Guild Chat - Episode 33
From Guild Wars 2 Wiki
Jump to navigationJump to search
Guild Chat - Episode 33
- Title
- Animation
- Host
- Rubi Bayer
- Guests
- Crystal Reid
Jason Reynolds
Matt Tate - Date
- February 26, 2016
- Official video
- YouTube
The following is an unofficial, player-written transcript of the episode. The accuracy of this transcription has not been verified by ArenaNet.
The 33rd episode of Guild Chat aired on February 26, 2016.
"Host Rubi Bayer is joined by guests Crystal Reid, Jason Reynolds, and Matt Tate to discuss animation in Guild Wars 2. They feature Slothosaur, the boss of the second wing of the first raid coming on March 8th."
Transcription[edit]
Below is the raw unformatted transcript from Youtube.
[Music] hi guys welcome back to guild chat happy friday um i'm here with three of our guild wars 2 developers today we're going to be talking about animation in guild wars 2. uh since we're talking about salvation pass a lot lately and the sloths or boss we're going to be focusing on that primarily and then expanding into a few other animation things in guild wars 2. speaking of salvation past crystal reed is one of the developers with me today we've been talking about the sloths or guy a lot the past few weeks yes um we have not answered a very important question which is it's very nice hearing about salvation pass it's very nice hearing about these sloths or boss but when do we get to play with this when is it released can you tell us oh you want to play the raid i want to play the raid it's fun to talk about i want to say when march 8th march 8th you guys salvation pass like that's like real soon yes it is march 8th 2016. we should just in case specify that it is 2016 of this year so a week and a half yep week and a half salvation pass is coming all right that was a good guild chat see you no i'm just kidding um all right so crystal's with us you guys are familiar with crystal we have a couple of other guys with us too matt jason you do it again hi ruby hi matt um for those of you who are new i will go down the line and start with you let you guys introduce yourselves and talk about what you do here at arenanet uh my name is crystal reed and i'm a game designer and i work on the raids team hey my name is matthew tate i'm an animator and uh been doing a lot of creature stuff lately which i love how about you buddy uh my name is jason reynolds i'm also a game designer and i'm also on the raids team i can't help but notice that we left the sass king thing off of your name title i don't understand last time last time jason was the sas king but that's okay oh you didn't bring that back i've been demoted we didn't bring that back request business cards i love that idea i seriously would want a business card that said sasking for you yeah that would be great all right well why don't we just kind of jump on in we could do this for a while we've been doing it for like an hour now but we should talk about animation because i thought that might be cool to talk about today i like animation do you you should do it for a living i think it'd be pretty great um all right so let's start talking by talking about the sloth thesaur and jason you worked on gorsuval yes a lot and we talked a few weeks ago in the creature live stream about how we reuse a lot of rigs just to give us some building blocks to work with so you guys don't have to throw everything out start from scratch and i'll let you guys kind of run with that as far as course of all and slot the sore and the rigs we used for that they have something in common they they do or they used to well they used to for time uh they have a similar lineage um so so course of all started off as a prototype and story wise which changed spoilers um he used to be like a wood demon like lord of the woods lord of the woods uh and so he was actually on an oakheart rig and he was he was all bramble based um internally his name is actually still bramble boss um so yeah so he was based off of that rig which is the same rig as sloth boss and uh we decided that when we were changing the story over to like be more ghostly that the the the oak heart wasn't really a good fit and we also had some really cool budget time which i love so we we pitched this idea to the creature team uh and then they dug it uh the idea being that he's actually uh like sort of a voltron of ghosts they're just like mushed together into this super being um and so description makes sense yeah that i mean when that idea came up i was just like oh my god i'm so excited uh so we took that over there and and and ronald had some concepts that he had had brought up um with uh with katie i believe and um i'd also handed them some pictures that i pulled off of google image search of just like like gross like skinned things attached together and like icky sticky anime things um and he took that idea and sort of merged it into a gorsball concept and then brought that into the model um the model turned out really well uh it's not it's ghostly it's ghostly um it's disturbing at the very least it's disturbing at the very least uh so then from there we worked with scott and and gave him a little bit more personality so one of the issues is that um we ended up putting him on the the wyvern or wyvern it's wyvern uh i've been corrected so many times putting him on the wyvern rig which is interesting because wyverns have wings and he does not so that's why his arm's all gangly and long it's because he's on that cool dragon rig instead of the oakheart rig or minotaur land you guys have this discussion like four times now and we're gonna get it right at some point let's look at the oakart rig and distract from this discussion all right so where are we what