CGWorld Vol. 296 Interview with Creatures: Difference between revisions

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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.<ref>[https://web.archive.org/web/20230421071844/https://cgworld.jp/article/202304-pokemon1.html], [https://web.archive.org/web/20230421071852/https://cgworld.jp/article/202304-pokemon2.html], [https://web.archive.org/web/20230421071856/https://cgworld.jp/article/202304-pokemon3.html]; although the website offers a "LANGUAGE" menu, it's just a Google Translate tooltip.</ref>
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.<ref>[https://web.archive.org/web/20230421071844/https://cgworld.jp/article/202304-pokemon1.html], [https://web.archive.org/web/20230421071852/https://cgworld.jp/article/202304-pokemon2.html], [https://web.archive.org/web/20230421071856/https://cgworld.jp/article/202304-pokemon3.html]; although the website offers a "LANGUAGE" menu, it's just a Google Translate tooltip.</ref>


{{InterviewLede
{{InterviewLede|lede=
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Pokémon: Scarlet & Violet are the '''kanzen shinsaku''' of main series '''Pokémon''', and are the first open-world games in the series. We've deeply explored the work of animators at Creatures, Inc., who have breathed life into many Pokémon inhabiting in the Paldea region, the setting of Scarlet & Violet.
Pokémon: Scarlet & Violet are the '''kanzen shinsaku''' of main series '''Pokémon''', and are the first open-world games in the series. We've delved into the work by animators at Creatures, Inc., who have literally brought to life the Pokémon living in the Paldea region, the setting of Scarlet & Violet.
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{{Translators Note|text=
{{Translators Note|text=
In the original interview, CGWorld abbreviates ''Scarlet & Violet'' as "S・V".
In the original interview, CGWorld abbreviates ''Scarlet & Violet'' as "S・V", using the uncommon middle dot.
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{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya
{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya
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In Scarlet & Violet, The Pokémon Company took the role of the production and branding; GAME FREAK handled the overall development including the specification of the Pokémon's 3D assets; and our company, Creatures, were in charge of 3D asset creation for most Pokémon.
In Scarlet & Violet, The Pokémon Company took the role of the production and branding; GAME FREAK handled overall game development including the specification of the Pokémon's 3D assets; and our company, Creatures, were in charge of 3D asset creation for most Pokémon.
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{{Translators Note|text=
{{Translators Note|text=
Yoneya is the sub-manager of Creatures' art team under Fukaya, but is credited as the motion lead in ''Scarlet & Violet'', which is a more senior position than Fukaya on those games.
Yoneya is the sub-manager of Creatures' art team under Fukaya, but is credited as the motion lead in ''Scarlet & Violet'', which is a higher position than Fukaya's on those games.
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{{InterviewParagraph|name=Onodera|sprite=Shun Onodera
{{InterviewParagraph|name=Onodera|sprite=Shun Onodera
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I served as the modelling lead. The teamwork between modellers and animators was essential to the development of this game; hence I'm joining this interview, too.
I served as the modelling lead. The teamwork between modellers and animators was essential to this game's development; hence I'm joining this interview, too.
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{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya
{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya
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It's my fourteenth year, mostly in the gaming industry. My debut work at our company was Sword & Shield, and I've been among the main series Pokémon devs since.
It's my fourteenth year, mostly in the gaming industry. My debut work at our company was Sword & Shield, and I've since been among the main series Pokémon developers.
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{{InterviewParagraph|name=Yoneya|sprite=Yuki Yoneya
{{InterviewParagraph|name=Yoneya|sprite=Yuki Yoneya
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I began my career in CG animation and joined the company in 2017. A total career of about eleven years, with six in the gaming industry.
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.
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{{InterviewParagraph|name=Onodera|sprite=Shun Onodera
{{InterviewParagraph|name=Onodera|sprite=Shun Onodera
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Much like Yoneya, I had worked for CG animation teams until I joined the company in 2018. About twelve years of career in total with five in the gaming industry.
Much like Yoneya, I had 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.
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{{InterviewParagraph|name=Onodera|sprite=Shun Onodera
{{InterviewParagraph|name=Onodera|sprite=Shun Onodera
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Scarlet & Violet has more than 400 species of Pokémon, about 120 of which are new. GAME FREAK prepares the settei, the 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.
Scarlet & Violet has more than 400 species of Pokémon, about 120 of which are new. GAME FREAK prepares the settei, the 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.
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{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya
{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya
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We call it '''kyara uchi'''; setting the course for the specifications and motion of a Pokémon. For example, we settle the species-specific characteristics, and the range of motion for the joints of that Pokémon. Basically, we follow GAME FREAK's settei and the like; however, they mainly document attack motion, which leaves us to provide various emotional expressions [at our will] for the most part. Last but not least, our modellers' jobs go as far as the joint setups and the skinning, while the rigging controller setups are done by our riggers.
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 the like; however, they mainly document attack motion, which leaves us to provide various emotional expressions [at our will] for the most part. Last but not least, our modellers' jobs go as far as the joint setups and the skinning, while the rigging controller setups are done by our riggers.
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{{InterviewParagraph|name=Yoneya|sprite=Yuki Yoneya
{{InterviewParagraph|name=Yoneya|sprite=Yuki Yoneya
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That's right. '''(laughs)''' The assigned animators collect [additional] reference material based on the ecology and poses [provided by GAME FREAK]; we exchange our ideas with one another; and we [finally] solidify how their motion will look. After the '''kyara uchi''', we prepare a prototype model, then create some motion within Maya, as a sort of taste test. Once they pass the supervisors' [test], we finalize the remainder of the motion assets.
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 solidify how their motion will look. After the '''kyara uchi''', we [prepare] a prototype model, with which we create some motion within Maya as [a sort of] taste test. Once it passes the supervisors' [test], we finalize the remainder of the motion assets.
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{{InterviewParagraph|name=Yoneya|sprite=Yuki Yoneya
{{InterviewParagraph|name=Yoneya|sprite=Yuki Yoneya
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For new Pokémon, "taste tests" are the cornerstone of their characterisation, so we spend a lot of time checking them. With older Pokémon, we highly value the personality of a Pokémon across its poses, and its consistency of characterisation.
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.
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== Collecting Reference Material for Inanimate Objects, Let Alone Living Things ==
== Collecting Reference Material, Not Only for Living Things But Also for Inanimate Objects ==


