[0:00] motion [0:02] the movement of an object from one place [0:04] to another it can be described by its [0:06] speed direction and acceleration in the [0:09] world of video games motion plays a [0:11] crucial role in creating realistic and [0:13] immersive experiences but it can also be [0:15] used to exaggerate those things as well [0:16] for example in sports games like FIFA [0:18] the motion of the players and the ball [0:20] are often based on real life physics to [0:22] create a more authentic experience but [0:24] in something like arcade racing games [0:25] things like motion blur speed lines or [0:28] other effects are often embellished to [0:29] make the cars feel faster than they [0:31] would be in real life but one thing that [0:32] both games have in common is how [0:34] important character movement or object [0:35] movement is the only physical thing [0:37] connecting a player to the game is the [0:39] controller so the input of a player's [0:41] device must feel smooth and match up [0:42] with what is happening on screen even [0:44] the way those characters react to their [0:46] environment or other players must be [0:47] executed carefully in order to give that [0:49] sense of immersion it's hard to get lost [0:51] in a game that doesn't make you feel [0:52] like you're there [0:54] [Music] [0:59] this implementation of motion is [1:01] especially crucial when it comes to [1:02] fighting games as even the tiniest of [1:04] movements and have a significant impact [1:06] on the game so today we're going to look [1:08] at the importance of motion and fighting [1:10] games and how it's the key to making [1:11] them great if you want to see more [1:12] videos like this then make sure to [1:13] subscribe it helps the channel out and [1:15] you can always change your mind now when [1:17] I talk about motion and fighting games [1:18] I'm referring to everything the [1:20] characters do on screen this includes [1:22] attacks movement like running and [1:23] jumping and even things like blocking [1:25] there are some cases where the movement [1:27] of stages or other factors come into [1:28] play but for Simplicity I'm gonna stick [1:30] with just the characters as that is [1:32] something that every fighting game has [1:33] from a visual perspective motion is [1:36] obviously important for making the game [1:37] look good a character with smooth and [1:39] fluid movements can create a more [1:40] Dynamic and exciting experience for the [1:42] player while a character with choppy and [1:44] sluggish movements can worsen the [1:45] overall experience part of the reason [1:47] why Street Fighter third strike is so [1:48] popular and is still being talked about [1:50] today is because of its incredible [1:51] animation the character designs are all [1:53] incredibly detailed with each fighter [1:55] having their own unique style and [1:57] moveset the in-game animation also flows [1:59] really well making the fights look and [2:01] feel like real martial arts matches the [2:03] way they did it was using a combination [2:04] of traditional hand-drawn animation and [2:06] computer generated Graphics the game's [2:08] character sprites were mostly hand drawn [2:10] and then transferred digitally allowing [2:12] for a lot more control and detail at the [2:14] cost of time and probably sanity however [2:16] this wasn't the case for some characters [2:18] like Elena you can tell something looks [2:20] different about her from the rest of the [2:21] cast and that's because some of her [2:23] moves are rotoscope someone was actually [2:24] able to find the sword's material for [2:26] her Victory pose which kind of led to [2:28] people looking further into it and it is [2:30] believed that the same method was used [2:31] for her Idol animation as well you can [2:33] even see the Sprite change for a split [2:34] second in Street Fighter New Generation [2:36] when her heel animation is active an [2:38] advantage that rotoscoping gives is the [2:40] smoothest in animation and less time [2:42] spent because every Sprite is basically [2:43] drawn for you you just have to trace it [2:45] but just like everything else it also [2:47] comes with the cost you can clearly see [2:48] the loss in detail when looking at the [2:50] hands and feet compared to other [2:51] characters that were fully drawn it's [2:53] kind of like what happens when people [2:54] use that Tick Tock filter also once you [2:56] realize this it's very obvious that her [2:58] head was just pasted on afterwards as it [3:00] never moves which is kind of uncanny in [3:02] the grand scheme of things it's not [3:04] really a big deal as the game moves so [3:05] fast anyway so you probably wouldn't [3:07] notice it's just something once you [3:08] notice you really can't unsee but the [3:10] technique of how artists choose to [3:12] animate motion plays a big role in the [3:13] overall art style and feel of the game [3:15] for example Mortal Kombat uses motion [3:17] capture to realistically showcase moves [3:19] accurately it's basically like how Elena [3:21] was rotoscoped but for 3D this technique [3:24] makes the game feel and look modern as [3:26] you're essentially using real life moves [3:27] and attacks for the base of your [3:28] characters then changing or tweaking [3:30] certain parts whenever needed it also [3:32] makes the animation process slightly [3:33] easier in terms of getting the core [3:35] movement down at least as most of your [3:37] time will be spent tweaking the [3:38] animation instead of creating it it's [3:40] been clear since the beginning that [3:41] Mortal Kombat has always gone for a more [3:43] realistic approach in how their [3:44] characters move the first iteration of [3:46] the game used real people as Sprites and [3:48] then imported them straight into the [3:50] game so it's only fitting that they'd [3:51] use motion