CGWorld Vol. 296 Interview with Creatures: Difference between revisions

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{{InterviewHeader|game=Scarlet and Violet
{{InfoboxInterview|category1=Scarlet and Violet
|date=March 2023
|thumb=CGWorld 296
|thumb=CGWorld 296
|thumbCaption=CGWorld vol. 296
|thumbCaption=CGWorld Vol. 296
|date=March 2023
|staff1=Yuki Yoneya
|stafficons={{staff|name=Yuki Yoneya}} {{staff|name=Shun Onodera}} {{staff|name=Suguru Fukaya}}
|staff2=Shun Onodera
|staff={{bp|Yuki Yoneya}}, {{bp|Shun Onodera}}, {{bp|Suguru Fukaya}}
|staff3=Suguru Fukaya
|TranslationCredit=Earthoul|TranslationLink=https://twitter.com/earthoul_0xf9
|translator1=Earthoul
|ProofreadingCredit=Lewtwo|ProofreadingLink=https://twitter.com/Lewchube
|proofreader1=Lewtwo
|original=https://archive.org/details/cgworld-vol.-296-pokemon-sv-with-creatures-inc.
|original=https://archive.org/details/cgworld-vol.-296-pokemon-sv-with-creatures-inc.
}}
}}

Revision as of 12:08, 12 December 2024



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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Example videos:

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


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Example video: Fidough sleeping

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Example Video: Sandy Shocks walking

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Rebuilding Texture-based Facial Expressions with Joints


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Example video: Goomy's Expressions Template:InterviewImageTop


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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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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
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Meticulously Developed Post-attack Animations, Including Weight Transfer


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Example video: Floragato attacking, then idling

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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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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

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Template:InterviewLede Example video: Spidops walking

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Example video: Iron Thorns attacking

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Developing Motion, 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. REDIRECT Template:Nav/Interviews
  1. [1], [2], [3]; although the website offers a "LANGUAGE" menu, it's just a Google Translate tooltip.