{{InterviewQuestion|question=
{{InterviewQuestion|question=
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"?
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|name=Yoneya|sprite=Yuki Yoneya
{{InterviewParagraph|name=Yoneya|sprite=Yuki Yoneya
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There were no instructions on angles, but — Quaxly's head has a bouncy texture, you know. There was a request for maintaining that across every motion, which was tough for us to fine-tune.
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.
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{{InterviewParagraph|name=Onodera|sprite=Shun Onodera
{{InterviewParagraph|name=Onodera|sprite=Shun Onodera
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The settei have some requests noted down, such as "This detailed [part] should always be visible"; so during the modelling process, we shape [parts like that] so that they'll consistently look good, and add more joints for fine-tuning, for example.
The settei has some requests noted down, such as "This detailed [part] should always be visible"; so during the modelling process, we shape [parts like that] so that they'll consistently look good, and add more joints for fine-tuning, for example.
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{{InterviewQuestion|question=
{{InterviewQuestion|question=
Wakasugi: What references were collected during the ''kyara uchi'' process?
Wakasugi: What references were collected in the ''kyara uchi'' phase?
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{{InterviewParagraph|name=Yoneya|sprite=Yuki Yoneya
{{InterviewParagraph|name=Yoneya|sprite=Yuki Yoneya
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For Pokémon based on a real-life living thing, we collect videos about the ecology of that creature. As an example, for a Pokémon based on a dog, we seek out videos of similar breeds of dog. You know, a Shiba-Inu wags its tail [wildly] like a "whoosh-whoosh!" when excited, while a Golden Retriever does it more gently. Our discussion can go '''that''' far as to what's best for our interpretation [of that Pokémon].
For Pokémon based on a real-life living thing, we collect videos about the ecology of that creature. As an example, for a Pokémon based on a dog, we seek out videos of similar breeds of dog. You know, a Shiba-Inu wags its tail [wildly] like a "whoosh-whoosh!" when excited, while a Golden Retriever does it more gently. Our discussion can go '''that''' far as to which is the better for our interpretation [of that Pokémon].
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{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya
{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya
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Similarly, for one with a frog motif, we think as much as "What species of frog?" to get the life-likeness of [a frog's] motion to incorporate it [into that Pokémon].
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].
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{{InterviewParagraph|name=Yoneya|sprite=Yuki Yoneya
{{InterviewParagraph|name=Yoneya|sprite=Yuki Yoneya
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Many Pokémon are based on multiple living things and inanimate objects rather than one single thing, so we discuss what elements to incorporate and to which part with. For example, Fidough has a motif of a dog and bread. Our [initial] interpretation was to have sticky and moist dough for its surface, but we also [had to] consider the motion and behaviours of a small dog.
Many Pokémon are based on multiple living things and inanimate objects rather than one single thing, so we discuss what elements to incorporate and to which part with. For example, Fidough has a motif of a dog and bread. Whilst its outer body feels like sticky and moist dough, it [also features] the motion and behaviours of a small dog, which is also important for us.
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{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya
{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya
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For Pokémon based merely on inanimate objects, we develop them with the intent to breathe life into them. Sandy Shocks is a Pokémon with its legs resembling U-shaped magnets, and is designed to collect ironsand unintentionally with its legs on [each] step. The assigned animator(s) watched videos of ironsand, noting "'''This''' is how ironsand is supposed to move…".
For Pokémon based merely on inanimate objects, our development focuses on how to make them feel alive. Sandy Shocks is a Pokémon with its legs resembling U-shaped magnets, and is designed to collect ironsand unintentionally with its legs on [each] step. The assigned animator(s) watched videos of ironsand, noting "'''This''' is how ironsand is supposed to move…".
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{{InterviewQuestion|question=
{{InterviewQuestion|question=
Wakasugi: So, apparently you're required to cover a wide variety of movements, and to come up with a range of [your own] ideas there.
Wakasugi: So, apparently you're required to cover a wide variety of movements and come up with a range of [your own] ideas there.
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{{InterviewParagraph|name=Onodera|sprite=Shun Onodera
{{InterviewParagraph|name=Onodera|sprite=Shun Onodera
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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 purely texture-based scroll animation to render facial assets, but following Legends: Arceus, it's been changed to joint-based animation. It's cuter if the eyes and mouth move nicely, and offers a wider variety of expression; so we focused heavily on these facial assets in Scarlet & Violet.
