Speaking of characters not sleeping under blankets: Sims 3 managed it, but they did it by breaking the Sims wrists and ankles so they don’t clip through the blankets.
Recently watched someone play Sims 4 on another channel, with a mod or console command that let them show what happens to bodies under the covers during woo-hoo. It's body horror. Legs all folded up like the couple fell into some farm equipment.
The Sims games are a whole physics nightmare in and of themselves. The frequently clip through other objects (and each other), the Sims can't path properly much of the time and the babies and toddler can cause so, so many game breaks... It used to be even worse. Don't get me wrong, I absolutely love the franchise (I may own every pack and kit ever released for all 4 versions of the Sims games, own all the Sims City stuff and own Spore...) but I can also see the flaws, of which there are many.
@TheZoenGaming fair, the way you said it, asking how to use it to trigger her, I thought normal hands didn't do it at least most of the time. So really, don't have to do anything I guess.
15:50 *Jane:* They didn't even put a blanket on him in the _hospital?!_ Maybe the blanket was an extra 1000 dollars and his insurance wouldn't cover it. American oof
@@sinteleon it’s easy but it still takes quite a bit of time for something that would be used for like 1 second, time the designers/modellers could spend more productively
@@jasv49 assuming it'll only be used only that one time. If you're going to make a model, go ahead and find multiple ways to show it off, plenty of chances to do so.
#2 is actually one of the first things I specifically noticed in Cyberpunk, that "holy shit they actually handed things over??? And it looks _good???"_
The reverse is pretty noticeable in starfield. A very important story reveal should feature a character taking their opaque helmet off, and it can't manage that so instead they hit a button to turn it transparent.
CDPR did good in certain areas, then way below average in others when it comes to realism in cp2077, especially on release where the world was held together with scotch tape. Gotten a lot better, but ill never forget the mess they tried to pass off as a game initially.
I dont know how feasible it is in games, but as an animator doing pre-rendered work, I just have two objects. the moment of the switch off, the one parented to the original character is hidden, and a second identical object is made visible, which is parented to the receiving character's rig. so long as the initial position of the second object is identical to the final position of the first, it looks as if there was only ever one object. and based off some glitches ive seen on youtube of certain cutscenes, i believe a similar trick is used in cyberpunk 2077. although perhaps the "clone" in that case isn't in "real space" at all, but instead a first-person flat render of the item in V's hand.
@@arcanealchemist3190 it's feasible, and I don't think it's unheard of in games, but it has its own difficulties in that you have to make absolutely sure both objects are perfectly lined up during the switch or else the object will appear to jitter or shift very noticeably. And taking the time to make sure the objects are perfectly lined up in that was is time the project managers probably want their animators to use on something else.
@@shift7808 I guess even today if you make a female character with bigger breast, then remove all cloths and try a slim one, you will see the breast shrink down, that really break immersion a lot! Also the clown effect due to cloth status, i guess just remove them all and make a single status, based on street, corp, nomad or neutral stilish, and that status affect they lines on quests will be much easier and cool, the mod system to cloths should be default or not had any at all
4:11 You can see a variation/work around of this issue in Mass Effect 2. In ME2, Shepard runs into a kid who is trying to join a band of mercenaries that are planning to hunt down an infamous vigilante. Through a paragon interrupt, Shepard snatches the SMG pistol the teen is flaunting and empties it's thermal clip, rendering it useless before handing it back. Nothing about this exchange is weird, UNLESS, instead of the default SMG, you've equipped your Shep with the Locust (which is the only other SMG available to Shep by this point, provided they did a DLC mission prior) .If Shep is using the locust during this exchange, it becomes clear that the gun they're unloading isn't the kid's, it's their own pistol.
another great trick is that the enemy accuracy in Doom 2016 is bound to your health, making the fights last longer while at the same time giving you the feeling of having beaten the encounter just by the skin of your teeth
Yeah, and I don't know if they mentioned this in the other video, but healthbars often lie to you, appearing to be almost empty, when there's actually 25% HP left, so that the last bit takes longer than it should.
@timogul That they did mention in the first video. Specifically, they used old-school Assassin's Creed as an example, where 1 segment of health was about 2 hits and the glitchy "I'm gonna die" state took 3 or 4 to actually kill you.
The problem with these systems is that they backfire spectacularly when and if the player notices them, at which point all survivals start seeming hollow and unearned. And on that note, enemy accuracy dropping along with your health is probably the second most obvious trick of them all, if you play a game long enough. (Number one is item crate contents varying by how low your health and ammo currently are at the moment you open them.) To be super clear, I'm not saying I want games to be harder or anything, but I am saying I'd rather the game were balanced so it doesn't have to try and cheat behind my back to achieve the same difficulty. Like, instead of making enemies more accurate when I'm doing good and less when I'm hurting, just pick a level in the middle of those two extremes and stay there.
@@Alloveck I don't know. Even when you do consciously know it's there, the effects produce a stronger visceral reaction than if they didn't have them. They can also help you to play better, because if you _see_ the health is "near death" then you will react more carefully, whereas if it were accurately showing much more health available, you would be more casual about it.
@@Alloveck Adjusting item crate contents to vary depending on how low your health and ammo are is helpful, though; if the player has nearly full health and ammo then things like full-heals feel wasteful to find, and getting a tiny little bandaid when you're nearly dying is indescribably frustrating. Giving players more when they need it and less when they don't only feels bad if you're trying to game the system, at which point you're probably skilled enough not to need it.
I actually like “not showing the handover” quite a lot. I’m glad that game studios don’t have to spend time they could be using on other aspects of the game just to show me exactly what it looks like to deliver whatever I was tasked to find. I think the Witcher does a great job of this, as the player I just went through the quest, I know what’s being handed over. While it might be nice to see here and there, especially for plot-relevant items, I’m fine with filling in the blank myself when the devs puts the exchange out of view of the camera.
Unit-slotting sounds like the old cinematic trope called "conservation of ninjutsu", where nameless henchmen only attack the hero one at a time (because of honour or something).
Its more becuase of things such as the fact that big fight scenes are very complicated to make. I really dont think i have seen any story that try to give an in universe justification such as this.
Conservation of ninjutsu isn't that they attack one or a few at a time (although they also do that). It's that if there's one (named) ninja, he's unstoppable, but if there are a hundred ninjas, they're all pathetic. The two things do combine to mean one ninja can consistently beat unlimited ninjas.
It's more a thing of being easier to choreograph. But yes, it's basically the same thing, several enemies are gonna be weak and only go at the one guy one at a time for no reason. The only real examples that don't do this too much are the fight scene against the many agent smith's in the matrix 2 and in the game Sifu, where enemies will aggro you if you pressure them regardless of other ones (plus there's an option to just completely remove attack priority once you beat the game)
It's hard to describe how fucked up the US healthcare system sounds when you live in the UK and you've never had to pay a penny for a doctor. (Except prescriptions, but they're only £9 for anything)
I first noticed the cloth thing in the epilogue to Red Dead Redemption 2. Such a beautifully animated game and then John and Abigail go to bed without sheets. In Strawberry! It must be so cold! I knew enough about animation to figure out why, but since then, like this list title, I haven't been able to unsee it in multiple games.
oh yea, now that i think about it, the sims is the only game series where i seen characters actually use the sheets on the bed, everywhere else the bed lacks them or character lies on them ofc. i understand too, animating cloth is quite hard while letting physics do the thing is too expensive to be right in a game
A trick I learned for changing object parents when handling things is to have two objects, one at each parent, and one scaled to 0.01% until the switch is made. Then both objects switch sizes, and it looks like a smooth transition. At least that's how they did it on Red vs Blue, back when it was just starting to transition from machinima to custom animations.
I don't know about Unreal, but I believe in Unity you can have both actors holding the item in question, have the receiver's object rendering mesh disabled, and toggle both the hander's object rendering mesh off and the receiver's on at the same time. But this requires both objects to be at the exact same world location when the meshes are toggled.
6:58 I had always found the little detail in the Witcher 3 impressive where Geralt would pull his scabbard down with the other hand to both give him more reach and stabilize it when he was putting a sword back.
@@Redingold iirc. same when pulling the steel sword out, he kinda throws the steel sword in the air, doesnt apply to the much shorter silver one wild that they made such plausible animations when it didnt feature scabards
There are actually ways to unsheathe a long sword from your back by grabbing the flat of the blade, but ideally it would be done before the fight started. Back scabbards were intended for short swords which are short enough to unsheathe that way (the master sword should be a hand and a half sword but many manufacturers make it a 2 handed sword for replicas) and would typically be used alongside a shield or another blade. Controlling a long sword with 1 hand isn't impossible but would be very difficult with a shield in your off hand.
