 Welcome back to another animation analysis and a reaction video and this time I'm going to take a look at Kena if that's your pronunciation Kena Kena Bridge of spirits, and this is actually the end of the trailer because the title is here, but it's also already very cool So take a look at this already. There's so much in there. That's basically you can almost go back into a bouncing ball But if you have something on a path, I love this how it's actually curving alongside the path So that's for anybody who does something like that sometimes you have you know people drag Anime dragons or something just make sure that if you do fly around you have a bit of that drag And it will follow the tail will follow that that path So you don't want something that goes this way to then just be always pointing this way It's neat when it actually goes and leads into that path there, but it's great You've got really some stretch there with the interesting shape into this and I like how it kind of Curls up and kind of gets into that top side. So even just on something like this There's interesting contrast and complexity and look at that timing too goes Get that a little bit of a fast up with a slight hangtime hold Quickdown so just that alone. I haven't even gone into the actual game or the cinematics to flu You have interesting timing nice contrast falls nice path and here you got your ball Squash and then stretch will would overshoot and settle all of that is in there and it's cute too I like that little transition from this to Now you got eyes popping up the details coming in and in this and even after that you have a cute little blink And it's not just the lids you see a bit of a squash in the body Which is it gives kind of that squishiness and organic feel and the cute little eye darts even at the end Watch is at the end got that little huh and even that goes for contrast It's not just the blink or a kind of a look you can see how fairly I can't even draw it straight But it's a fairly straight line there and then as you go down into your time of a squash and another kind of change of emotion Of whatever that creature is gonna feel now you can see it's not this but it's not going I can't even draw from straight to somewhat like this, right? So you have a slight change this way just for contrast so you don't repeat yourself on this blink You don't want this blink to be exactly the same as this also gives it kind of a cutie pie thing of connected that tilt of a The puppy head tilt to the side with a little bit of extra movement there. Look at this All right, it's so cool. Just that alone if you're starting out with animation You can think about what I'm gonna do just a little bit of a shape thing Maybe a bouncing ball floating around a little bouncing ball with character. Well, there you go You can do this you can add it on a specific piece of set that could be part of a title or not But also this cool thing which I know it's particles But you could technically just have maybe only two or three It's a three of them and animate these by hand and do this you can do all this by hand So I haven't even started yet and I love this already. Let's go to the beginning and Start off with that Very cool I'm always a big fan of contrast in movement You can see how hands are together slightly fists there But arms are up and then the other one comes in Where they're just slightly higher and you can see just the difference the difference in this So and you can see the flop your hands like there were more fist of these are open fingers So this goes back into contrast if you have especially similar looking characters, right? You got backpack is somewhat similar hair is somewhat similar I mean you still have contrast and how that hair is shaped But you want to go in there. Well, how do I make them different? Well movement is going to be something posing is going to be something You can see the difference where it's mostly elbow up and with this it's mostly elbow down So just for that already it's very cute and contrasting and I'm already very smitten just by the looks and the renders These guys are super cute. This is why I wanted to take a look at this You have three different characters three different intros This is for you too if you have three different ones How do I start a shot you have a regular walk and it's definitely in focus This is the first eyes that we see but then you have these ones coming in This character comes in sideways this character Waking up yawning you can see a bit of a Offset there in arms and legs. It's very cute and also I didn't even see this before grabs that It's but you can see all the detail in the lids Again as this goes up and down here You can see how it still influences the rest of the geometry of the mesh It still pushes things up a bit. So it's not super static just gives you a little bit of that organic feel to it And that too it's pretend you have multiple characters right and some of these are out of focus You still want to continue even though i'm focusing on this this color Right as it disappears you still kind of understand is swallowing it and this character is still this one It's still blinking even though the focus is there So this is very nerdy and detailed but even something that's out of focus it keeps going It's still alive. It still has movement. There's still something to do Emberlab is the company and let me scrub forward a tiny bit here and then we have the New character introduction. Look at that. Super cute. Love that. That's always cute That's kind of your your mirroring pose to some degree It's not really putting up its arms like her But