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 [purely] texture-based scroll animation to render facial assets, but it's been changed to joint-based animation since Legends: Arceus. It's cuter if 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 & Violet.
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{{Translators Note|text=
{{Translators Note|text=
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{{InterviewLede|lede=
{{InterviewLede|lede=
The UI [of Creatures' tool] has buttons for each facial expression preset, which allows the assigned animators to simply click a button at the right point during a motion sequence [to apply a preset] to provide facial assets [in that sequence]. This can not only streamline the process, but also prevent inconsistencies across animators and issues with the designs.
The UI [of Creatures' tool] has buttons for each facial expression preset, which allows the assigned animators to simply click a button at the right point during a motion sequence [to apply a preset] to provide facial assets [in that sequence]. This can not only streamline the process but also prevent inconsistencies across animators and issues with the designs.
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{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya
{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya
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We decided that if each animator had manipulated the joints directly, the degree of freedom might've been too high, and it would've been difficult to standardise the style.
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.
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{{InterviewParagraph|name=Onodera|sprite=Shun Onodera
{{InterviewParagraph|name=Onodera|sprite=Shun Onodera
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What's more, we needed to decide 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 also difficult to rebuild with meshes; so we [had to] make many adjustments.
What's more, we needed to assess [and decide] 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.
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{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya
{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya
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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.
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.
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{{InterviewParagraph|name=Yonena|sprite=Yuki Yonena
{{InterviewParagraph|name=Yonena|sprite=Yuki Yonena
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Since the main 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, when we rebuilt these eyes [that appear as if they're laughing] in the texture-based style [with joints], it looked rather strange, which required us to readjust the motion as well.
Since the main 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, motion with joyful 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.
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{{InterviewLede|lede=
{{InterviewLede|lede=
The Ku [く]-shaped eyes happen 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 allows for facial expression changes to happen more naturally.
The Ku [く]-shaped eyes happen 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.
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# The motion team tells the modelling team what motion they want the Pokémon to 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 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 configure each [child node] for the intended facial expressions and shape, depending on each Pokémon.
# 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.
# 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.
# The final assets for the facial expressions will be formed into a preset and registered to the in-house tool.
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{{InterviewParagraph|name=Onodera|sprite=Shun Onodera
{{InterviewParagraph|name=Onodera|sprite=Shun Onodera
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The look of the Pokémon was yet another example of overhaul in Scarlet & 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 we rebuilt the motion of those. I believe it was a project where the motion team had a larger workload than in previous titles.
The look of the Pokémon was yet another example of overhaul in Scarlet & 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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{{Translators Note|text=
{{Translators Note|text=
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{{InterviewQuestion|question=
{{InterviewQuestion|question=
Wakasugi: I felt the movements of quadruped Pokémon in Scarlet & 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?
Wakasugi: I felt the movements of quadruped Pokémon in ''Scarlet & 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?
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{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya
{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya
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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], as the length of it all would make the gameplay feel sluggish. This led us to stray away from these dedicated transition animations as much as possible. I believe that this new sequence of idling to running has made the transition feel far smoother, and feels way more suited to the Pokemon's personality.
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 Pokemon's personality.
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== Post-attack Animations are Meticulously Developed, even through Weighted Motion ==
== Meticulously Developed Post-attack Animations, Including Weight Transfer ==