Also, the scabbard can be tied only up near the shoulder, making it free to rotate, facilitating your extraction. But yes, it's not going to work with longer blades, mostly tied to your arm reach and flexibility. I suppose you can make one with a flap on one side near the opening to get away with some extra cm but I don't know the exact practicality of that, probably pulling it down would be equally effective. But it looks cool in videogames so it's ok XD
I would love to see a game where the character shifts the scabbard to their hip when adventuring so it can be drawn easily, and shifting the scabbard to their back when in peaceful areas so it is out of the way. That way if you try to draw the sword when in a peaceful area the animation has them fail to draw it.
@@riccardopezzani There are actually some scabbards with a slit on the side to allow the removal of the blade easier, but I saw them with a friend who worked at a dinner theatre (pirate themed) and that may have been a modern design but I got to play with them and it does work. The guard is still flush with the scabbard ant it rests properly but it would allow grime and dirt to get on the sword when not in use without some other way to plug the hole so it wouldn't be good for storage. I also know shadiversity made like a funnel topped back scabbard but iirc that was to help him sheathe it.
@@davidgarner4164 Yeah, that was what I thought: possible, but maybe not very practical; Not by itself, but just when considering that you are not forced to put it on the back with a long sword. I would prefer to have it on the side for the occasions where you could actually use it, and keep a shorter blade or knife/dagger for the "unexpected situation" where you need a weapon in a pinch. That way you can also extract faster and carry that type of weapon basically anywhere, instead a big sword can be quite cumbersome or uncomfortable
Just to avoid some misunderstanding here: Historic back scabbards were designed to transport a weapon, not to have it at the ready. People who needed to draw their weapon on short notice (i.e. would not be lining up for a battle with all the time in the world) would not use them but would either use hib scabbards or, more likely, other weapons like halberds, spears, or staves. Compare that to modern armies. Pistols are for officers. The real fighting is done with assault rifles you carry in your hands when going into a fight. A back scabbard is like putting your assault rifle onto your back for transport. Hip scabbards are like pistols.
Andy, Jane and Mike + the Camera Man + whoever comes up with the funny captions underneath when showing a game references Thank you for being the gaming show that I would’ve watched on tv ❤️
"Videogame developers seem to have realised that it's not much fun for you, the precious special player, to get jumped when you're unable to defend yourself". Naughty Dog Developer designing THAT workbench moment: "Hold my beer...."
Despite the rendering relying on a lot of tricks and limitations, Doom _is_ actually a 3D game. Entities have height and z coordinates. There's even a vertical auto-aim baked into shooting calculations to help with the fact that the renderer doesn't allow you to look up and down. For the sake of performance, the z-dimension is ignored in some calculations, misleading the player to believe it's 2D. You can watch "Doom engine - Limited but still 3D" by borogk and "Auto Aim" by decino to get some more explanation. (Not sure if I'm allowed to paste links here.)
An artifact of this is that some monsters, like the cacodemon, and projectiles like rockets, both use that Z axis, making it possible to NOT hit a cacodemon by shooting UNDER it. This would never happen in an fake 3d engine like wolfenstein. also seconding the recommendation of decino's video on the subject. :)
About the sword clipping through the scabbards because the arm is not long enough to get it all the way out, there's a fun thing that happens in the first Hyrule Warrior game, where Impa wields a giant sword, appropriately called Giant Sword, and she carries it on a scabbard on her back despite it being as big as her. To make the scabbard possible, they put a slit on one side of it, so the blade can slide off the scabbard from the side to justify it clipping off it during the animations. She sometimes lets go of the scabbard completely and kicks the sword off it, sending it flying and grabbing it out of the air, instead of just unsheathing it with her hands
The side slit scabbard is an actual thing. Though as far as we know not in historical use. There were some short shoulder ones in use, just not for actuals swords and it is usually more practical to have them at the hip.
in Nioh series, odachi is worn on back, but you take it of and unsheath it in front of you. No idea, if it was history accurate, but having such big chunk of metal loosely hang of your back, so you can easily take it of sounds unconformtable.
Yeah, that always made her Focus finisher or whatever they were called extra cool, with how she swings the giant sword out of its scabbard in slow-mo and goes straight to super anime speed once it's out. The victory animation where she kicks it into its scabbard was cool too. Hyrule Warriors Impa was the best Impa, is my point, and we need a Hyrule Warriors 2 with all the improvement Age of Calamity had.
@@Alloveck I also agree Hyrule Warriors' Impa is the best Impa, she's just way too cool. Age of Calamity's impa feels the same as Hyrule Warriors' Sheik
@@eldenarmortem975 Most who carried really big weapons rarely traveled on foot, much less big expensive swords. They would have altered ways of safely transporting them between battles.
Regarding the swords, i understand this is part of the reason Wesley Snipes got the role as Blade. Because he could remove and replace the sword from his back
Even then the sheath itself was designed on a swivel system so it could be angled and adjusted from the bottom (like link's sheath pull in smash) and the blade was of a shorter than normal length specifically designed to facilitate drawing and sheathing it this way. It was in the behind the scenes for the original DVD and I always thought that was pretty cool.
Yeah. But if scabbard is specially designed to be used on back, it's not an impossible feat to pull out like it might seem. I.e. with a swivel style system or if it has space in the upper end for the blade to 'clip' out.
@gwts1171 getting through a movie like that without corpsing the whole time *is* good acting! *corpsing: (verb) an actor laughing uncontrollably at a bad moment and ruining the scene. Like when playing a corpse... or when "games are back!"
@@persephoneunderground845Reminds me of how columnist Dave Barry once wrote an article making fun of opera, so an opera company invited him to come out and be in a production...as a corpse. Who is on stage the entire time. He said his nose has never itched more in his life.
I like how Secret of Mana, the one for the SNES, actually had the character go under covers when they slept by having the bedsheet be on a layer above the player characters. Kind of like moving a paper doll behind another sheet of paper... a trick we unffotunately can't pull any more.
The bit about hiding handing over objects reminds me of a documentary I watched about how the Muppets work. Sonetimes they want a marionette type puppet (like Kermit, Gonzo, etc) to pick something up. But the problems is, those puppets can’t open and close their hands. So, if they are going to, say, answer a phone, there is always a camera angle change right as thry go to pick up the receiver. This is because they film the character going to pick it up, then switch to a puppet that had the item in hand and the camera change hides the edit. And now you’ll notice it anytime you watch the Muppets.
@@azraelle6232 I think they did a joke about that, but the documentary was from the Henson company showing some of their tricks and techniques. They had Gonzo pick up and put down a phone receiver several times in a row to make the camera cuts stand out after explaining the trick & I think the gag you mentioned was at the end of the segment.
@@nlm2nd Those ones have an actual person’s hand inside the character’s hand, so they wouldn’t need to. The Swedish Chef, for instance picks up and throws stuff around without needing any edits.
Not sure if this has been mentioned before but many FPS games, such as WH40K: Darktide, have a larger hitbox for the head of enemies to make it feel like you are better at hitting your targets, making it more fun to play.
Larger hitboxes or slight bullet magnetism, and even more than that, this magnetism/aim assist/hitbox tends to change based on whether you are using a controller or keyboard and mouse because it's easier to do faster, finer adjustment with a mouse than a right analogue stick.
@@wanderer202As a bonus... If this system is badly tuned, you get something like Year 1 Halo Infinite where controller players practically had aimbot hacks and KBM had to be laser accurate to even manage to get a kill.
4:55 I noticed in Horizon Zero Dawn that a couple times you'd see an item being handed from one person to the other and it stuck out to me because you so rarely see someone hand an item to someone else
It can be done. But it is very hard and nobody cares if they don't see the item in clear view handed to an other person. You only care to see the movement of the hand anyways.
4:40 Why does the person being handed the object always take it and seem to put it in their back pocket. Even if they're wearing a loin cloth, it's going in the back pocket
It's called the magic pocket in motion capture. Actors are in tight mocap suits so the object isn't on them or often can't be attached to them. So they literally hand the item to someone else standing behind them. Otherwise they have to drop it on the floor.
It's always funny in Pokémon SV when Arven, who wears a gigantic backpack that's probably half his own height, will draw things out of his back pocket. Boy what do you KEEP in there?
Because that's a gesture players have been trained to read as "put into inventory" without noticing any details about it. Just like we read a swinging head rotation as "no".
"Nobody sleeps under the covers" Hey! In old school Final Fantasy games, characters did! I remember it being a thing in IV.. and possibly VI as well. But yeah.. it's the same with, no curtains, people sleep with lights on, and of course, they wake up with their hair and make-up perfect
I can forgive sleeping on the bed (hey maybe it’s a hot room), but the sheer amount of games where the characters were sleeping on the bed IN THEIR SHOES.