this is something for you in terms of body language as you go through your studies of body language If a character agrees with someone else You can try this if you are in a round table discussion or somewhere in a classroom or somewhere in a group of people You will see how if they have a discussion and this person agrees with this person They will subconsciously at one point mirror their pose just because they agree with it Like once you see it you can't unsee it even when you know it I still do it and even they're like, oh, I just did it. I did that that mirroring pose All right It's a bit more of a subtle Breathing and hole but you can scrub through you can see you can see the changes in the corners Mouth corners you can see it in the eyebrows sometimes the Shots that don't really move are the more tougher ones because it's so subtle You don't want to be stiff, but you don't want it to be too Too busy, but you can see here as I mean as you scrub This is a test for you You know when you scrub fast you can see the changes that are happening a bit clearer But you can see it shoulders and the face Still in there. It's very subtle. You can see towards the end. Especially transitions into quick action shots That's something too when you have movements that are really really fast I mean, this is obviously out of focus But as you get into focus you have to be mindful that when you have things That move around quickly interesting that she's not really holding this It's going to be all blurry. So you have to or you I mean you have the Control over what moves and what is blurred. So an arm that kind of sticks in this pose That is going to stand out in that movement. I know she holds that pose at the end And ultimately with the lighting everything. It's a fairly clear silhouette but if you have quick action And stuff is moving the head is moving, but you really want something to read That's if you want to read that expression, then you can continue all that movement But somehow keep that head from moving too much so that the blur gets reduced so you can read it better This is not super evident in this shot But I'm talking about this in general when you have fast movement look at what you can slow down for a read You can see this again here in this shot if you go frame by frame in this It's not quite apparent in this one But this always helps do with the lining that you have some sort of a silhouette It's a tricky thing though with that staff over The body but also the focus is also on this here Here you have your Evasion of a creature cool looking creature, but even something like this, right? You still have your whatever pose it is This is your character pose. It's somewhat alert. You got the knees that are bent. So it's ready to Go down jump. It's not just a static relaxed pose like yeah, it's Wednesday or whatever It's already right off the bat retellers that character is ready You have a clear change in the silhouette for arms, but you have the compression for anticipation to Jump and every new jump you always have a full extension of your legs Clean pose clean silhouette. Thanks for the lighting as well Into that roll even in this got clean posing even on that's nice Into that cool Oh, it's very neat even this here you got your slight drag on the hands even on details like that. They're in the dark Still looking at all the details. And then you got that staff hand off Where you have The hands that the fingers that anticipate when you have something in your hand here Just think about that when you let go of this It's not just going to be that this is moving away from the hand at the same time as the fingers Open you want to anticipate this and loosen the grip and you can see this how the fingers are opening here already then It has its own trajectory hand kingdom off and now this hand comes in very clear silhouette Also nice with the color contrast. It really stands out. So we understand. I am now gripping this With this hand even this here. Look at that. You got a offset there Even on something like this quick and blurry. You still have control over your poses. You want to make sure that it reads properly And it does I mean you can play this in real time and you can see how that That handoff is very clear. Also. What's cool. Look at the staff I should probably change colors again here Look at the staff when she lets go and grabs it again the weight of it See this So you have it feels like this part is heavier. So when she holds this She goes down, but then comes back up. There's a bit of a wobble. Watch this again See that there's a bit of a move and you can see on the on the end sides that go in and out and up and down Really gives us a sense of weight because as you grab this not this doesn't feel like paper So if you would just constrain this to the hand and not consider the weight if you move that wrist This staff is going to move around like crazy and it gives us not the right impression of weight It's very cool. You know something like that just that detail is in there I love that idea too. This is really cool that you have the light effect that she then grabs And that becomes an arrow just from a visual point of view It's very cool. Now. I have no idea about archery but watching making-offs of hunger games They say it has to be very close to the body and no elbow out or upper. I can't remember Something for you archery fans to think about interesting though cool finger pose and now we're going to focus on the head so now Zooming in and getting in there And you got your asymmetry in the mouth. You got a change as well In the eye position and just kind of the opening