs)'''}} | ||
{{InterviewContext|Pokémon inhabiting both sea and sky, in addition to land, | {{InterviewContext|Pokémon inhabiting both sea and sky, in addition to land, required a greater number of animations.}} | ||
{{CenterImage|header=Glaceon's Animations | {{CenterImage|header=Glaceon's Animations | ||
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{{InterviewParagraph|Fukaya|Suguru Fukaya|We also had a lot of information unsuitable for merely text-based communication, so we were flexible about holding some brief video conferences as well.}} | {{InterviewParagraph|Fukaya|Suguru Fukaya|We also had a lot of information unsuitable for merely text-based communication, so we were flexible about holding some brief video conferences as well.}} | ||
==Creatures, Inc.'s Role: Expanding | ==Creatures, Inc.'s Role: Expanding how Pokémon are expressed== | ||
{{InterviewQuestion|Wakasugi: To conclude the interview, could you tell us what you find interesting about your jobs and what you consider a great [work] attitude?}} | {{InterviewQuestion|Wakasugi: To conclude the interview, could you tell us what you find interesting about your jobs and what you consider a great [work] attitude?}} | ||
| Line 449: | Line 432: | ||
{{InterviewQuestion|Wakasugi: Any advice to readers learning game animation?}} | {{InterviewQuestion|Wakasugi: Any advice to readers learning game animation?}} | ||
{{InterviewParagraph|Fukaya|Suguru Fukaya|We've been making 3D assets | {{InterviewParagraph|Fukaya|Suguru Fukaya|We've been making 3D assets for Pokémon, but you shouldn't stick with [just] them alone; you should observe humans, animals, and various objects, and practice animating their movements. Through observation and production, you can improve fundamentals, such as [understanding] how the center of gravity shifts.}} | ||
{{InterviewParagraph|Yoneya|Yuki Yoneya|When watching demo reels, I/we pay attention to how the center of gravity shifts. I believe only when you're successful [in animating it] will your personality and commitment begin to shine through. Demo reels with the energy of "I love this!" bring me/us joy, and show me/us [the creators'] desire to grow.}} | {{InterviewParagraph|Yoneya|Yuki Yoneya|When watching demo reels, I/we pay attention to how the center of gravity shifts. I believe only when you're successful [in animating it] will your personality and commitment begin to shine through. Demo reels with the energy of "I love this!" bring me/us joy, and show me/us [the creators'] desire to grow.}} | ||
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{{tNote|Wakasugi appears to have comparisons with 3D animation films in mind.}} | {{tNote|Wakasugi appears to have comparisons with 3D animation films in mind.}} | ||
{{InterviewParagraph|Onodera|Shun Onodera|This may come as a surprise | {{InterviewParagraph|Onodera|Shun Onodera|This may come as a surprise, but most of those who only love Pokémon or video games won't suit Creatures' culture. As we take charge of creating Pokémon's 3D assets, we're aware our role is to expand in-game expressions of the Pokémon. To achieve that, you should take an interest in various topics, not limited to just the fields of entertainment.}} | ||
{{InterviewQuestion|Wakasugi: Now that you mention it, there's bread, there's ironsand, there's a single-cylinder engine, etc. | {{InterviewQuestion|Wakasugi: Now that you mention it, there's bread, there's ironsand, there's a single-cylinder engine, etc. the concepts for Pokémon are limitless.}} | ||
{{InterviewParagraph|Fukaya|Suguru Fukaya|Let's say you have a meeting with GAME FREAK. [You'll] glean information from their settei and | {{InterviewParagraph|Fukaya|Suguru Fukaya|Let's say you have a meeting with GAME FREAK. [You'll] glean information from their settei and instructions— share interpretations by drawing comparisons to something else that you have some background knowledge on; that'll be an instant done-deal. Then, when coming back to your desk, communicate the meeting to the animators in charge in a way that '''they''' can best understand, and share the interpretations again without discrepancies; this'll make your jobs more fascinating.}} | ||
{{InterviewQuestion|Wakasugi: Your stories have made me more aware of how interesting Pokémon animation can be. Thank you so much!}} | {{InterviewQuestion|Wakasugi: Your stories have made me more aware of how interesting Pokémon animation can be. Thank you so much!}} | ||
{{references}} | {{references}} | ||
Latest revision as of 09:50, 4 April 2026
[translator's note] Kanzen shinsaku refers to the main games of a new Generation.
In the original interview, CGWorld abbreviates Scarlet and Violet as "S • V", using the uncommon middle dot.