You should have shown how Cdpr in cyberpunk constantly has hand offs. It really is impressive especially when you know the trick most other developers use.
I will always remember when characters are squeezing through tight areas that the game is loading the next area from the first video 😂. Every time I see it now in a video game, I know it’s loading the next area.
Or balancing on a beam. Or climbing a ladder. Or riding an elevator. Or in the background as it plays a FMV. And games with random battles hide the loading with the screen transition.
That's not really always the case. Typically it's used more as a game design thing to keep you from going back to the previous area In an otherwise open world game. Hardware is good enough now that they can stream in the map as you go there without any visible loading whatsoever.
Heck it's still in Indiana Jones in areas that have no effect on progression, streaming or culling. (Since you can go back and forwards and see everything on both sides) I think it's becoming just a weird holdover design element now.
It's so good at making the voices helpful and aggressively unhelpful in an excruciating balance. It captures that sense of something that's probably not good for your on balance but is such a part of what you're used to that you can't imagine being without it.
In regards to units in front of you attacking, it reminds me of what I do for FF7 Rebirth. I’m not terribly good at defense, but noticed they tend to focus on my controlled character. So if someone is in peril, I swap out. The enemy tends to drop the hunt, the AI gets them back in gear, and the enemy moves to fresh meat that is ready for them.
That bit about the cloth reminds of how, way back in KoTOR 1, the modders managed to extract Revan's armour and make it playable, but the cloak was just a flat plane, because of y'know cloth being cloth. So you could run around with Revan's armour modded in, but every time you jumped, or force jumped or did any thing at all really, the cloak would just be a stiff board sticking out behind you. I seem to recall seeing a post a few years ago that they finally got it to work like actual cloth, which is impressive, given the age of the original KoTOR.
My favorite example of coyote time is the Donkey Kong Country games; press Y off a cliff and you jump in mid-air. It's actually a mechanic you must utilize to pass the last few levels of DKC2.
I pointed the sword thing out to my housemate once. He looked at me like I’d lost my mind so I went and got my sword to demonstrate 😂 It’s become a bit of a running joke, now.
So on the topic of "insubstantial scabbards": There are scabbards, that aren't fully closed all the way, they have an open slit on one side on the top so you can actually draw your sword from your back - you just need the proper scabbard.
Fun fact: someone actually figured how how back mounted scabbards would realistically work. It's just a gap in the side of the scabbard where end of the blade can exit without having to pull it all the way out.
also? if you were someone important enough to have a big fuck off sword you'd also probably have a squire or something to hold it for you while you drew it out at your leisure, possibly while steadying your boot on his shoulder
i had an idea for a back scabbard that would be cool in a steampunk setting where you trigger some mechanism that flips/slides down the upper side pieces and slightly kick up the sword that resets by putting the sword back down all the way in depressing the lift plate that popped it up when unsheathing making the sides click back into place
The solution to the "bed covers" problem would be to just give the character an extra puffy comforter/duvet. This way, they can animate the character without it, then hand animate the comforter over them, but because it's so large and puffy, nobody would expect it to _perfectly_ match their body like with a thin sheet, so it just needs to be vaguely close enough, which is relatively easy to animate. So long as it's just for an occasional cutscene and not something that would need to respond to realtime player movements, it should do just fine. And not look silly.
Ooh I know a neat trick you can do with "re-parenting!" The Putrescent Knight in Elden Ring swaps hands with his cleaver a lot, but it's actually a trick. There's actually two cleavers, one for each hand, and they just make one or the other invisible for different animations.
Even better is noticing these things in animated movies. Like the Grinch, where the bread never leaves the clear packaging, and the only item to be visibly eaten is a waffle (where the waffle deforms rather than comes apart)
There is something so perfect about the clip at 9:35. The music going ballistic as soon as the tap overflows, the NPC's sudden change in tone and the way he randomly tells 47 of all people to "F*** off." It's just perfect.
This one I have is that in every first person game your character will never be higher in stature than other NPCs unless that npc is a child or a giant, even so your character model is more higher in stature to some NPCs the camera you see in first person is located either bellow your chin or in your chest to give better animation for the hands and your body in first person and because the camera is located there even for you the player you seem to be more tiny, of course not all games are like this and some games don't even render your body in first person so you are just a floating camera wandering around.
Trails of Cold Steel actually has the characters sleeping under the covers. Which surprised me when I first saw it. I actually paused the cutscene to take a picture of it and text it to my friend
For the actual opposite of 'Coyote Time' try playing 'Impossible Mission' on the Commodore 64. In that game you have to press jump when your little running man has put his launching foot out over the edge of the platform to make some jumps. Or indeed to make some platforms easier to access. Sort of like a long jumper is allowed a legal jump provided the tiniest part of the trailing foot has contacted with the legal jump line. There was no Coyote Time on the Commodore 64. You either got good or failed basically.
Big shout out to Paper Mario for managing to have Mario sleep under the covers. Also, the way the new Spder-Man games handle the mask fabric is astoundingly good
Idk if any other game had done it but remember Blazblue had a way around the scabbard thing by having it open mechanically so the sword could just be placed in it then seal around it.
Both releases of Mario RPG handle sleeping under sheets with Mario flopping down onto the bed before the cutaway, then putting him under the covers after it cuts back. Then you have to jump out of bed so that the screen move upwards, making it near impossible to notice that the blanket just did the same animation as when you bounce on any regular bed in the game.
Paper Mario also just slides the flat Mario sprite under the sheets without any extra animations. In later releases the camera moves to more clearly show Paper Mario slipping into bed like a crisp fiver going into your wallet.
Yep. such scabbards are often just a tip cup, a cover for the edge, and a little clip strap at the top. Monster Hunter longswords often have something like it.
For anyone curious, the Coyote Jump (#1) isn't too complicated. There's essentially a collision check to see if the player character is standing on the ground/obstacle. While the player is over the ground, a timer is at, say, 2 seconds. While the player is not over the ground, the timer is started, and counts down to zero. As long as the player hits "jump" before the counter is at zero, the jump mechanic engages. There's a little more to it to account for different scenarios, but that's basically what's happening.
Ive always hated working on cloth physics. Ill never forget how it was reported that one dev on the Batman Arkham team spent 2 years by himself working on just Batmans cap only. One guy. And all he did for 2 years was work on that cape. At the end he had 700 animations and sound clips attached to the cape just to get it just right for the game.
5:51 Don't like how Andy attributed one of the characters to their original franchise and not the other. That's Link from Smash Bros and Geralt from Soulcalibur VI.
Y'know, I just saw True Detective S1E3 today and there is a character literally talking about the concept of coyote time in that episode. (Like, not the videogame concept, but definitely the cartoon trope)
Funnily enough, the solution to drawing from the back is essentially irl clipping. You just need to put a slit along the side of the scabbard that allows the sword to move out of the side. It still isn't as practical as just wearing it on your hip. And it can get stuck if your draw isn't perfect. But it does work, mostly.
Another good one is transparent objects. If you have one transparent object in front of another, the final color depends on which object is in front, but a scene isn't necessarily rendered in back-to-front order.
A lot of racing games do that. Ever wonder why you can drive a car with absurd stats and yet the CPU with far inferior stats is always able to pass you when you make a single mistake? This is done to minimize processing power as well as ensure you get some challenge.
@@saltyk9869 Regardless, it's still a programming trick to keep the race "close". The number of games doing that just means it's a common trick, nothing more.
It's true to say Doom's world is built with a lot of limitations, but the engine does have a concept of a Z axis... some of the time. Naturally you can't walk up a wall, and if you run off a cliff you won't collect objects you fly over. Enemies are infinitely tall more to prevent the player getting stuck on top of foes than because it's strictly necessary, and explosions are infinitely tall cubes to avoid doing any expensive trigonometry. Indeed the latter is a way to deal with the former, you can shoot over the heads of enemies below you, but if you shoot to the side with some rockets the splash damage can clear a spot for you to drop down.
Parenting is fun, because to get a player to "Drop" an item, you actually Clone the item, and erase the parented item. Which is really fun when it glitches. I was playing through Saints Row 4 at one point, and the bit at the end where you're holding the skull and spine before dropping it? Well.... the physics on the held version disabled to make way for the physics on the dropped one, and.... the held one didn't despawn. For the entire cutscene. Just.... stuck in my hand. Bone-stiff, waving about through ALL of it.
you don't always, it's engine dependent, when I did it, the object wasn't really parented, it just calculated its position based on the position of the hand, so swapping it is just a matter of selecting which hand has it, and set the offset based on the current distance and offset to the hand. (technically it's still parented, but the object was still calculated mostly in world coordinates.) that does mean that if for some reason the 2 hands aren't properly aligned, the object would be telekinesis-ed and moving through the air. having a copy of it or setting the offset manually does solve the issue, as it would teleport in the correct place on the hand.
