'March 2023 • '
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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.[1]
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Yuki Yoneya, Pokémon Character Motion Lead;
Shun Onodera, Pokémon Character Modelling Lead;
Suguru Fukaya, Pokémon Character Motion
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Motion Consideration, Based on the Ecology and Temperament of Each Pokémon

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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
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From left to right: Idle; Half-closed; Closed; Angry; Sad; Joyful; Damaged; Surprised
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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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TODO: Add the single image of the eye textures; the old image URL is broken,
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From left to right: Open; Half-closed; Closed; Joyful; Angry; Damaged
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Rebuilding Texture-based Facial Expressions with Joints

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Example video: Goomy's Expressions
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Goomy's & Jigglypuff's Facial Expressions, when taking damage.
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- 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.
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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
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
Developing Motion, Not Only on Land but Also in Air and Water
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• Motion of Glaceon and Bombirdier:
Example videos:
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Creatures, Inc.'s Role: Expanding How Pokémon are Expressed

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