Unleashed had more dynamic cutscenes with much better animations, going off of his video alone (since I have yet to play it, but I want to), and I think the motion capture looked very good there. The grapefruits thing is another thing that perplexed me about him saying that ditching the mocap was paying off in after Colors, since that was when everything was looking way more limited and cheap. Definitely think that's about the size Sega should aim for, but I think if they go TOO small that it might borderline on weird fetish art, or the original movie design. I've been working with the SA2 model for my SRB2 project, and I've noticed the hands on that model are a bit smaller with slightly thinner fingers than what would come later (I think it's kinda apparent on my avatar). I know when I run fast I can feel the impact vibrations reach my head much more than when I just casually walk around the house.Ĭlick to expand.Yeah, the hands have gotten bigger over the years. You're running faster, your legs are pushing you off the ground more, so your whole body and head along with it will be moving much more. I also don't get why he thinks Sonic's head and body should move less as he starts to run from the walk. That's the kind of thing I figured he'd be complimenting the animations on considering he was complaining about the stiff, lifeless mocap cutscenes for not being expressive, and praising rubber Shadow's animations. Which then shortly transitions into this before he reaches full speed: This is the last I'll say on this subject so as not to be known as "the guy who whined about SA2's animations until his dying breath" (especially when it's not even my favorite Sonic game, and I think I prefer the first Adventure overall), but I just see SA1's animations as much more stiff and "video gamey":Īnd SA2's as a much more expressive, fluid and successful at conveying the impact and speed of his fast steps: Lost me there.Ĭlick to expand.That intro animation is completely different from the in-game animation, and it always looked weird (it might be the same one from when Sonic runs towards Shadow in their first confrontation cutscene). He seemed so fixated on how fast his head bobbed at full speed, and I'd argue it looks cool and shows how much more effort he's putting into maintaining that speed than he does his walk, and he ignored all of the nuances I mentioned.Īlso, he seemed to state that Shadow the Hedgehogs goofy rubber animations were superior on the grounds that they were "more expressive" and cartoony. (ignore the shoes, they're the SADX ones I just modded onto the SA2B model for a project I'm working on). The SA2 full speed run has always been one of my favorite Sonic run cycles: The full speed running animation in SA2, along with all of the transitions towards full speed which result in him progressively leaning more forward and his legs swinging further back faster are massive improvements over the first game's robotic animations. Sonic's walk might be a bit underplayed, but everything looks more fluid and natural instead of stiff and robotic. I always vastly preferred SA2's animations to the first game's. TL DW summary: his bottom and top 5 examples of animation in Sonic games, in chronological order: One thing that might be relevant to that issue, but which he understandably didn't discuss, is how the 2D cartoons (AOSTH, Sonic X, Sonic CD intro, Sonic Mania Adventures, etc) handled those restrictions, and how much of what they did could potentially be translated into CG. crossed arms) and expressions in the cutscenes. He notes that this is one of the changes for the worse that was made between Sonic Adventure 1 and 2: SA2 gets it wrong by giving his head up-and-down motion when he's running at full speed, which turns into a vibrating, flickering effect (most obvious when running down the wall in City Escape).įocusing on the games' animation means that Shadow the Hedgehog and Sonic Boom come out stronger than they do in most retrospectives on the series! And it means Chaotix gets some praise for reasons other than being an odd experimental curio.Ī few times in the video, he talks about how the proportions of the Sonic character designs make inherently difficult to show certain poses (e.g. He points out something that's never consciously occurred to me before: most of the best examples of Sonic accelerating begin with a lot of up-and-down/side-to-side movement to indicate that he's struggling a bit then when he reaches full speed his head position goes rock solid, enhancing the feeling that running at top speed is his natural state. Click to expand.I particularly liked the comparisons of how many different unique run cycles Sonic goes through as he accelerates in different games.
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