I remember when Shin Megami Tensei V Vengeance came out, a rerelease of SMT5, one of the quality-of-life improvements was that flying demons won't come after you unless you can see them.
This is particularly a feature of third person games, which have to raise the ceiling to fit the camera in, then have to scale everything else up to not look tiny. Games will also increase the space around objects a lot to make it easier to navigate, which has a similar effect. This is so distinctive that when someone puts a scanned real environment into a game it actually looks wrong if you've been playing games long enough!
Talking about fake 3D, I remember when I was a kid playing Skyrim and one day noticed the design on the Solitude gates was a texture and not a mesh. Kinda tripped me out at the time
For the scabbard, you're supposed to push it above your shoulder, so the opening is facing in front of you. Of course, it's hard when the scabbard is seemingly glued to your back.
@@sinteleon I highly recommend that you watch Shadiversity and Skallagrim series of videos and back and forth on the subject. It's a lot more complicated than that.
Two interesting tidbits about unit slotting. 1) Soul Reaver 1 and 2's unit slotting was unforgiving. You could be focused on a single enemy, parrying and dodging, but more often than not, your other enemies would sneak in an attack in between. 2) Also, unit slotting was a valid strategy on a game called Freelancer (space sim). The enemy vessel you had targeted had excellent dogfight skills, dodging, strafing, deplyoing mines, the whole nine yards. However, all the other enemies went into a "limp" mode, with no dodging, almost no minelaying and poor dogfighting. The trick was to target one foe, and focus on all the other enemies.
I picked up on the freelancer thing, too! If you start hitting them, they do seem to "wake up" so you do have to switch target again but yea, I did exploit that a bit >D Also, great taste in games. Soul Reaver AND freelancer.
How to draw a sword from your back: Step 1) Take the cord and tie it into a loop. Step 2) Pass a side of the loop over the top of the scabbard so you have a pair of loops captured on the scabbard on both sides like a tiny very thin "backpack". Step 3) Put your support arm through both loops of the "backpack" so that the sword ends up on your support side shoulder/back and hold the tip of the scabbard with the support hand when moving. Step 4) To actually draw the sword tilt the sword handle forward a bit with the support hand from the tip of the scabbard where you were holding it in the previous step. Step 5) Reach up with the dominant hand and grab the handle and begin to draw the sword straight toward the enemy pommel first. Step 6) As you start your draw move your support hand up to the mouth of the scabbard to maintain control of it while the sword is drawn Doing this gives you maximum reach with your arms and it allows you to A) surprise the enemy when they either get pommel struck with the end of the sword or B) they dont see the blade coming down as you unsheathe and rotate the blade (which should be pointed up btw to avoid dulling the blade on the scabbard itself when drawing it). Once youve drawn the sword you can then retain your hold on the mouth of the scabbard with your support hand and drop your arm outward and that will allow the loops of the "backpack" to fall off your support arm and give you a "stick" to block with (though the loops will be sort of wrapped around your wrist... which could allow you to use the scabbard as a kind of whip to a degree but it would only be good as a surprise strike to distract the enemy in this manner). No I did not choose the name Shinobi because I play video games...
I must deny the very strong impulse to post a long and geeky explanation of all the ways in which the Doom engine was 3D, lol. (It had Z axis! it just didn't use it for most things because 386es are really slow.)
Fact is, it wouldn't be TERRIBLY difficult to fudge a pre-animated get-under-the-covers sequence, but fact also is, developer time is better spent elsewhere, since very few video game characters spend much time in bed (at least until THOSE modders get to it, and even then, covers rarely are a priority...)
The only character in all of fiction that I’m aware of that has a back scabbard that could theoretically work is Talion from Lord of the Rings: Shadow of Mordor. The top half of the scabbard is open on the left side, so Talion only has to draw his sword halfway out and then lift it up and over his shoulder. I was actually surprised that the designers actually put thought in to it instead of fudging it like every other game
Speaking of characters not sleeping under blankets: Sims 3 managed it, but they did it by breaking the Sims wrists and ankles so they don’t clip through the blankets.
Recently watched someone play Sims 4 on another channel, with a mod or console command that let them show what happens to bodies under the covers during woo-hoo. It's body horror. Legs all folded up like the couple fell into some farm equipment.
@@Dani_ReasorNow, hear me out...
And if you look at their necks the sheets are a blob.
The Sims games are a whole physics nightmare in and of themselves. The frequently clip through other objects (and each other), the Sims can't path properly much of the time and the babies and toddler can cause so, so many game breaks... It used to be even worse. Don't get me wrong, I absolutely love the franchise (I may own every pack and kit ever released for all 4 versions of the Sims games, own all the Sims City stuff and own Spore...) but I can also see the flaws, of which there are many.
Also keeps them from being deadly swordsmen.
Andy suggesting giving Link a gun and the video cutting to DOOM is continueing the joke and is pleasing me greatly.
My brain went straight to Doom Guy, I was so pleased when he popped-up next.
ToTK did sorta give Link guns.... and probably a little too much power considering what people have made there. :P
Link is Doomguy
This is the first thing I thought of lol
I remember that reference!!!😆
"Complicated bony flesh spider" is probably one of the single greatest descriptions for a hand I've ever heard in my life.
Elden Ring for reference.
But how do we use it to trigger Ellen's arachnophobia via hands?
@TheZoneGameing that's simple. Show her an ai hand with 8 fingers. I don't even have arachnophobia and those freak me out.
@zogar8526 I mean having regular hands, like her own, trigger it.
@TheZoenGaming fair, the way you said it, asking how to use it to trigger her, I thought normal hands didn't do it at least most of the time. So really, don't have to do anything I guess.
15:50 *Jane:* They didn't even put a blanket on him in the _hospital?!_ Maybe the blanket was an extra 1000 dollars and his insurance wouldn't cover it.
American oof
Insert "call mario's brother" joke here
The blanket wasn’t “medically necessary” I guess.
@@elderlyoogwayOr "play luigi's mansion"
"Thanks, Obama"
@ he only had access to health insurance because of the affordable care act so yeah, thanks Obama.
I'm surprised that in all the mention of the sneaky handovers it wasn't mentioned that this often saves needing to model the item entirely.
Modeling an item is easy compared to everything else you need to do to get it to work.
you would have to model each and every model that gets handed around, it's not a small task @@sinteleon
It's the same deal with why characters in video games don't sleep under the blankets. Loose cloth is a bastard to animate right.
@@sinteleon it’s easy but it still takes quite a bit of time for something that would be used for like 1 second, time the designers/modellers could spend more productively
@@jasv49 assuming it'll only be used only that one time. If you're going to make a model, go ahead and find multiple ways to show it off, plenty of chances to do so.
3:20 Congratulations, Jane. Now Ellen can never again look at her hands...
Maybe that's why she didn't appear in the video at all the..... hand spiders spooked her away.
@@Twitser666 No, she was handing Jane an item.
@@scottybreuer Probably a hand.
@@sinteleon Perhaps that floppy hand on a stick that Luke found.
Welp... Ellen's going full pirate on both her hands now...
#2 is actually one of the first things I specifically noticed in Cyberpunk, that "holy shit they actually handed things over??? And it looks _good???"_
The reverse is pretty noticeable in starfield. A very important story reveal should feature a character taking their opaque helmet off, and it can't manage that so instead they hit a button to turn it transparent.
CDPR did good in certain areas, then way below average in others when it comes to realism in cp2077, especially on release where the world was held together with scotch tape. Gotten a lot better, but ill never forget the mess they tried to pass off as a game initially.
I dont know how feasible it is in games, but as an animator doing pre-rendered work, I just have two objects. the moment of the switch off, the one parented to the original character is hidden, and a second identical object is made visible, which is parented to the receiving character's rig. so long as the initial position of the second object is identical to the final position of the first, it looks as if there was only ever one object.
and based off some glitches ive seen on youtube of certain cutscenes, i believe a similar trick is used in cyberpunk 2077. although perhaps the "clone" in that case isn't in "real space" at all, but instead a first-person flat render of the item in V's hand.
@@arcanealchemist3190 it's feasible, and I don't think it's unheard of in games, but it has its own difficulties in that you have to make absolutely sure both objects are perfectly lined up during the switch or else the object will appear to jitter or shift very noticeably.
And taking the time to make sure the objects are perfectly lined up in that was is time the project managers probably want their animators to use on something else.
