Toronto is hella pretty.
Hi guys! I’m going to explain something about animation which will hopefully change your minds about this picture.
(from The Animator’s Survival Kit by Richard Williams)
In order to effectively convey movement, the animator has to use a line of action for key poses - the most prominent type being a C-curve. To make moves readable, the animator will reverse the C-curve with each pose, and tie each of those together with an S-curve.
Smash Bros is a fast-paced game, so the line of action needs to be very exaggerated to communicate the movement. To do this, some parts of the character need to be broken. The pose in this image is something you’d see for less than a second, so I highly doubt they’re trying to go for eye candy with it.
This part of the Nintendo Direct shows just how fast Samus’s movements are. Each pose is hardly discernible at this speed - even when the camera is zoomed in on Samus, it’s hard to see how broken her anatomy is. However, her moves remain readable.
Another thing to keep in mind is that Samus isn’t the only character that breaks. Every character in Smash Bros has exaggerated movement - some of them even have body parts that grow really big to give punches or kicks extra oomph!
Incredible flexibility as demonstrated by Shiek!
A massive Charizard hand resulting in a very distorted Wii Fit Trainer!
Yoshi is going too fast!
If this were a rendered promotional image like a poster, I’d understand pointing out the flaws in her anatomy. However, this is an in-game screenshot, and saying that it’s wrong to pose her like this is telling the animators to not do their jobs.
Thank you indeed.
The only version of this bullshit post worth reblogging. Thank you for the commentary debunking this nonsense.
Yeahh, the ‘concavity’ of the abdomen is a result of the model nearly breaking from the enhanced pose, which happens all the time in exaggerated 3D animation. Her chest is in the process of rotating downwards, her pelvis upwards, creating that “pinched” look in her anatomy. It’s only meant to last for a frame or two - this is not her actual design. It’s important to separate 3D animation from traditional animation - this is not a drawing. This is a model with a rigged skeleton. Her anatomy will inevitably become distorted during action sequences in order to emphasize the speed of her actions. For more examples, watch Tangled - namely, the scene with Flynn & Maximus fighting over the satchel. The new 3D Looney Tunes shorts and Hotel Transylvania are good examples of exaggerated animation and breaking the model, as well. Breaking the model is a fantastic way of getting that extra punch in animation, especially during quick action sequences. This pose is 100% mid-action shot, and is not meant to be a stand alone in character design.
My animator friends are so smart