are we starting with here oh well this is one of the evolutions of the biped minotaur rig the the first one was just set up for our sort of a little more fantastical creature several variants were done off that and then it was tweaked a bit more to make the skeleton we just saw with continued little extrusion joints and stuff for like his shaky branches and a longer tail like just things that would come up and um oh yep that's the original and it's by the way because it has two legs it may walk on its hands a little bit but it's biped that guy and then it turns into this yeah out of out of the oak family which was based off the biped minotaur we developed a bunch of sloths and um the one you just saw there actually internally we call buff sloth cause he's super buff cause he's jacked yo that was a decision by the creature team what to name it and like when i first clicked on it to open them up like well we'll see about this and like oh that is a buff sloth it's a very buff sloth i want jason to describe everything what i just want jason to describe ruby just say she wants me to shut up not even a little bit nope nope i want jason to describe the things that i want matt to elaborate [Laughter] oh my gosh all right so out of this out of the wyvern slash oakheart slash biped minotaur i don't want i don't want any i'm scared i'm going to get the biped minotaur conversation wrong so i'm very hesitant well you call it the biped minotaur to begin with so that so pretty solid okay so out of all of these things were born buffsloth yes all right he's buff he's kind of bigger than normal how did the animations work when you scale them up does it just oh i don't know i just i change a value and i go bigger and then i show it off to the animator and the animator says oh you have to leave now that is my that is my concerned face that she's got there but that was pretty good i he had a concerned face so we had we had a bunch of work to do on the rig to make him not uh slide around or to make them animate properly is like a larger creature yeah and the the way it works with that is a it's a boss it was going to be bigger i think we usually scale up times three for that for raid bosses yeah they're about three times bigger than regular creatures i just would be like tell me what crystal did and how it made you feel it's like therapy i feel like i could work through some things but uh no when we scale up something that large our engine just automatically uh scales movement and motion by a third so it's that big it's that much larger but it's just sort of slowly lumbering around moving it moving at one third the pace and um you know what normally that works out fine but we have an unusual case where sloths already begin they sort of move slow to begin with so we had to go through some complicated exports to actually make it work and appear how we wanted to in game which okay at one point meant authoring special walks and runs and other animations and then having to export them out by three times the speed so it's got kind of this uh benny hill wacky 70s comedy review field let's take a look yeah oh yeah here um here's everything working at normal scale uh twitch chat if you guys have questions go ahead and put them in chat we'll be talking about that later okay go ahead matt that's our normal run but to make it work for something three times the size uh that's that's a little aggressive oh and here comes uh wait first it's the best runway like that's what we have to do to make it move around three times the size and still appear like that but we did it yeah that's what he'll look like now but like on the back end the the second two pieces of animation that's what matt had to do to make him look proper to make it look normal basically i just created a bunch of work for an animator and i was like it's no problem right you guys just yeah we're doing it it's crystal who all those animators like personally but you know when it's someone else we will make an excuse or something not feeling well can't do it i made that otherwise that's when i go to production we fix that yes on there oh my gosh but that that's really was just dealing with very specific locomotion stuff like that uh moving around um we did a couple other things that we can't reveal just yet because they're a little too talk about the mechanics you'll see that soon but i think we can show our sort of little over-the-top super dramatic yeah the sloth he's got a new death animation yeah he's super dramatic when you kill him off boom this is the first time you've seen this jason you're reacting so strongly to it have you really not seen this before yeah of course i've seen it okay he just had a little excited like the light fades is that you there's a story behind that but they'll have to wait until no you'll have to i thought there was like a work story behind it i got excited oh god so many work stories no there's an actual like lore story behind that but that will be revealed later it will wait for it it will be revealed soon and like legit soon not just nebulous in the future sometime soon week and a half yeah yeah okay so we can't tell about that can we tell about my little friend who you murdered last week can we see some that could be so many people she's not peter yeah like peter is legit killed some things i think anyway that was joel joel super murderous too but peter's just like kill all the things it's true it's people we work with you don't know this no i was just wow i was just sitting over here i wasn't ready to learn of all this did you know no i didn't know yeah i said i specifically didn't want to work with murderers and they assured me that have you really had to work with peter freeze that much he's