@@shift7808 I guess even today if you make a female character with bigger breast, then remove all cloths and try a slim one, you will see the breast shrink down, that really break immersion a lot! Also the clown effect due to cloth status, i guess just remove them all and make a single status, based on street, corp, nomad or neutral stilish, and that status affect they lines on quests will be much easier and cool, the mod system to cloths should be default or not had any at all
4:11 You can see a variation/work around of this issue in Mass Effect 2.
In ME2, Shepard runs into a kid who is trying to join a band of mercenaries that are planning to hunt down an infamous vigilante. Through a paragon interrupt, Shepard snatches the SMG pistol the teen is flaunting and empties it's thermal clip, rendering it useless before handing it back.
Nothing about this exchange is weird, UNLESS, instead of the default SMG, you've equipped your Shep with the Locust (which is the only other SMG available to Shep by this point, provided they did a DLC mission prior) .If Shep is using the locust during this exchange, it becomes clear that the gun they're unloading isn't the kid's, it's their own pistol.
another great trick is that the enemy accuracy in Doom 2016 is bound to your health, making the fights last longer while at the same time giving you the feeling of having beaten the encounter just by the skin of your teeth
Yeah, and I don't know if they mentioned this in the other video, but healthbars often lie to you, appearing to be almost empty, when there's actually 25% HP left, so that the last bit takes longer than it should.
@timogul That they did mention in the first video. Specifically, they used old-school Assassin's Creed as an example, where 1 segment of health was about 2 hits and the glitchy "I'm gonna die" state took 3 or 4 to actually kill you.
The problem with these systems is that they backfire spectacularly when and if the player notices them, at which point all survivals start seeming hollow and unearned. And on that note, enemy accuracy dropping along with your health is probably the second most obvious trick of them all, if you play a game long enough. (Number one is item crate contents varying by how low your health and ammo currently are at the moment you open them.)
To be super clear, I'm not saying I want games to be harder or anything, but I am saying I'd rather the game were balanced so it doesn't have to try and cheat behind my back to achieve the same difficulty. Like, instead of making enemies more accurate when I'm doing good and less when I'm hurting, just pick a level in the middle of those two extremes and stay there.
@@Alloveck I don't know. Even when you do consciously know it's there, the effects produce a stronger visceral reaction than if they didn't have them. They can also help you to play better, because if you _see_ the health is "near death" then you will react more carefully, whereas if it were accurately showing much more health available, you would be more casual about it.
@@Alloveck Adjusting item crate contents to vary depending on how low your health and ammo are is helpful, though; if the player has nearly full health and ammo then things like full-heals feel wasteful to find, and getting a tiny little bandaid when you're nearly dying is indescribably frustrating.
Giving players more when they need it and less when they don't only feels bad if you're trying to game the system, at which point you're probably skilled enough not to need it.
I actually like “not showing the handover” quite a lot. I’m glad that game studios don’t have to spend time they could be using on other aspects of the game just to show me exactly what it looks like to deliver whatever I was tasked to find. I think the Witcher does a great job of this, as the player I just went through the quest, I know what’s being handed over. While it might be nice to see here and there, especially for plot-relevant items, I’m fine with filling in the blank myself when the devs puts the exchange out of view of the camera.
Jane: Our hands are flesh *spiders*
Ellen: External screaming
Next time we see Ellen, she'll have 2 hooks for hands
Unit-slotting sounds like the old cinematic trope called "conservation of ninjutsu", where nameless henchmen only attack the hero one at a time (because of honour or something).
Its more becuase of things such as the fact that big fight scenes are very complicated to make. I really dont think i have seen any story that try to give an in universe justification such as this.
Conservation of ninjutsu isn't that they attack one or a few at a time (although they also do that). It's that if there's one (named) ninja, he's unstoppable, but if there are a hundred ninjas, they're all pathetic. The two things do combine to mean one ninja can consistently beat unlimited ninjas.
@@chriswest6988yeah the trope he describes is actually Mook chivalry.
It's so nobody hits their own team; take it from a choreographer.
It's more a thing of being easier to choreograph. But yes, it's basically the same thing, several enemies are gonna be weak and only go at the one guy one at a time for no reason. The only real examples that don't do this too much are the fight scene against the many agent smith's in the matrix 2 and in the game Sifu, where enemies will aggro you if you pressure them regardless of other ones (plus there's an option to just completely remove attack priority once you beat the game)
Mike's "I'm alone again" was delivered with such perfection my goodness.
15:48 British content creators making a joke about the cost of health insurance is peak audience awareness 😂
Well after Brexit their Healthcare is almost as bad as America's.
It's hard to describe how fucked up the US healthcare system sounds when you live in the UK and you've never had to pay a penny for a doctor.
(Except prescriptions, but they're only £9 for anything)
@@phuzz00 Until this month when someone made a commentary on the system that hit so hard people said "Shots fired"...
@@phuzz00 Just had a family member got out of the hospital, it was of no change because he was too poor.
That’s why real back mounted scabbards actually have the side a little more open than hip scabbards, back scabbards were rare but an actual thing.
huh, i thought that those functional back scabbards are modern invention, just like quickdraw cowboy holsters
I first noticed the cloth thing in the epilogue to Red Dead Redemption 2. Such a beautifully animated game and then John and Abigail go to bed without sheets. In Strawberry! It must be so cold!
I knew enough about animation to figure out why, but since then, like this list title, I haven't been able to unsee it in multiple games.
oh yea, now that i think about it, the sims is the only game series where i seen characters actually use the sheets on the bed, everywhere else the bed lacks them or character lies on them
ofc. i understand too, animating cloth is quite hard while letting physics do the thing is too expensive to be right in a game
I like how we can hear a very faint laugh from Jane when Andy is wondering why characters can't just walk and why we need to have cars in video games.
Andy is Todd Howard confirmed.
Having heard Mike on The Back Page Podcast recently, I can understand why Andy's comment wounds him so
I like how Cody in Ace Attorney struggles to get his toy sword out of the scabbard on his back
That "and I'd be alone again" from Mike caught me off guard with how sad and strangely eerie it was.
Being a comedian requires some _really good_ acting abilities! They're all great at it
@@screetchycello Agreed. I've watched them for a good couple of years now and they just keep getting better!
A trick I learned for changing object parents when handling things is to have two objects, one at each parent, and one scaled to 0.01% until the switch is made.
Then both objects switch sizes, and it looks like a smooth transition.
At least that's how they did it on Red vs Blue, back when it was just starting to transition from machinima to custom animations.
I don't know about Unreal, but I believe in Unity you can have both actors holding the item in question, have the receiver's object rendering mesh disabled, and toggle both the hander's object rendering mesh off and the receiver's on at the same time. But this requires both objects to be at the exact same world location when the meshes are toggled.
@@artur6359 Make a camera cut to a slightly different angle simultaneously with the toggle.
6:58 I had always found the little detail in the Witcher 3 impressive where Geralt would pull his scabbard down with the other hand to both give him more reach and stabilize it when he was putting a sword back.
Witcher 1 also had him shimmy the sword up with his hands along the blade to get it back into the scabbard.
@@Redingold iirc. same when pulling the steel sword out, he kinda throws the steel sword in the air, doesnt apply to the much shorter silver one
wild that they made such plausible animations when it didnt feature scabards
Talking about link with a gun and then immediately showing doomguy is a great nod to the fact that link is doomguy
Entry 3 link
Segway, link with a gun
Entry 4, Doomguy.
It's like Luke never left
7:11
There are actually ways to unsheathe a long sword from your back by grabbing the flat of the blade, but ideally it would be done before the fight started. Back scabbards were intended for short swords which are short enough to unsheathe that way (the master sword should be a hand and a half sword but many manufacturers make it a 2 handed sword for replicas) and would typically be used alongside a shield or another blade. Controlling a long sword with 1 hand isn't impossible but would be very difficult with a shield in your off hand.
Also, the scabbard can be tied only up near the shoulder, making it free to rotate, facilitating your extraction. But yes, it's not going to work with longer blades, mostly tied to your arm reach and flexibility.
I suppose you can make one with a flap on one side near the opening to get away with some extra cm but I don't know the exact practicality of that, probably pulling it down would be equally effective.
But it looks cool in videogames so it's ok XD
I would love to see a game where the character shifts the scabbard to their hip when adventuring so it can be drawn easily, and shifting the scabbard to their back when in peaceful areas so it is out of the way. That way if you try to draw the sword when in a peaceful area the animation has them fail to draw it.