how big it is But even hair wise you got your asymmetry in there It's very cool Can't really see it. It's probably not there. I would have loved to see um that right before the The letting go a slight change maybe a squinty thing. I mean it is squinting actually here must be because of the light But I've been cool like some tensing in the lips there Very cool effects love that I'm a big fan of stuff like this here too So this is the cool looking render the texture selected a little slight little effects there, but we still have You know characters still in the background there It's very cool. These are really cute still That's just me now not analyzing anything. This is just me looking at the frame Very cool. Lots of really cool effects. This is more for effects people. I'm just marbling at the look of this It's very cool. But looking at the animation. I love that you have that The bubble Right as it goes out the animation is nicely timed there as this finishes Again clear posing here. You have to always look at kind of either it's a is it the color silhouette Or is it color silhouette? I mean it's a body silhouette there, right? But you still have dark versus light Even this here on a slight color change all that reads as a nice silhouette Let me see how those arms go you can see how Leads with the shoulders and elbows especially elbows You're not shoulders the elbows as they come out and you can see here So you have that curve and as she pulls this you can just feel this even if it's over one frame You can see the straightening the drag in this in the fingers It's really crazy once you go frame my frame into an animation You can really see the detail that being put in there also as you go As she moves forward this way the head has a drag this way which then Corrects and goes straight towards the end Little details, but I love that. I love that complexity in the mechanics And just in the posing there Cool, too That's always important there. You gotta make sure like when do you blink, right? Is that She realized what just happened. It's kind of like a I got the squintiness Of the strain teeth together and then the opening with the eyebrows and the eyes But look at this here once she has this I love the The darts Because she's she's looking at something right so anything that's happening off-screen that we don't see She is telling us through her facial animation What's going on? So there's a sense of wonder, but she's also analyzing things because she is darting around It's not a static stare goes. Oh, what is that? But she's looking she's processing like what is this and just through that that gives us a sense of What is she looking at bam? Then it turns into that and that's kind of the answer Ah, but we don't know more clever clever again nice silhouette color Boom, it's very cool. Oh finger animation always hard to do. You got your classic Triangle clean pose and here you can go a bit more complicated. It's not too bad Why not but you can still have complexity within the shape, right? But if you do your squinty test or perfectly illustrated here through the blur This just reads as a nice hand pose because it's an against a classic triangle hand pose there And as you go into something a bit sharper, you still have complexity within that But it doesn't distract from the overall shape. This is also nicely broken here in terms of the silhouette Uh-huh, let me get a little bit of shakiness in there Hopefully through animation layers or whatever setup they have. It's always I mean, that's kind of how I would do it We have at work at least we have controllers where you have a hand controller But within the you know, the outline hierarchy, we have multiple nodes So I can add all kinds of shakiness top or bottom for different Pivots or whatever, but if you would do that, you know, it's built into the rig or through layers So you don't have to do general finger animation hand animation and the shakiness on top of it Again, you can scrub through this You can see the change. It's like you have more strain. You can see how she relaxes a bit here That's cool to see too. If you scrub watch the eye This here that means there are darts. That's really clever. I love this. That's actually I don't remember last time I saw that in a movie The attention to detail where if you have eyeballs and you dart around While your lids are closed you can you can film yourself You can see how the skin of your lid is still moving That eyeball is pushing against the lid and it's still going to move that that lid around and you can see this here And especially again when I scrub You can see that so she's not just relaxing something's going on either. It's In some sort of meditation trans Sleeping REM sleep where they're still thought process going on or she's just thinking she's somewhat awake But still thinking but anyway, that's actually a cool detail Didn't even notice that before Back to this. Sorry. This is just me ogling at this point now. Cool. I love that stuff Just cool colors. I love the composition. I love all this Oh, look at that. It's very cool. I know this is not me just devolving into cool What it is Come on. I said this is a trailer analysis and reaction clips. It's so cool Man, this is cool too. I love animating stuff like that when it's not sims and you have Whatever effect you have and again, let me switch colors here. So you have all this you have a shock wave Coming towards us, right? You can see this here all of this reacting and this goes towards us this goes this way because Because that shock wave is going to the outside there I personally love animating stuff like that Even have