over there right where i sit oh dude against the window looking over every now and then his little dog no he's got a little dog running around yeah he has his own he has his own twitter account it's amazing because it's always just like run run run the man's dog has a twitter account yeah it's true yeah we're talking about yeah animation animations the dog weighs four pounds it's the cutest thing ever it's a door sound pretty adorable i'm not even kidding i'm sorry we're back let's talk about slumbling because he has some animations yeah so this leveling is on the oh what's it called no light grub no leg grip yeah so it's on the same right with legs oh we need someone who has some science grubs like little legs can you do that again rig has we a bunch of new animations are added to it for the expansion and there was scott dickey that worked on those maybe you know what i think it was scott dickey when i opened up i think that was his work uh and so there's a bunch of different like they have new dodging animations and new jumping animations um and so we've got some footage of what that looks like let's see because we can show this off without giving too much away yeah so this is just me like using hacky dev commands and showing off like how the creatures can move so he can bounce around and he he can back up we should uh we should have asked audio guys a little truck backing up noise yeah i love he looks over his little shoulder when he's backing up it's cool can we do it again because it was probably once more because he's so adorable he's not going to die in this video because i don't want to traumatize ruby again thank you i'm sorry thank you you just didn't understand the depth of our friendship it's okay it i do now crystal's like what the hell is wrong with you no more traumatizing ruby with with deaths of cute adorable little slumblings he is pretty cute should we answer some questions from the whole wide world you can absolutely answer questions these are all on you or you can just answer questions from the people in twitch chat fair enough yeah let's see from uh i think that's reg 944 asking what what is your animation software uh we still animate in maya here i'm very happy with that i really prefer that to 3ds max but sometimes i'm trying to think uh sometimes we do some stuff with motionbuilder but it's pretty much all it's pretty much entirely all a keyframed animation done with maya which is it's really nice working on that as opposed to cleaning up a lot of walk cycles or just how many different ways i can shoot this gun right in front of me we get to do a lot of really fun stuff here it's it's pleasant that kind of leads to that bottom question oh favorite creature animation you've worked on for the guild wars 2 um i didn't unlurk for the wyvern where he's tearing up like the side of a cliff and then pounces down and sort of slides in at you i i'm trying to think specifically where that was used in game i can't remember but i had a lot of fun with that one nice that sounds kind of too quadlish is that where takwado comes up lands on the castle and no no just okay every every ord everyday ordinary river nothing special yeah no big deal just your regular but no actually i'm remembering like uh i think that was i think that was ian who did that to quality stuff a long time ago yeah i think he did all the original quartal stuff and then i worked with ian when we redid the model first yeah but that was a lot of fun like making him like i was like all right just make him do something really cool when players fail he's like he's gonna run up he's gonna bite down on that cannon and throw it off in the distance and i was like do it just do it god bless do it now i gotta find a fail map i keep i keep being in maps that succeed so i haven't seen that in a while i just realized there were well you have to i love how that river and animation turned out but i had a lot of challenges a lot of technical challenges with it when i'm thinking about the most fun i've had was probably working on uh probably the tree frogs hilac tree frogs really oh are you kidding with their little i'll cut you dual blades and their bows and smoke bombs and stuff when i first pitched out smoke bombs i thought there was no way but they did it those were super fun i like those they look good they look a little murderous eyes no the original model had wide big bug eyes as they occur in nature i'm like no he's going to be sinister certainly unpleasant to be around that's they are that they hurt so they're ambitious and misunderstood how's that all right that's fair i like it let's distract jason from his anger by talking about other things in guild wars 2 animation since we talked about crystal making sloth buff sloth and you had to kind of go in there and fix some of that we talked about some of the gliding animations you had to fix we've been we've been having a lot of uh creatures are suddenly gliding in our game and you know just uh it just does something to us animators once we see something in game that's not quite right it may take months and scrounging for time to get it but just it's one of those things you really just have to work on until it's not broken anymore just i actually feel kind of bad because i was really laughing at it i thought it was super funny and then matt was he was like in pain as i'm giggling about these things and it was difficult i'm sorry but it was mostly what was going on your laughter was probably only like responsible for seventeen percent of that pain most of it was what i was seeing okay so that that's that's a fair number that's not too bad yeah i rained it in a little bit i'll take it all right um but very specifically we were talking