@@riccardopezzani There are actually some scabbards with a slit on the side to allow the removal of the blade easier, but I saw them with a friend who worked at a dinner theatre (pirate themed) and that may have been a modern design but I got to play with them and it does work. The guard is still flush with the scabbard ant it rests properly but it would allow grime and dirt to get on the sword when not in use without some other way to plug the hole so it wouldn't be good for storage. I also know shadiversity made like a funnel topped back scabbard but iirc that was to help him sheathe it.
@@davidgarner4164 Yeah, that was what I thought: possible, but maybe not very practical; Not by itself, but just when considering that you are not forced to put it on the back with a long sword.
I would prefer to have it on the side for the occasions where you could actually use it, and keep a shorter blade or knife/dagger for the "unexpected situation" where you need a weapon in a pinch. That way you can also extract faster and carry that type of weapon basically anywhere, instead a big sword can be quite cumbersome or uncomfortable
Just to avoid some misunderstanding here: Historic back scabbards were designed to transport a weapon, not to have it at the ready. People who needed to draw their weapon on short notice (i.e. would not be lining up for a battle with all the time in the world) would not use them but would either use hib scabbards or, more likely, other weapons like halberds, spears, or staves.
Compare that to modern armies. Pistols are for officers. The real fighting is done with assault rifles you carry in your hands when going into a fight. A back scabbard is like putting your assault rifle onto your back for transport. Hip scabbards are like pistols.
Andy, Jane and Mike + the Camera Man + whoever comes up with the funny captions underneath when showing a game references
Thank you for being the gaming show that I would’ve watched on tv ❤️
Also thank you for being better than IGN they’re super wack imo
"Videogame developers seem to have realised that it's not much fun for you, the precious special player, to get jumped when you're unable to defend yourself".
Naughty Dog Developer designing THAT workbench moment: "Hold my beer...."
9:58 Wow, that is a brave (or foolish) NPC. Imagine telling 47 to "fuck off"
Yeah, when I'm playing and that happens "Non Target Kill" pops up on the screen for no apparent reason.
To be fair. 47 really only kills his targets and nobody, but oddly most of his enemies know him. Not the way most people play, but still.
Why would that be scary? He's a professional
Despite the rendering relying on a lot of tricks and limitations, Doom _is_ actually a 3D game. Entities have height and z coordinates. There's even a vertical auto-aim baked into shooting calculations to help with the fact that the renderer doesn't allow you to look up and down. For the sake of performance, the z-dimension is ignored in some calculations, misleading the player to believe it's 2D. You can watch "Doom engine - Limited but still 3D" by borogk and "Auto Aim" by decino to get some more explanation. (Not sure if I'm allowed to paste links here.)
An artifact of this is that some monsters, like the cacodemon, and projectiles like rockets, both use that Z axis, making it possible to NOT hit a cacodemon by shooting UNDER it.
This would never happen in an fake 3d engine like wolfenstein.
also seconding the recommendation of decino's video on the subject. :)
It also wasn't raycaster.
Transitioning from an essay about Link to Doom footage is a master-level theory joke. Well done!
About the sword clipping through the scabbards because the arm is not long enough to get it all the way out, there's a fun thing that happens in the first Hyrule Warrior game, where Impa wields a giant sword, appropriately called Giant Sword, and she carries it on a scabbard on her back despite it being as big as her. To make the scabbard possible, they put a slit on one side of it, so the blade can slide off the scabbard from the side to justify it clipping off it during the animations. She sometimes lets go of the scabbard completely and kicks the sword off it, sending it flying and grabbing it out of the air, instead of just unsheathing it with her hands
The side slit scabbard is an actual thing. Though as far as we know not in historical use. There were some short shoulder ones in use, just not for actuals swords and it is usually more practical to have them at the hip.
in Nioh series, odachi is worn on back, but you take it of and unsheath it in front of you. No idea, if it was history accurate, but having such big chunk of metal loosely hang of your back, so you can easily take it of sounds unconformtable.
Yeah, that always made her Focus finisher or whatever they were called extra cool, with how she swings the giant sword out of its scabbard in slow-mo and goes straight to super anime speed once it's out. The victory animation where she kicks it into its scabbard was cool too.
Hyrule Warriors Impa was the best Impa, is my point, and we need a Hyrule Warriors 2 with all the improvement Age of Calamity had.
@@Alloveck I also agree Hyrule Warriors' Impa is the best Impa, she's just way too cool. Age of Calamity's impa feels the same as Hyrule Warriors' Sheik
@@eldenarmortem975 Most who carried really big weapons rarely traveled on foot, much less big expensive swords. They would have altered ways of safely transporting them between battles.
Regarding the swords, i understand this is part of the reason Wesley Snipes got the role as Blade. Because he could remove and replace the sword from his back
Even then the sheath itself was designed on a swivel system so it could be angled and adjusted from the bottom (like link's sheath pull in smash) and the blade was of a shorter than normal length specifically designed to facilitate drawing and sheathing it this way. It was in the behind the scenes for the original DVD and I always thought that was pretty cool.
Well, he didn't get hired for his acting skill. :)
Yeah. But if scabbard is specially designed to be used on back, it's not an impossible feat to pull out like it might seem. I.e. with a swivel style system or if it has space in the upper end for the blade to 'clip' out.
@gwts1171 getting through a movie like that without corpsing the whole time *is* good acting!
*corpsing: (verb) an actor laughing uncontrollably at a bad moment and ruining the scene. Like when playing a corpse... or when "games are back!"
@@persephoneunderground845Reminds me of how columnist Dave Barry once wrote an article making fun of opera, so an opera company invited him to come out and be in a production...as a corpse. Who is on stage the entire time. He said his nose has never itched more in his life.
I like how Secret of Mana, the one for the SNES, actually had the character go under covers when they slept by having the bedsheet be on a layer above the player characters. Kind of like moving a paper doll behind another sheet of paper... a trick we unffotunately can't pull any more.
The bit about hiding handing over objects reminds me of a documentary I watched about how the Muppets work. Sonetimes they want a marionette type puppet (like Kermit, Gonzo, etc) to pick something up. But the problems is, those puppets can’t open and close their hands.
So, if they are going to, say, answer a phone, there is always a camera angle change right as thry go to pick up the receiver. This is because they film the character going to pick it up, then switch to a puppet that had the item in hand and the camera change hides the edit.
And now you’ll notice it anytime you watch the Muppets.
I imagine this happens as well with the big costume creatures like Bear in the Big Blue House or Big Bird.
"Gonzo! Did you try to walk away while you hand was still attached to the phone?" or something like that.
@@azraelle6232 I think they did a joke about that, but the documentary was from the Henson company showing some of their tricks and techniques. They had Gonzo pick up and put down a phone receiver several times in a row to make the camera cuts stand out after explaining the trick & I think the gag you mentioned was at the end of the segment.
@@nlm2nd Those ones have an actual person’s hand inside the character’s hand, so they wouldn’t need to. The Swedish Chef, for instance picks up and throws stuff around without needing any edits.
Not sure if this has been mentioned before but many FPS games, such as WH40K: Darktide, have a larger hitbox for the head of enemies to make it feel like you are better at hitting your targets, making it more fun to play.
Larger hitboxes or slight bullet magnetism, and even more than that, this magnetism/aim assist/hitbox tends to change based on whether you are using a controller or keyboard and mouse because it's easier to do faster, finer adjustment with a mouse than a right analogue stick.
@@wanderer202As a bonus... If this system is badly tuned, you get something like Year 1 Halo Infinite where controller players practically had aimbot hacks and KBM had to be laser accurate to even manage to get a kill.
4:55 I noticed in Horizon Zero Dawn that a couple times you'd see an item being handed from one person to the other and it stuck out to me because you so rarely see someone hand an item to someone else
It can be done. But it is very hard and nobody cares if they don't see the item in clear view handed to an other person. You only care to see the movement of the hand anyways.
4:40 Why does the person being handed the object always take it and seem to put it in their back pocket. Even if they're wearing a loin cloth, it's going in the back pocket
"Back pocket".
that's not where it's going 👀
it's going in their inventory! where did you think it was going??
It's called the magic pocket in motion capture. Actors are in tight mocap suits so the object isn't on them or often can't be attached to them. So they literally hand the item to someone else standing behind them. Otherwise they have to drop it on the floor.
It's always funny in Pokémon SV when Arven, who wears a gigantic backpack that's probably half his own height, will draw things out of his back pocket. Boy what do you KEEP in there?
Because that's a gesture players have been trained to read as "put into inventory" without noticing any details about it. Just like we read a swinging head rotation as "no".
"Nobody sleeps under the covers"
Hey! In old school Final Fantasy games, characters did! I remember it being a thing in IV.. and possibly VI as well.
But yeah.. it's the same with, no curtains, people sleep with lights on, and of course, they wake up with their hair and make-up perfect
Yeah, it was easier to do covers when they were just a flat sprite that the character sprite slid under.