{{InterviewQuestion|question=
{{InterviewQuestion|question=
Wakasugi: I also love the way a Pokémon's weighted motion looks after attacking an opponent in battle. For example, [a Pokémon] taking a step forward and throwing a punch, whilst shifting the weight in its other leg before going back to idling. Pokémon's designs are often simple; I believe more stylized motion would hardly look incongruent, so why did you [opt to] portray them in [a more natural] way, even with the weighted motion?
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 motion would hardly look incongruent. Why did you [opt to] even portray weight transfer [in an attacking sequence]?
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{{Translators Note|text=
{{Translators Note|text=
"[W]eighted motion" refers to a level of animation followthrough after a Pokemon makes a sharp move, which makes it look more natural.
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 followthrough after a Pokemon makes a sharp move, which makes it look more natural.
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There are two points we're wary of.
There are two points we're wary of.


The first is a balance with the 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. That's why we focus on the coolness of the animation before it hits, compared to the meticulously crafted, relatively long animation after it hits.
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.
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.
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{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya
{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya
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Those who have moved here from CG animation companies are often surprised to learn that [a Pokémon] must return to an idle animation. "Why does it have to go back? Isn't it fine to transition into another pose?"
Those who have moved here from CG animation companies are often surprised to learn that [a Pokémon] must return to an idle animation. They're likely to wonder, "Why does it have to go back? Isn't it fine to transition into another pose?"
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{{InterviewLede|lede=
{{InterviewLede|lede=
[The transition] depicts [the Pokémon's] weighted motion very well, from hitting, to returning to idling; these movements have the effect of making it appear seamless between attacking and idling.
[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.
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{{InterviewQuestion|question=
{{InterviewQuestion|question=
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 difficult to convey something that looks exciting, or it can become hard to tell what Pokémon they're supposed to be looking at [from behind], and so on.
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.
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{{InterviewParagraph|name=Yonena|sprite=Yuki Yonena
{{InterviewParagraph|name=Yonena|sprite=Yuki Yonena
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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.
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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{{InterviewQuestion|question=
{{InterviewQuestion|question=
Wakasugi: In the filming industry, it's often fine to prioritise the rear view of a character, regardless of the front-view design, when you only need to see it from that view. When it comes to games, it's necessary to have [characters] look consistently good at all angles, right?
Wakasugi: In the filming industry, it's often fine to prioritize the rear view of a character, regardless of the front-view design, when you only need to see it from that view. When it comes to games, it's necessary to have [characters] look consistently good at all angles, right?
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I too had trouble [getting used to] this rule, right after I moved from a CG animation company. The [motion] lead pointed out my careless work every time they checked it over, like "It's no good from '''this''' angle."
I too had trouble [getting used to] this rule, right after I moved from a CG animation company. The [motion] lead pointed out my careless work every time they checked it over, like "It's no good from '''this''' angle".
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{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya
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You're right. '''(laughs)''' If we have the game's mechanics and the camerawork locked in at the time we create a Pokémon's 3D assets, it may just be enough to adjust their appearance using the in-game camera. In reality, that's not always the case, so it's essential to check from all angles. That being said, we can estimate most angles, so visual checks from those in particular will be done very carefully. An example of these adjustments would be ensuring that a [Pokémon's] signature horn is visible, where its animations are clearly seen.
You're right. '''(laughs)''' If we have the game's mechanics and the camerawork locked in at the time we create a Pokémon's 3D assets, it may just be enough to adjust their appearance using the in-game camera. In reality, that's not always the case, so it's essential to check from all angles. That being said, we can estimate most angles, and visual checks from those angles in particular will be done very carefully. An example of these adjustments would be ensuring that a [Pokémon's] signature horn is visible, where its animations are clearly seen.
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{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya
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Yes, manually. We have some scripts for simulation, but we seldom use them. We tried to automate this, but [we noticed] manual adjustments on the visuals were required in the final step; so we decided against it.
Yes, manually. We have some scripts for simulation, but we seldom use them. We tried to automate this, but [we noticed that] manual adjustments on the visuals were required in the final step [anyway]; so we decided against it.
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== Some Animators Challenge Themselves in a Type of Animation They Find Themselves Not Good at ==
== Some Animators Challenge Themselves in a Type of Animation They Consider to Be Their Weak Points ==