about um ships in-game um i i'm trying to remember this specific event it's it takes place in um yeah the octavine event uh you transform into a mushroom and then you glide and drop little bombs and stuff so cute yeah for a long time i remember um i don't know if we actually had an image for it but the glider was bisecting yeah just sort of oh man cleaving right through that little guy while he was uh floating around and whatnot after i saw that i was just so upset that i i didn't realize how much work we were getting into but we did about five additional animations to make it look right and feel good because you fix it can we see everyone playing guild wars 2 deserves that see how pleasant how much better it is how much more right it looks you have to think we're always starting from right or hopefully i'm getting there hey did you get a better view of its bum exactly it's right up there i don't think that was the point that's just kind of a bonus no that's what people were asking for all the time or mushroom butt when you have your little tonic and you're gliding around just oh yeah being a being a mean person what rig is are these guys on again they're all scripted it's the spirit rig actually they're basically like script with their arms cut off so they're just like little feet they just have this the way they originally animated they have this great like sort of little tearing across warner brothers cartoony motion to them and stuff so you know just lopping off the top part of them putting a little mushroom hat on top it worked great and it's not as bad as it sounds they love it they can't feel it yeah they're now they're fine okay yeah look at that look there's a question okay you're so popular how long does it take to do animation i am sure there is a range depending on the complexity but can you give a range of time as you mentioned in your question it really all depends on exactly what you're animating uh i've taken uh days to make certain things happen with wyvern just right a lot going on with that um on the other hand i remember i did like the main fireball animation for him uh i think that like took just over half a day we just knew exactly what we wanted a very simple mechanic but um i i'd say about a day a day and a half uh depending on which animation you're doing might take a little bit longer to do it death might be a little easier to do a certain antic or spell cast it all depends and this is the actual time spent animating before that you want to do lots of drawings of your creature you want to figure out how it moves the personality you want to give so the more you do that uh the more you do that sort of like preparing work the easier it'll be to do the actual animation the more it'll inform it and of course asking crystal and making sure that it'll be what she needs even if it's not raids anything in the game anything in the i mean it depends on like the size of things too like the the really big dragon world bosses like i don't remember quaddles uh the fail animation he does when he eats the the laser that took ian probably a good three weeks to do that there was some back and forth because we had to take sections of the map and like export that as a scene and then give that to ian so he could actually animate him so that like he would look like he was stepping on the ground and not like clipping through things yes he had to know the exact positioning and then we gave all that information to uh james barwick who is like one of our prop artists and he does a lot of the animations like the really complicated animations a lot of our prop sets so that he was able to take all that information and import it and then like cue up the the mega laser i think there's like a point where it gets like kind of chunked down where he bites onto it and then animate it at the exact same timing as tequatl was throwing and then just have it like fly off in the distance and explode uh so there's a really big team effort between and all i had to do was like look i just i pressed some buttons and i'm like you guys just tell me when to fire some stuff uh and then between the two of those i got that stuff working out but like stuff like that can take a while so i'm gonna expand on that one myself what's one of the more complicated projects you've had thrown at you you're speaking to him or me you oh let's see more complicate things that crystal just brought up dealing with the quaddle situation whenever we're having to work really closely with certain effect timings or props that have to have their own animation sets anytime we need to bring in like uh i guess an environment sort of into into maya like just a rough version of it so that we we can make it appear as though it's it's moving across things in games yeah like making it look right now that you're on the spot there's so many just a list of so many different things but um you know i i guess off off the top of my head it'd probably be any of the prop boss work that we've done um you did some work to clean up the morgan preachers at one point didn't you i believe so yeah yeah it hang on let me have you define a prop boss first because we know not everybody there knows oh well um we have crete we have different types of exports and game for things that you'll be interacting with or fighting uh creatures of course and we've been trying to make more bosses based off creatures recently but for a long time uh the really big bads would be prop bosses because it just gave more control of like certain aspects of modeling keeping things in place and maps all of that but uh yeah those can be a hassle to export and there's always a lot of different things going on and anytime you've got more collaboration going