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{{InterviewParagraph|name=Onodera|sprite=Shun Onodera | {{InterviewParagraph|name=Onodera|sprite=Shun Onodera | ||
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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 | 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 communications. | ||
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Example videos: | Example videos: | ||
* [https://youtu.be/xjuohmU-Zo0 Chi-Yu attacking]: Chi-Yu's attacking animation, where both its eyes and magatamas glow at the same time | * [https://youtu.be/xjuohmU-Zo0 Chi-Yu attacking]: Chi-Yu's attacking animation, where both its eyes and magatamas glow at the same time | ||
* [https://youtu.be/5P6pDbWh0HM Chi-Yu joyful animation]: Chi-Yu's joyful animation, where its eyes are wide open and only its | * [https://youtu.be/5P6pDbWh0HM Chi-Yu joyful animation]: Chi-Yu's joyful animation, where its eyes are wide open and only its magatamas shine | ||
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{{InterviewParagraph|name=Yonena|sprite=Yuki Yonena | {{InterviewParagraph|name=Yonena|sprite=Yuki Yonena | ||
|text= | |text= | ||
Spidops, an early-game [Pokémon], is another one with both a complicated body structure and movement | Spidops, an early-game [Pokémon], is another one with both a complicated body structure and movement, and developing it [required] a lot of discussions with modellers. It has eight legs like a spider, so its knee joints can only bend in a single direction. | ||
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{{InterviewParagraph|name=Onodera|sprite=Shun Onodera | {{InterviewParagraph|name=Onodera|sprite=Shun Onodera | ||
|text= | |text= | ||
Varoom was another one of our tough jobs. It's based on a single-cylinder engine, and has a lot of inorganic elements in its design. We needed to balance [its design] with its cartoonish, exaggerated movements as shown [on the settei]; so we found it difficult to share common ground about interpreting its movement. | Varoom was another one of our tough jobs. It's based on a single-cylinder engine, and it has a lot of inorganic elements in its design. We needed to balance [its design] with its cartoonish, exaggerated movements as shown [on the settei]; so we found it difficult to share common ground about interpreting its movement. | ||
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{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya | {{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya | ||
|text= | |text= | ||
23 motions on average; and 60 was the biggest. Developing [motion of] a new Pokémon takes about one-and-a-half or two-and-a-half months, including the supervision period. [The duration] quite varies, depending on the level of difficulty and the amount of | 23 motions on average; and 60 was the biggest. Developing [motion of] a new Pokémon takes about one-and-a-half or two-and-a-half months, including the supervision period. [The duration] quite varies, depending on the level of difficulty and the amount of motion. | ||
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== Developing | == Developing Motion, Not Only on Land but Also in Air and Water == | ||
{{InterviewParagraph|name=Onodera|sprite=Shun Onodera | {{InterviewParagraph|name=Onodera|sprite=Shun Onodera | ||
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{{InterviewQuestion|question= | {{InterviewQuestion|question= | ||
Wakasugi: Could you tell us what trouble a newcomer tends to have during Pokémon | Wakasugi: Could you tell us what trouble a newcomer tends to have during Pokémon motion development? | ||
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{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya | {{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya | ||
|text= | |text= | ||
This isn't specific to newcomers, but [animators] sometimes make a bipedal Pokémon, in particular, look too human-like in its movements and | This isn't specific to newcomers, but [animators] sometimes make a bipedal Pokémon, in particular, look too human-like in its movements and behavior. Even if its animation is nice, we'll ask them to correct it when it isn't faithful to the personality and the design of that Pokémon. Examples include a Pokémon showing dexterity when it has nothing like "It's dexterous" on its settei, or a Pokémon with its attacking animation showing great speed when it shouldn't be capable of moving that swiftly. These points seem like a hurdle for those unfamiliar with Pokémon. | ||
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{{InterviewParagraph|name=Yonena|sprite=Yuki Yonena | {{InterviewParagraph|name=Yonena|sprite=Yuki Yonena | ||
|text= | |text= | ||
We had a [private] project wiki dedicated to sharing | We had a [private] project wiki dedicated to sharing the specifications. If we had used incorrect naming conventions on the wiki, for example, each company would've delivered the wrong data [to us]; so we were extremely careful. | ||
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{{InterviewParagraph|name=Onodera|sprite=Shun Onodera | {{InterviewParagraph|name=Onodera|sprite=Shun Onodera | ||
|text= | |text= | ||
The development team at our company [Creatures] is more than twice as big as that in Sword & Shield. We never had this scale of development before, and there | The development team at our company [Creatures] is more than twice as big as that in Sword & Shield. We never had this scale of development before, and there were a lot of uncertain, experimental [workflows]; we know there's still considerable room for improvement [in the workflow]. This time, [our workflow] greatly relied on the communication efforts of each member, which wasn't the optimal way for sure. | ||
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{{InterviewQuestion|question= | {{InterviewQuestion|question= | ||