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{{InterviewParagraph|name=Fukaya|sprite=Suguru Fukaya
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'''(laughs)''' We want staff to work on their favourite Pokémon if the timing is right for the assignment. In many cases this isn't possible, so these requests won't always be granted.
'''(laughs)''' We want staff to work on their favorite Pokémon if the timing is right for the assignment. In many cases this isn't possible, so these requests won't always be granted.
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{{InterviewParagraph|name=Yonena|sprite=Yuki Yonena
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We want to assign the same person to similar[-looking] Pokémon, but the timing doesn't always line up. If we [have to] assign a different person, we'll give them completed motion [assets] for them to look up. As an example, we handed Quaxly's motion [assets] to the animator(s) in charge of Quaxwell and Quaquaval for reference, and asked them to reproduce the bouncy texture of its head. At the same time, some staff tell us, "I'm not great with [animating] birds, so I'd like to challenge myself". In these cases, we may assign them a less gimmicky or difficult Flying-type Pokémon.
We want to assign the same person to similar[-looking] Pokémon, but the timing doesn't always line up. If we [have to] assign a different person, we'll give them completed motion [assets] for them to look up. As an example, we handed Quaxly's motion [assets] to the animator(s) in charge of Quaxwell and Quaquaval for reference, and asked them to reproduce the bouncy texture of the head. At the same time, some staff tell us, "I'm not great with [animating] birds, so I'd like to challenge myself". In these cases, we may assign them a less gimmicky and easier Flying-type Pokémon.
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{{InterviewParagraph|name=Onodera|sprite=Shun Onodera
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For Miraidon and a few other Pokémon, the modelling team created shader gimmicks for the motion 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 communications asking, "How do we use this [parameter]?" and the like, which seems like a tough job to me.
For Miraidon and a few other Pokémon, the modelling team created shader gimmicks for the motion 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 communications asking, "How do we use this [parameter]?" and the like; [their jobs] feels tough to me.
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{{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 magatama shone gradually, but we needed to give the radiance of its eyes and the glowing of the magatama separate timing; so we added [other] gimmicks with independently adjustable parameters. Things like those are prone to timing errors, and require close communication.
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 magatama shone gradually, but we needed to give the radiance of its eyes and the glowing of the magatama 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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Revision as of 14:27, 30 August 2024


March 2023

•, •, •
Original Interview
Translation - Earthoul
Proofreading - Lewtwo

File:CGWorld 296 Interview Thumb.png
CGWorld vol. 296

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]

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Motion Consideration, Based on the Ecology and Temperament of Each Pokémon


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Collecting Reference Material, Not Only for Living Things But Also for Inanimate Objects


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Rebuilding Texture-based Facial Expressions with Joints


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  1. 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.
  2. 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.
  3. As for older Pokémon, the motion team tries using the existing facial asset data, checks for errors or clipping glitches, and debugs them.
  4. The final assets for the facial expressions will be formed into a preset and registered to the in-house tool.

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  • 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
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Meticulously Developed Post-attack Animations, Including Weight Transfer


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Some Animators Challenge Themselves in a Type of Animation They Consider to Be Their Weak Points


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Portraying Life-likeness, in Spite of Various Limitations

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  • 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 magatama shine

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Developing Movement, Not Only on Land but Also in Air and Water

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Creatures, Inc.'s Role: Expanding How Pokémon are Expressed


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  1. [1], [2], [3]; although the website offers a "LANGUAGE" menu, it's just a Google Translate tooltip.