you do have to go back and forth and check and look into these things and it it takes time but it's really satisfying when it all comes together it was one of the big things the because i was on the creature team for a couple of months on the expansion before moving over to the raids team it was one of the big things that everyone wanted were like okay we want to make big creatures we don't don't want to just have them be restricted to these like to quaddle type things where they can't move uh so i think the the chuck gerant is like one of the first big big ones we did uh and ian and i had worked on that like initially and did like all the prototype work for it and that was like kind of one of our big test cases for like we've got this big huge thing like how does it work in the world and like the big concern is when they do weird things like they get close to walls and then half their body gets covered up because they're standing inside the wall and it just doesn't look good so we had to come up with a way and so the wyverns were wyverns what is it i forgot i think it's boyfriends the wyverns i always say wyvern i feel like i have to because it's gonna correct me right now i got mad yesterday and went with weaver because i got i just gave up what about hermione oh god oh tell that you have to tell that story i can't believe i forgot not for my so early early development of the weberns uh when dave mark was here consulting as like an ai expert for us uh the creature team got a big debate one day over whether it was wyvern or wyvern uh and you know like half the team was like now what's this the other half two was like no it's that then of course someone goes to google but google says like three or four different things google said weaver uh it said weaver well there we go so i they're years and years ago uh my old roommate back when i lived in toronto he had read all some of the harry potter books before he saw the first movie and he was reading it and he gets to the first time they introduce her character and he goes hermione that's a that's a weird name and so he just that's what he he just that's how he pronounced it because he didn't know how to pronounce it and then he went and saw the movie it was like hermione oh my god and so you know and it clicked but like that was i brought up that story while we were having this big debate and then dave mark goes fine we're calling it hermione and he just walked away that was the end of the debate that was like that was dave mark's biggest contribution while he was here i think he probably did more things but that was that's going to be the thing that stopped it's just interesting about that because the exact same thing happened to me about two years before the first harry potter movie came out i remember i was working to register at like an art supply store somewhere just like i'll read this second harry potter book hermeone what the hell i thought to myself oh it must be one of those traditional british names yes it goes way back it happened to me it's happened to lots of folks i assume okay maybe cool no it's happened to two people two people that's a start yes it's probably happened more but those are the only ones i know about i have said i have said wrong words because i only learned them through reading so it's totally allowed i don't remember where we were when we got off track but i wanted to make sure the hermione story got told bosses well there's actually a question that is actually talking about that from dome off doom uh he says he has a question he's never seen a final fight like dragon stand before how long does it take uh something like that to usually animate uh and that's that's getting into prop boss territory you did scott did uh scott dickey did all the animations scott dickey's kind of a stud so he probably turned that on a lot quicker than many of us would no he's an amazing answer it's just beautiful to watch his work um how many move sets were involved in that uh i know there was like uh like a an unlurk where it comes up and alert uh and then there were a couple of attack animations and there's the crazy death animation where he like drives himself through that tree that's right okay with with all that going on that i'd say like months wow really i think it was a couple months for a couple months with z like even doing some of the design work yeah it was a couple months to hook that up for mike on the design end and also probably at least two months i think it was it might be two two and a half months of animation work so it's a non-animator what's a move set what defines a single move set oh well i'm just listing the when these things are we animate them in maya okay run them through our exporter when they come to crystal as like an asset there's the creature and then just by selecting through it's got all the different animations it'll do it's alert idle walk wrong okay okay lyric only gotcha all the things it can do okay different sequences yeah all right that's how we call it lurk unlurk all of that that i understand you just have to find the words that i know and we're all good it's why often times when we're building like raid bosses we try to find a rig that like is cool and like is going to work for what we need because getting a few extra animations for a specific rig means we could probably get like maybe three or four if we needed them whereas if it's something that's completely brand new on a totally new rig and then doing as matt says like the move set that takes a lot more time yeah well like obviously the wyvern wouldn't have a lot of animations that gorsball had so that's why it was an even bigger ordeal that he got his own custom model because i used uh the yo car