capture to retain that same [3:53] Essence Tekken also has adopted this [3:55] technique as well and in my opinion it [3:57] gets to Showcase it better because the [3:58] game's movement allows players to use [4:00] every aspect of the 3D space if you've [4:02] ever seen tasks used on Tekken [4:04] characters the way they Dodge each [4:05] other's attacks feels like you're [4:06] watching a martial arts movie where both [4:08] opponents are at similar skill levels [4:10] now something that this style of [4:11] Animation lacks in my opinion is [4:13] elasticity it's not a bad thing if [4:14] you're going for a more modern approach [4:16] like Tekken or Mortal Kombat but it's [4:18] definitely something you have to [4:19] consider when choosing a style of [4:20] Animation elasticity is what gives [4:22] cartoons its dramatic feel when a Looney [4:24] Tunes character gets bonked in the head [4:27] the extreme movements and reactions of [4:29] that character effectively showcase that [4:31] the compressing and stretching of Limbs [4:33] really sells how hard that frying pan [4:34] hit Tom's face even though that kind of [4:36] body Distortion isn't realistic you can [4:38] see this technique in a lot of 2D [4:40] animated games like skull grows the [4:42] wind-up and release of attacks have this [4:43] effect to show how powerful the move is [4:45] the more your character basically breaks [4:47] its limbs the more damage that move does [4:49] although there are a few exceptions like [4:50] dulcim whose whole moveset is based on [4:52] him being stretchy this technique is [4:54] often paired with something called [4:55] smearing while elasticity can show the [4:57] windup and release of an attack smearing [4:59] displays the speed of it as it is often [5:01] used between frames of key poses there [5:03] are usually two different ways of [5:04] smearing and animation the first way is [5:06] to quite literally smear the in-between [5:08] frames distorting them and stretching [5:10] them as they move from one to another [5:11] the second way is by sort of duplicating [5:13] the frames with all of them kind of [5:14] overlapping each other until the [5:16] animation is finished both methods are [5:18] effective and is sometimes used together [5:19] as there really isn't a correct way to [5:21] do it it will always look smooth as long [5:23] as you can create some sort of motion [5:24] blur between the frames because that's [5:26] all you're basically doing one of the [5:27] challenges in implementing Motion in [5:29] fighting games is achieving balance [5:30] between realism and creativity super [5:32] realistic fighting games require [5:34] accurate simulations of movement this [5:36] introduces the element of Randomness [5:37] where some reactions to moves don't [5:39] always have the same result just like in [5:41] real life for example in UFC you might [5:43] be able to get a knockdown a certain way [5:44] but if that situation happens again [5:46] there's a chance that you won't this is [5:47] why in the UFC game you don't have a [5:49] health bar as there's no fixed amount of [5:51] damage that moves have on the other hand [5:53] overly creative and flashy moves can [5:55] make it really hard to balance the game [5:56] especially when those attacks have a lot [5:58] of forward move I mean look no further [6:00] than Luke I've talked about him enough [6:02] so you guys already know and when you [6:03] start to drift really far from the realm [6:05] of martial arts at what point does the [6:07] game stop being a fighting game and turn [6:08] into something else like a shooter for [6:10] example this is the reason why many [6:11] fighting games share similar mechanics [6:13] especially when it comes to martial arts [6:15] because it's how the genre Roots itself [6:16] but don't get me wrong it's good to [6:18] think outside of the box but at least [6:19] make sure you visit it once in a while [6:21] something I never realized before is how [6:23] important it is for each move to [6:25] communicate info to the players every [6:27] single move should have these three [6:28] things startup frames active frames and [6:31] Recovery frames now depending on what [6:33] type of move it is these three [6:34] parameters are tweaked accordingly light [6:36] attacks should usually be very quick [6:37] with minimal amounts of startup active [6:40] and Recovery frames while special moves [6:42] are usually slower heavily telegraphed [6:43] attacks that have a large portion of all [6:45] three and you can probably recognize why [6:47] it's a bad idea to give normal moves [6:49] long startup and Recovery frames or give [6:51] special moves no startup or recovery [6:52] another interesting thing to look at is [6:54] how characters react to their attack [6:55] missing or being blocked usually when [6:57] this happens the animation looks [6:58] different and a different audio queue is [7:00] played this lets the opponent know that [7:02] the other player has made an error and [7:04] they can punish accordingly overall [7:06] motion plays a significant role in [7:07] fighting games as it affects the [7:09] gameplay strategy and the smoothness of [7:11] the game so it's important for the devs [7:13] to consider the pros and cons of the [7:14] ways they choose to implement it whether [7:16] that's by 2D sprite animation 3d motion [7:18] capture or even computer simulations [7:20] each method has their own ways of adding [7:22] excitement to the game if you guys [7:23] enjoyed this video please make sure to [7:25] like And subscribe join the Discord to [7:26] hang out with us follow my Twitter for [7:28] updates check out my twitch for streams [7:30] and if you want to get access to extra [7:31] perks and content you can head over to [7:33] my patreon as always I hope you guys [7:34] have a great day peace [7:39] [Music] [7:54] [Music]