@timogul oh for sure! They still slept with their clothes on though haha
Doesn't count when it's 2D. That's easy.
I can forgive sleeping on the bed (hey maybe it’s a hot room), but the sheer amount of games where the characters were sleeping on the bed IN THEIR SHOES.
it makes sense for characters like Cloud who need to be ready to go from sleeping to ALERT FOR BATTLE in an instant
@@Feasco Or who are just too tired to take them off
Father Ted: This Cyberdemon is very small, and that Cyberdemon is also very small but in a way to make it look like it's far away!
My brain is so wired for Digimon that it took way too long for me to realize you wrote cyber demon and not a Digimon name.
@@aceundead4750 😆
Thank you so very much for this comment.
You should have shown how Cdpr in cyberpunk constantly has hand offs. It really is impressive especially when you know the trick most other developers use.
I will always remember when characters are squeezing through tight areas that the game is loading the next area from the first video 😂. Every time I see it now in a video game, I know it’s loading the next area.
Or balancing on a beam. Or climbing a ladder. Or riding an elevator. Or in the background as it plays a FMV. And games with random battles hide the loading with the screen transition.
There are actually a number of reasons that's used, most of the time it's not a loading screen
That's not really always the case. Typically it's used more as a game design thing to keep you from going back to the previous area In an otherwise open world game. Hardware is good enough now that they can stream in the map as you go there without any visible loading whatsoever.
Heck it's still in Indiana Jones in areas that have no effect on progression, streaming or culling. (Since you can go back and forwards and see everything on both sides)
I think it's becoming just a weird holdover design element now.
@SimonBuchanNz if there is anywhere that suits squeezing through narrow passages well, it's exploring old decayed ruins
Senua handles the off screen enemy problem in a really cool way. The voices in her head yell at you when an off screen enemy is about to attack you
It's so good at making the voices helpful and aggressively unhelpful in an excruciating balance. It captures that sense of something that's probably not good for your on balance but is such a part of what you're used to that you can't imagine being without it.
In regards to units in front of you attacking, it reminds me of what I do for FF7 Rebirth. I’m not terribly good at defense, but noticed they tend to focus on my controlled character. So if someone is in peril, I swap out. The enemy tends to drop the hunt, the AI gets them back in gear, and the enemy moves to fresh meat that is ready for them.
“Unit slotting” the developers for Zelda watched sword fighting plays and saw that enemies attacked the protagonist one or two at a time
That bit about the cloth reminds of how, way back in KoTOR 1, the modders managed to extract Revan's armour and make it playable, but the cloak was just a flat plane, because of y'know cloth being cloth. So you could run around with Revan's armour modded in, but every time you jumped, or force jumped or did any thing at all really, the cloak would just be a stiff board sticking out behind you.
I seem to recall seeing a post a few years ago that they finally got it to work like actual cloth, which is impressive, given the age of the original KoTOR.
"You better hope its an unseen pocket." Jane, what?!!!!! 😂😂😂😂😂😂
"Why put a car in a game, it ruins every game it's in" XD Poor Mike with Andy's car roast.
Car racing games are ruined because they have cars?!
Never have I seen EA described so accurately
I'm a little bit surprised that Starfield wasn't referenced given that it's essentially a loading screen sim.
Nah, it's not always $20 extra finished experiences two more times after that
It's sometimes a million $5 half baked experiences!
add in lootboxes and loading screen ads… oh waitvthey haven’t implemented those “yet”
idk, those packs sounded like it was on sale. only $20?
My favorite example of coyote time is the Donkey Kong Country games; press Y off a cliff and you jump in mid-air. It's actually a mechanic you must utilize to pass the last few levels of DKC2.
I pointed the sword thing out to my housemate once. He looked at me like I’d lost my mind so I went and got my sword to demonstrate 😂 It’s become a bit of a running joke, now.
So on the topic of "insubstantial scabbards": There are scabbards, that aren't fully closed all the way, they have an open slit on one side on the top so you can actually draw your sword from your back - you just need the proper scabbard.
Fun fact: someone actually figured how how back mounted scabbards would realistically work. It's just a gap in the side of the scabbard where end of the blade can exit without having to pull it all the way out.
also? if you were someone important enough to have a big fuck off sword you'd also probably have a squire or something to hold it for you while you drew it out at your leisure, possibly while steadying your boot on his shoulder
i had an idea for a back scabbard that would be cool in a steampunk setting where you trigger some mechanism that flips/slides down the upper side pieces and slightly kick up the sword that resets by putting the sword back down all the way in depressing the lift plate that popped it up when unsheathing making the sides click back into place
They even figured that out in the Zelda games...albeit for Impa in Hyrule Warriors
The solution to the "bed covers" problem would be to just give the character an extra puffy comforter/duvet. This way, they can animate the character without it, then hand animate the comforter over them, but because it's so large and puffy, nobody would expect it to _perfectly_ match their body like with a thin sheet, so it just needs to be vaguely close enough, which is relatively easy to animate. So long as it's just for an occasional cutscene and not something that would need to respond to realtime player movements, it should do just fine. And not look silly.
Would need to be combined with a fade-to-black on entering and exiting the bed, but it could work
Ooh I know a neat trick you can do with "re-parenting!" The Putrescent Knight in Elden Ring swaps hands with his cleaver a lot, but it's actually a trick. There's actually two cleavers, one for each hand, and they just make one or the other invisible for different animations.
Even better is noticing these things in animated movies. Like the Grinch, where the bread never leaves the clear packaging, and the only item to be visibly eaten is a waffle (where the waffle deforms rather than comes apart)
There is something so perfect about the clip at 9:35. The music going ballistic as soon as the tap overflows, the NPC's sudden change in tone and the way he randomly tells 47 of all people to "F*** off." It's just perfect.
This one I have is that in every first person game your character will never be higher in stature than other NPCs unless that npc is a child or a giant, even so your character model is more higher in stature to some NPCs the camera you see in first person is located either bellow your chin or in your chest to give better animation for the hands and your body in first person and because the camera is located there even for you the player you seem to be more tiny, of course not all games are like this and some games don't even render your body in first person so you are just a floating camera wandering around.
Trails of Cold Steel actually has the characters sleeping under the covers. Which surprised me when I first saw it. I actually paused the cutscene to take a picture of it and text it to my friend
7:19 Talking about Link with a gun...then immediately cutting to Doom....Well played. o7
Even when Luke has moved onto other things his presence and crackpot theories are still felt 🤣
For the actual opposite of 'Coyote Time' try playing 'Impossible Mission' on the Commodore 64. In that game you have to press jump when your little running man has put his launching foot out over the edge of the platform to make some jumps. Or indeed to make some platforms easier to access. Sort of like a long jumper is allowed a legal jump provided the tiniest part of the trailing foot has contacted with the legal jump line.
There was no Coyote Time on the Commodore 64. You either got good or failed basically.
bony flesh spiders are what i will be calling my hands from now on, thanks Jane
I really want Ellen to be in the room the next time someone calls hands 'bony flesh-spiders'. For research.
Big shout out to Paper Mario for managing to have Mario sleep under the covers. Also, the way the new Spder-Man games handle the mask fabric is astoundingly good
"The human hand is a complicated bony flesh-spider, which is impossible to draw, much less animate" this resonates with me so much XD
Love a Kitty Pride reference! I expect the phrase "bony flesh spiders" to haunt me for a while...
Idk if any other game had done it but remember Blazblue had a way around the scabbard thing by having it open mechanically so the sword could just be placed in it then seal around it.
I'm thinking about all the games that don't even bother having a scabbard, the sword just magically sticks to your back
Both releases of Mario RPG handle sleeping under sheets with Mario flopping down onto the bed before the cutaway, then putting him under the covers after it cuts back. Then you have to jump out of bed so that the screen move upwards, making it near impossible to notice that the blanket just did the same animation as when you bounce on any regular bed in the game.
Paper Mario also just slides the flat Mario sprite under the sheets without any extra animations. In later releases the camera moves to more clearly show Paper Mario slipping into bed like a crisp fiver going into your wallet.
On the scabbard point, shout out to Ludwig’s Holy Sword from Bloodborne, which has a slot on the side of the scabbard to facilitate the trick.
Yep. such scabbards are often just a tip cup, a cover for the edge, and a little clip strap at the top. Monster Hunter longswords often have something like it.
For anyone curious, the Coyote Jump (#1) isn't too complicated.
There's essentially a collision check to see if the player character is standing on the ground/obstacle.
While the player is over the ground, a timer is at, say, 2 seconds.
While the player is not over the ground, the timer is started, and counts down to zero.