because it had so many reusable animations like the ground slam and stuff that is still maintained on gorsball right now uh but because they had to do custom animations for them it took them a lot longer to develop because words don't have hands to details the bongos with that's a whole other great big argument um oh well always the first question do you want to do do you want to do a wyvern or do you want to do a dragon which has four legs and little wings or do you want to do a traditional old-school wyvern it's yeah it's important that must have been what he was doing when you know not to my face or whatever he he kind of made like a little shoulder gesture okay a little shimmy well we'll deal with that later but we have some questions i think uh another one from reg944 do you also use maya for your modeling and texturing work thank you for asking the question um yeah our modelers they usually start off working in zbrush zbrush um that's yeah when it comes to sculpts and then they'll bring it back into maya and like get it to a point that they can have um an export into game for that but when they're in there really doing the i guess the art of what they do the true sculpting zbrush seems to be what's really popular here uh in the past i know other other modelers have used other software packages or even brought some other stuff of their own to like just do whatever it takes to get it to make it so they're most okay yeah oh to make it sorry whatever can get it to where they're most pleased with it as a sculpt then they can bring it over to maya and start working on topology and like you know reducing the number of faces that doesn't mean what i just said doesn't mean anything to most people listening but uh if you're a 3d nerd well i'm trying to think of the best way to explain taxes versus faces versus thanks for showing up actually i'm going to i hope that i hope that helps answer your question rich i'm going to grab this last one real quick from radical isotope because you all deserve it it's not a question but a comment slash compliment i have to say that as an amateur animator the character animations are the best in the industry they're the standard against which i judge other games and very few measure up wow thank you we try we try very hard um if you know what if you're looking specifically for i just want to throw some praise on a guy here named hangman loong i don't know if you can i don't know if you could give me tongan to show up and be on one of you one guild chat at some point but i know i i can't even believe i'm here right now but just uh watching that guy's character animation it's just so beautiful and it's all sheer effort like there there's there's no half step in there he's just so focused and he'll do whatever it takes to make it work and make it beautiful and we're very very fortunate to be able to like just sit there and like take in some of his work that's extremely cool but um yeah man well i'm part of a really really excellent stable of animators here at arenanet that's it's very pleasant yes you are it's nice let's see did we get them all did we miss one of those top two okay let's see oh i don't know how to pronounce that can anyone give me a shot 3509. the 3509 is important when you animate a rig do you prefer ika or reverse if both then when you might prefer to use each i i believe you're speaking about the difference between um animating limbs in ik versus fk i i think that might be what we're speaking about but let's let's explain what that is this will be fun and really important for people that love playing mmos uh if you're animating if you're animating an fk it's a little bit more like a puppet like we have controls here like lift this up this joint then from here rotate this rotate that that's fk animation called forward kinematics inverse kinematics is when at some point we just say okay this is planted right here no matter what it's going to stick to this light glue and we use different controllers to sort of control the angle or tilt of what's going on outside of that um i would say with the sloth death animation we just saw i chose to keep his arms in um it begins an ik because he's all hunched down and doing stuff like that at one point we switch over and go into forward kinematics because it makes it easier to get those really dramatically flailing starts and uh you know what normally when he crashes to the ground just because it's going to be just a limb bouncing on the ground like that i try to switch it back to ik but um i chose to stay with fk just because i thought there'd be a little bit more of a natural role i'd have to work a little bit harder to make it a little more giant buff sloth crashing into the ground as opposed to just what we would normally do for an everyday sloth that was a really good explanation it was i feel like i i was going into that like wow i can't wait i can't wait for 20 seconds into this while i'm suddenly like using a bunch of bizarre terms and not making any sense but if you can make it make sense to somebody who has no animation and programming experience you've done really well i'm feeling good about it i understood it so there you go awesome that last question i like that one fave area of content sorry this is from kit the traveler hey uh wonder what the fave area of their content they like to play besides their own area of work what jason we're putting on the spot yeah i have a lot of fun just running around doing the meta events and hot i totally dig that i like hanging out with my hylic and hottie the friendly ones at least just the friendly ones well i'd like to go up and just see how they're just just surly surly surly and the one who was playing a loot i worked