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|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.— breaking down the process of how they're constructed, animated, and textured.<br> | |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.— breaking down the process of how they're constructed, animated, and textured.<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 breath 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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{{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.}} | ||
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{{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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{{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, 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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|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.}} | ||
Revision as of 17:23, 14 July 2025
[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
Motion Consideration, 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 can refer to severely bad animation.
- 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.
[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.
[right] Scarlet and Violet requires transitions between idling and running in the open world, which has changed Passimian's motion so that it now runs with the berry held in its hand.
Meticulously Developed Post-attack Animations, Including 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.
[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, in Spite of 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 Motion, 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.