Shun Onodera • Pokémon Character Modelling Lead
Suguru Fukaya • Pokémon Character Motion
Animation considerations based on the Ecology and Temperament of each Pokémon
[translator's note] Yoneya is the sub-manager of Creatures' art team under Fukaya, but is credited as the motion lead in Scarlet and Violet, which is a higher position than Fukaya's on those games.
[translator's note] San-men zu, literally "three-aspect figure", means views from the front, from above, to the side of an object.
[translator's note] Kyara uchi seems to be the shortened form of "character uchi-awase", literally "character meeting".
[bottom middle] Hair • Gel • The gel is bouncy • The same color as the body, but it has eyeballs (only on textures)
[bottom right] Non-gel form
[top right] It folds its wings (arms) only when swimming
Expressions:
[from left to right] Idle; Half-closed; Closed; Angry; Sad; Joyful; Damaged; Surprised
Collecting reference material, not only for living things, but also for inanimate objects
[translator's note] The "texture-based scroll animation" appears to refer to how all Pokémon games pre-Legends: Arceus had their eye textures on a single image, which would flip-between different points on the texture whenever an expression was called.
Rebuilding Texture-based facial expressions with joints
[translator's note] Sakuga hokai is a term that can refer to severely bad animation.
[right] Goomy's and Jigglypuff's facial expressions when taking damage.
The workflow of joint-based [animation] for facial assets is as follows, for each Pokémon:
- The animation team tells the modelling team what animation the Pokémon should have. Their ideas [must be] shared in detail: ex. whether [the animation] involves whole or partial body scaling; or whether [the Pokémon] also flails when opening its mouth wide.
- The animation team set up the joints and the [rigging] weight, using this shared information. They then set the Root Joints, which allow the entire eye to move as parent nodes, and configure [each child node] for the intended facial expressions and shape, depending on each Pokémon.
- As for older Pokémon, the motion team tries using the existing facial asset data, checks for errors or clipping glitches, and debugs them.
- The final assets for the facial expressions are formed into a preset and registered to their in-house tool.
[translator's note] The "surface patterns" appear to refer to the normal maps that allow for a degree of texture on a Pokémon's body in Scarlet and Violet, such as Seviper's scales.
[translator's note] A "symbol encounter (shinboru enkaunto)" is a wasei-eigo that refers to a fully visible encounter, either spawning or stationary.
Additionally— Fukuya's use of "the 30 FPS era" is vague. It wouldn't make sense for him to be referring to their development setup, as ever since the debut of these models in Pokémon X and Y, the Pokémon have been animated at 60 FPS, albeit this can only be seen exclusively in specific menus within the Generation 6 games.
[right] Scarlet and Violet requires transitions between idling and running in the open world, which has changed Passimian's animation so that it now runs with the berry held in its hand.
Meticulously developed post-attack animation featuring weight transfer
[translator's note] Weight transfer is an athletic technique of shifting body weight from one part of the body to another during action. In-game motion for that is a level of animation follow-through after a Pokémon makes a sharp move, which makes it look more natural.
The first is a balance with the time scale [of the attack]. An attacking animation [has to] have quite a short duration between its launch and the [final] hit, so there's only so much you can portray. [Our rules] are, therefore, that the animation before the hit should emphasize the coolness of the movement, and the one after the hit, which is the longer [part], should be crafted with great[er] attention to detail.
The second is how to transition back to the idle animation. [To make this transition more seamless,] we've adjusted the animation curve, overall movement flow, etc. so that the gap between attacking and idling doesn't stand out.[translator's note] There was a misprint on the printed version where the highlight for the interviewer's text was missing.
[right] Screenshot of a dedicated tool for the workflow of animation-state transition adjustments.
[translator's note] The tool appears to be fully in English, with the only exception being "保存" the Save button.
Some animators challenge themselves with animation they consider themselves weak at
[translator's note] The staff appear to use the word "gimmick" to describe an appendage or an otherwise unique aspect of that Pokémon's design. This is different to the technical term of “shader gimmick” that is used elsewhere in the article.
Portraying life-likeness despite various limitations
[right] Chi-Yu's happy animation, where its eyes are wide open and only its magatamas shine.
[translator's note] A "range of interference" of an object appears to refer to the space occupied by the object that disallows clipping.
[second] Varoom is based on a single-cylinder engine, which caused difficulties when discussing how it should be interpreted in motion.
[third] Roaring Moon has long front legs and claws, and short back legs, which makes it prone to clipping during development of its walking animation, among others.
Developing animation not only on land, but also in air and water
Creatures, Inc.'s Role: Expanding how Pokémon are expressed
[translator's note] Wakasugi appears to have comparisons with 3D animation films in mind.