pretty hard to get that in there that i insisted there there'd be at least several musical frogs and they'll be more in the future i'm sure really i animated them they're going to put them in i'm hopeful it is pretty darling i thought there was like there was like real conviction that it kind of faded at the end like i hope no i'm like it's gonna happen i'm gonna release i have no power over that i better start being nice with crystal and jason i mean it's hanging out in the in the lobby i like your dev lobby so he's in the jungle the one with the loot yeah it's part of a story style like he won't talk to you in the game i did this whole elaborate setup with um with the hylic tree frogs and i even grabbed um some of the giant big bull frogs and i did this entire little setup where they were all hanging around a campfire what one like once one's just roasting something on the end of a stick i think it's a fish another one's just sort of sitting there like staring off into the distance because things aren't working out and there's another and there's another one sitting sitting on a tree stump not standing this time just playing his little heart out and there's another frog knight next to him that you can tell isn't that interesting what's going on and yeah i took one of the giant bullfrogs i think i've got him roasting a cow leg prop that we have and uh there's one where he's passed out drunk sleeping holding a bottle of booze yeah that's inappropriate for the frogs to be so good i don't know times get rough crystal for all we know that's how it had to work but there's look there's packed rations all over the jungle that's true you just need a crowbar there's no excuse no i looted all those they're gone i'm sorry there wasn't anything edible this needs to be in game we we have to have this i'm hopeful i'm hopeful they'll get in there oh and a couple of them are off to the side gutting fish and cleaning them someone has to do the work yes it's true yeah i thought of everything didn't i you did are you not okay with the cow leg is that what the problem is no no no it was the frog jason said he's like what if they were roasting a frog leg and i'm like that is that's not okay i like how ruby was standing up for beef i was i'm a little hungry almost lunch time burger it's after lunch time all right what's your favorite part oh well i'm not allowed to say raids apparently i have to pick something else uh you did work on raids i'm sorry shut yourself right out of there oh man i can't say world losses either [Music] you've worked on a lot of things we might have done a lot i've worked on a lot of random things you have to leave out the things you're working on right now how's that okay um i mean i guess i could say like the one thing i do like going back to uh when you know randomly you get sick and you're just like i can't really think or function right now so i'm just going to sit here recently it's almost like it happened last weekend where i got really sick and i just binged on csi for like three days which which city uh original i don't like new york i don't know why it's a little boring and i love miami though because it's it's ridiculous and over the top but no i i sat down and i um i had like a mesmerized 80 recently and i was like i have nothing better to do i feel horrible i'm just a congested mess so i just sat down i started like map completing again so i've almost completed another i did another world complete i don't know why i'm doing it i don't know it's kind of fun that's kind of all the reason you need is you you do quite you make questionable choices when you're sick to have fun i had fun i had a lot of had a lot of fun nailed it you had fun at the end you're all good all right those are good answers my questionable choices lead to me being sick so uh i'm doing it backwards oh that's a whole different live stream guild chat after dark i was waiting for that like this whole pitch for guild chat after dark sounds pretty good yeah and remember how that conversation ended was that i like my job and i want to keep it so we're not going to do that or do you want to make very adventure adventurous twitch tv i like my job and i want to keep it fair enough is the decision here all right oh um do we have mark just uh real quick mike2272 do you use mocap or is everything animated by hand i'd say at this point 90 97 of what you see in game is a hand animated key animated as opposed to a motion capture i i think we i think uh years ago we might have used a little bit of that for there's a video floating around of leah you know i remember i remember that day like i i think i just come back from lunch or something and there were three of my co-workers out there and the whole getup rigs just running around and just like dark times i think that mocap suit is right over there oh heather what this is like this is like four years ago before we even launched we still haven't yeah it was a long time ago but we still have it um this is the mocap room i remember this now this room is this room has been many things to many people but it has i'd say that when we're using mocap uh it was very specific instances where it plays to plays to its strengths like uh you really can't do a mesmer cast in real life and then just have it captured it's it it's hard to get actors to float it's true there are very many i guess situations where you'll see a player standing around or idling for a long time just doing slight little minor movement that's where it really is its greatest strength for us and most useful but through the halls in a mocap suit not yet but if we could convince someone that could help even though it wouldn't it'd be funny as hell you're someone i mean we could do