Wakasugi: To conclude the interview, could you tell us what you find interesting about your jobs and | Wakasugi: To conclude the interview, could you tell us what you find interesting about your jobs and what you consider a great [work] attitude? | ||
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{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya | {{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya | ||
|text= | |text= | ||
This isn't specific to the gaming industry, but it's quite important to communicate with [members assigned to] each process. You'll be able to create more accurate animations by, for example, listening better to modellers' [explanations] during '''kyara uchi''' [to understand] "Why are we setting a joint '''here'''?", "What's '''this''' rigging weight for?", etc. | This isn't specific to the gaming industry, but it's quite important to communicate with [members assigned to] each process. You'll be able to create more accurate animations by, for example, listening better to modellers' [explanations] during '''kyara uchi''' [to understand] "Why are we setting a joint '''here'''?", "What's '''this''' [rigging] weight for?", etc. | ||
}} | }} | ||
{{InterviewParagraph|name=Onodera|sprite=Shun Onodera | {{InterviewParagraph|name=Onodera|sprite=Shun Onodera | ||
|text= | |text= | ||
I've been focusing on | I've been focusing on meticulous modelling [work] since my days at a CG animation company, and I find this to be an important attitude [that's relevant to] working in the gaming industry, too. I want to uphold my meticulous work, [all the more so] because Pokémon's assets in particular will be used for a long time across the series. | ||
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{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya | {{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya | ||
|text= | |text= | ||
We've been making 3D assets of Pokémon, but you shouldn't stick with [just] them alone; you should observe | We've been making 3D assets of 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. | ||
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{{InterviewParagraph|name=Yonena|sprite=Yuki Yonena | {{InterviewParagraph|name=Yonena|sprite=Yuki Yonena | ||
|text= | |text= | ||
When watching demo reels, I/we pay attention to | 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. | ||
}} | }} | ||
{{InterviewQuestion|question= | {{InterviewQuestion|question= | ||
Wakasugi: | Wakasugi: Indeed, the shift of the center of gravity ''is'' important in Pokémon animation as well. | ||
}} | |||
{{Translators Note|text= | |||
Wakasugi appears to have comparisons with 3D animation films in mind. | |||
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{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya | {{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya | ||
|text= | |text= | ||
Let's say you have a meeting with GAME FREAK. | Let's say you have a meeting with GAME FREAK. [You'll] glean information from their settei and instructions — share the 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. | ||
}} | }} | ||
Revision as of 10:45, 31 August 2024
March 2023
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•, •, •
Original Interview
Translation - Earthoul
Proofreading - Lewtwo
This is an interview in the "Animation Workflow for Games" series on CGWorld — interviewed by Ryo Wakasugi (chief editor, CG animator at Sony Pictures Imageworks); text by Miyuki Ogata from CG World; transcribed by Yoichiro Oue. The magazine later posted the article online in three parts.[1]
Template:Translators Note Template:Translators Note
Shun Onodera, Pokémon Character Modelling Lead;
Suguru Fukaya, Pokémon Character Motion
Motion Consideration, Based on the Ecology and Temperament of Each Pokémon
Template:InterviewLede Template:InterviewImageTop
Bottom Right: Non-gel form
Top Right: It folds its wings (arms) only when swimming
Example videos:
Collecting Reference Material, Not Only for Living Things But Also for Inanimate Objects
Example video: Fidough sleeping
Example Video: Sandy Shocks walking
Template:InterviewLede Template:InterviewImageTop
Rebuilding Texture-based Facial Expressions with Joints
Template:InterviewLede Template:InterviewImageTop
Example video: Goomy's Expressions Template:InterviewImageTop
- The motion team tells the modelling team what motion the Pokémon should have. Their ideas [must be] shared in detail: ex. whether [the motion] involves whole or partial body scaling; and whether [the Pokémon] also flails when opening the mouth wide.
- The modelling team sets up the joints and the [rigging] weight, using this shared information. The team sets the Root Joints that allow the entire eyes to move as the parent nodes, and configures [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 will be formed into a preset and registered to the in-house tool.
Example videos:
- Passimian idling, SV: Passimian holds the berry in one hand in its idling motion
- Passimian walking, pre-SV: The previous titles didn't require a transition between idling and running, so the berry was held in its tail in its running motion
- Passimian Running, SV: Scarlet & Violet has added transitions between idling and running in the open world, which has changed the motion so that it now runs with the berry kept held in its hand
Meticulously Developed Post-attack Animations, Including Weight Transfer
Example video: Floragato attacking, then idling
Some Animators Challenge Themselves in a Type of Animation They Consider to Be Their Weak Points
Portraying Life-likeness, in Spite of Various Limitations
Example videos:
- Chi-Yu attacking: Chi-Yu's attacking animation, where both its eyes and magatamas glow at the same time
- Chi-Yu joyful animation: Chi-Yu's joyful animation, where its eyes are wide open and only its magatamas shine
Template:InterviewLede Example video: Spidops walking
Example video: Iron Thorns attacking
Developing Motion, Not Only on Land but Also in Air and Water
Example videos:
Creatures, Inc.'s Role: Expanding How Pokémon are Expressed
- REDIRECT Template:Nav/Interviews