As long as the player hits "jump" before the counter is at zero, the jump mechanic engages.
There's a little more to it to account for different scenarios, but that's basically what's happening.
1-2 frames more likely than 2 seconds
Ive always hated working on cloth physics. Ill never forget how it was reported that one dev on the Batman Arkham team spent 2 years by himself working on just Batmans cap only. One guy. And all he did for 2 years was work on that cape. At the end he had 700 animations and sound clips attached to the cape just to get it just right for the game.
5:51 Don't like how Andy attributed one of the characters to their original franchise and not the other. That's Link from Smash Bros and Geralt from Soulcalibur VI.
Or Link from Soul Calibur 2
Saying Kitty Pryde goes to a "School for gifted Mutants" was way funnier than I expected. So many weird... undertones... hahaahahah
Y'know, I just saw True Detective S1E3 today and there is a character literally talking about the concept of coyote time in that episode.
(Like, not the videogame concept, but definitely the cartoon trope)
"like a total scabbard" 👏😂😂
Funnily enough, the solution to drawing from the back is essentially irl clipping. You just need to put a slit along the side of the scabbard that allows the sword to move out of the side. It still isn't as practical as just wearing it on your hip. And it can get stuck if your draw isn't perfect. But it does work, mostly.
Another good one is transparent objects. If you have one transparent object in front of another, the final color depends on which object is in front, but a scene isn't necessarily rendered in back-to-front order.
10:26 lmao Mike in the back not appreciating this since he loves racing games
Mario kart: “rubber band” effect keeps other racers near you
That's not hidden, they openly admit that
A lot of racing games do that. Ever wonder why you can drive a car with absurd stats and yet the CPU with far inferior stats is always able to pass you when you make a single mistake? This is done to minimize processing power as well as ensure you get some challenge.
In NFS Most Wanted you can even turn it on and off. (but only in quick race mode)
It was also mentioned in their first video, I believe.
@@saltyk9869 Regardless, it's still a programming trick to keep the race "close". The number of games doing that just means it's a common trick, nothing more.
Unseen pocket? Futurama calls that "Nature's pocket".
Most everyone else calls it a prison pocket/pouch
That EA roasting, oh my god 😂
crazy! i was watching the first video just like an hour ago
and here you are, uploading a sequel after four years!!!
"maybe the blanket was an extra $1000 and his insurance wouldn't cover it"
It's true to say Doom's world is built with a lot of limitations, but the engine does have a concept of a Z axis... some of the time. Naturally you can't walk up a wall, and if you run off a cliff you won't collect objects you fly over. Enemies are infinitely tall more to prevent the player getting stuck on top of foes than because it's strictly necessary, and explosions are infinitely tall cubes to avoid doing any expensive trigonometry. Indeed the latter is a way to deal with the former, you can shoot over the heads of enemies below you, but if you shoot to the side with some rockets the splash damage can clear a spot for you to drop down.
Parenting is fun, because to get a player to "Drop" an item, you actually Clone the item, and erase the parented item. Which is really fun when it glitches.
I was playing through Saints Row 4 at one point, and the bit at the end where you're holding the skull and spine before dropping it? Well.... the physics on the held version disabled to make way for the physics on the dropped one, and.... the held one didn't despawn.
For the entire cutscene.
Just.... stuck in my hand. Bone-stiff, waving about through ALL of it.
you don't always, it's engine dependent, when I did it, the object wasn't really parented, it just calculated its position based on the position of the hand, so swapping it is just a matter of selecting which hand has it, and set the offset based on the current distance and offset to the hand. (technically it's still parented, but the object was still calculated mostly in world coordinates.)
that does mean that if for some reason the 2 hands aren't properly aligned, the object would be telekinesis-ed and moving through the air. having a copy of it or setting the offset manually does solve the issue, as it would teleport in the correct place on the hand.
I remember when Shin Megami Tensei V Vengeance came out, a rerelease of SMT5, one of the quality-of-life improvements was that flying demons won't come after you unless you can see them.
I like how neither of the suggestions Andy made for the sword clipping was "Have the scabbard on Link's hip"
I do think Hand Handlas is the best outsidexbox presenter.
War(from Darksiders) Dante(DMC): So glad our swords aren't in a sheath.😂
Geralt and Link: Shut up.
Okay, Link would never say that.
video idea: games with a really messed up sense of scale. Because gawd dayum that bed in deadly premonition is *huge*
This is particularly a feature of third person games, which have to raise the ceiling to fit the camera in, then have to scale everything else up to not look tiny.
Games will also increase the space around objects a lot to make it easier to navigate, which has a similar effect.
This is so distinctive that when someone puts a scanned real environment into a game it actually looks wrong if you've been playing games long enough!
That's a good one !
It always unsettled me in MMOs how everything is too big for the characters
4:37 wait is that THE Taurin Fox, animator of foxes and horses in stables?
Wondered how long it would be until I found that question.
Bro I had to do a double take too, the curse of knowledge when being in the fandom x.x
Talking about fake 3D, I remember when I was a kid playing Skyrim and one day noticed the design on the Solitude gates was a texture and not a mesh. Kinda tripped me out at the time
For the scabbard, you're supposed to push it above your shoulder, so the opening is facing in front of you. Of course, it's hard when the scabbard is seemingly glued to your back.
even then it's still physically impossible to work for swords of sufficient length.
@@sinteleon I highly recommend that you watch Shadiversity and Skallagrim series of videos and back and forth on the subject. It's a lot more complicated than that.
The humour in this video is top notch and the presenters do an amazing job at selling it. Congrats, you've won my subscription.
"I just can't stop thinking about hands now."
Caaaaaaaaaaaaaaaarl is trying to possess her!
As an aside, gotta love how Llamas with Hats ended well.
Two interesting tidbits about unit slotting.
1) Soul Reaver 1 and 2's unit slotting was unforgiving. You could be focused on a single enemy, parrying and dodging, but more often than not, your other enemies would sneak in an attack in between.
2) Also, unit slotting was a valid strategy on a game called Freelancer (space sim). The enemy vessel you had targeted had excellent dogfight skills, dodging, strafing, deplyoing mines, the whole nine yards. However, all the other enemies went into a "limp" mode, with no dodging, almost no minelaying and poor dogfighting. The trick was to target one foe, and focus on all the other enemies.
I picked up on the freelancer thing, too! If you start hitting them, they do seem to "wake up" so you do have to switch target again but yea, I did exploit that a bit >D
Also, great taste in games. Soul Reaver AND freelancer.
How to draw a sword from your back:
Step 1) Take the cord and tie it into a loop.
Step 2) Pass a side of the loop over the top of the scabbard so you have a pair of loops captured on the scabbard on both sides like a tiny very thin "backpack".
Step 3) Put your support arm through both loops of the "backpack" so that the sword ends up on your support side shoulder/back and hold the tip of the scabbard with the support hand when moving.
Step 4) To actually draw the sword tilt the sword handle forward a bit with the support hand from the tip of the scabbard where you were holding it in the previous step.
Step 5) Reach up with the dominant hand and grab the handle and begin to draw the sword straight toward the enemy pommel first.
Step 6) As you start your draw move your support hand up to the mouth of the scabbard to maintain control of it while the sword is drawn
Doing this gives you maximum reach with your arms and it allows you to A) surprise the enemy when they either get pommel struck with the end of the sword or B) they dont see the blade coming down as you unsheathe and rotate the blade (which should be pointed up btw to avoid dulling the blade on the scabbard itself when drawing it).
Once youve drawn the sword you can then retain your hold on the mouth of the scabbard with your support hand and drop your arm outward and that will allow the loops of the "backpack" to fall off your support arm and give you a "stick" to block with (though the loops will be sort of wrapped around your wrist... which could allow you to use the scabbard as a kind of whip to a degree but it would only be good as a surprise strike to distract the enemy in this manner).
No I did not choose the name Shinobi because I play video games...
I must deny the very strong impulse to post a long and geeky explanation of all the ways in which the Doom engine was 3D, lol. (It had Z axis! it just didn't use it for most things because 386es are really slow.)
Fact is, it wouldn't be TERRIBLY difficult to fudge a pre-animated get-under-the-covers sequence, but fact also is, developer time is better spent elsewhere, since very few video game characters spend much time in bed (at least until THOSE modders get to it, and even then, covers rarely are a priority...)
The only character in all of fiction that I’m aware of that has a back scabbard that could theoretically work is Talion from Lord of the Rings: Shadow of Mordor. The top half of the scabbard is open on the left side, so Talion only has to draw his sword halfway out and then lift it up and over his shoulder. I was actually surprised that the designers actually put thought in to it instead of fudging it like every other game
Health insurance joke. DEFINITELY not too soon ;)