like crawls down the hall like get our get our fitness on chase bear crawl and then you got your then you got yourself i don't know what a bear crawl is what that's when you like when you walk like a bear and you do it like back and forth through the room i'm pretty sure he knows and he's just trying to get you to do no i have no idea i really i didn't know this was a thing really oh yeah or did you learn about bear crawls [Laughter] see this is one of those things where it's like i feel like people that talk a lot about how much they love crossfit or something do that where i learned it was crossfit i was like i'm gonna do this oh we have two oh man okay i like those videos where people get hurt there's another question at the bottom geez what who would you say are your biggest animation influences well immediately the people around me that i'm really inspired by the people i have to come in and work with some of the absolute best so it really pushes me to my max but probably um if i could think of two animators that uh whose work really means a lot to me i'd say milk call um like one of the disney originals and do you remember the jungle book he did sheer khan and like just the amount of detail and holding volume and just like personality that he like injected into what originally was supposed to be like more of a wimbly cowardly like conniving character and then he milked got in there and he's just like no we're going to do it this way just kind of insisting upon it and really working to make sure that's what it was uh not just probably in my opinion the best animator that ever worked for disney also just his attitude his his outright rejection of laziness you can i there's several animation podcasts where they've brought up like these old like audio lectures that he was giving people like in the 70s or something and he's just you could just hear it in his voice how he's just not taking any crap he's like oh well of course of course reference is important you're going to need a lot of that reference there and stuff but you can't just be based right office or you're just you're a lazy son you know you just i like you you're not expecting that to come out of him but like just his insistence on form and like just doing it right better than right good old good old milk call and i love it on the exact opposite end there's glenn keane who's just you can be an animator and be a wonderful human being who's nice to be around and has a happy family life and all these other good things going on i steers away from the animator as drunken malcontent stereotype that you hear about so much what did he do glen keane oh like um i'm so i'm so surprised everyone hasn't been following glenn keane's career sorry i get i guess his most standout work would be he did ariel and the little mermaid and my favorite performance probably the work he did for the beast and beauty and the beast cool i remember like just once again going back to there's some really great animation podcasts where glenn keane just this super super nice guy really not coming from an art background and stuff i remember like there's this famous animation school called calarts and i remember when he first like was thinking about going there he's like do you guys have a football team they don't if if you're into animation or understand these things but just how he threw himself into it i i remember he was talking one time this like pre-recorded speech he had from this interview he was talking about he was trying to find like this one this end scene that he had to animate for beauty and the beast and he's just he's completely at a loss he does not know what to do he's he's so upset with himself and i remember him like just saying like he was going through these things it's like i'm going to go in there tomorrow and they're going to realize i don't know what i'm doing they're going to realize i'm a fraud they never should have trusted me to any of this stuff at all they'll know that i should just give up and like i remember he was saying he sort of found hope in some of that he was like it's not so bad i'll i'll fi i'll finally be able to spend time with my wife i'll finally be able to spend all this time with my wife he's making himself he's like crying i'll be able to i'll be today a little sad i'll be able to learn how to paint i'll be able to like see my kids all the time it's just like this heart-wrenching stuff coming out of you but he went in and of course like his writers his whole production team totally supported him they said just do what you have to to find this go out like i think he went over to like um i think he went over to like a library where they have some more sort of arches and he was like looking at just like these classical drawings from like the middle ages or things like that and just sitting there drawing in front of them and like it eventually came to him but even one of the best animators there is and this really great guy when it comes to art we all go through these sort of roles and picking ourselves up from that and going through to complete the best wyvern alert coming up the side of a cliff and crashing into your can is it's a universal thing oh i also love chris sanders lilo and stitch thank you for the reference without having to ask for it i mean i totally know all these people i just want to make sure they know oh obviously i like ruby i'm so full of crap on that i still like ruby getting really really late this is really good thank you guys thank you all so much i appreciate it yeah and march 8th for salvation pass yeah yay next raid win thank you guys have a good time and game and i'll see you next friday thank you so much for tuning in and your great questions [Music]