stuff like this here. I don't know how this was done if this was sims or done by hand But you know if you have if I had an animation where I would animate a character doing something With a shock wave I would absolutely put stuff in the foreground and move this by hand just because I like it I like animation Curious, this could be the continuation of where do we go here, right? Could this be not this is part of the character. There's no staff. Could this be part of the staff? I'm just looking at connections here if This moment here is after what we saw But anyway, let's go back to seeing what's going on here tricky shots fast shots are tricky In terms of reading the face so you want to be another you have to be brought But it definitely helps to have a you got your eye kicker It really reads big white eyes Big contrast into losing eyes and and squishing this together Back into stuff that I love here Well super slow mo is bubbles. She's on the water. We don't know. No, it's just floating character still here I don't know what's going on, but I like it Like the look of this She is on the water How much to see your animation wise I mean you have clean silhouettes again color You got the dark and the light all of that reads very clearly not too complicated shape with the with the legs And just some movement and keep alive because it is slow motion and on the water Oh, this is cool to look at though Once you're so close you can't just do what let me just turn my blend shape on for Lid closing. You still have to have The skin Surrounding this and all of that react to it and again you can scrub where you can see the amount of changes you actually have A relaxation of that brow going up as the lid closes You can even see a change In the cheeks you can see with that either what I can't remember if that's if she has a mole or not or something on her face But or a shadow. I know not a shadow the shadow wouldn't move on the skin like this, but You can see the amount of detail That you got to put in even though it's You know, it's more stylized Once you're close up, you can't get away with super simple purely just eyelid animation You have to think about the muscles and everything but also acting wise what is going on is she Dying is she just relaxing at whatever the context is? Well, it's not just eyes closing. You have to think about all the other Parts of the face that will tell the story and and push that emotion of the character Ah, and then Oh, man. I love these already I'm super spin by Israel. I have to say I just everything to look of this love that love the character love these guys This is your more of a gameplay Moment that we can finally see what it looks like. Oh interesting. How fast was that? Pretty fast as a patient air into that jump, but that goes into more game mechanics An animation that I am not super versed in it's just stood out as being very fast Cool, though double jump. We got to have a double jump Super spitting by these little creatures though Oh See, we're back into just interesting shapes. This reminds me of how was that called? Drop was called is a Disney short called drop That has something where because of its, you know texture and like composition like it's a it's a raindrop Um It plays around with shapes a lot like this was really cool. I highly recommend that you watch. I want to Disney plus Q q q to Love all that stuff. All right. Looking at her Very bouncy hair not here. You can see that as well Oh Cool, though, you can still have that that little reaction that still goes through the body into the knee If you see this just a little move in the knee So I tell my students all the time if you have if you have a head move, right? You have to think about how that body mechanic movement or just that body part movement Effects the rest and it's going to affect it and fade out. So you have all of this Going into here. So a head move is going to really affect this section here the neck and the chest Probably the shoulders and move potentially because of that the elbows and in this case because she also has You can see this the roots going up and down And the saddle it's going to continue to influence everything else so bottom mechanics are kind of you know need a lot more work is when you just have This joint of the head animated where just the head goes up And there's nothing else moving and reacting and being influenced by that move So this is short as a good reminder of always think about that think about well, what body part is moving and what else is it going to influence Oh cute and we got these little guys Transferring into this cute. You got your little tiny incipation into a jump But cute little hang time there's watches in real time cute and then you That I love that it's even this here you have this on top and even though this Goes up and then changes direction. This is your dragon overlap when you can see how it is slight delay in that frog With a little bit of a drag there and then as this lands This then overlaps and compresses on top of the head And so on and so on it does that throughout it's cute and even see that bigger stretch At the end there you can see that cute and then you got that cute little pose Oh cute. I love this Oh and even that again for contrast. I love that detail. Whoever animated this love it You got the overlap with the detail of one arm and when it happens again It's a leg and it's not an arm just for complexity and contrast. I love this I would love to know who animated this I want to give you a virtual high five It's cute though. This is a really good example of saying well, you have multiple characters to look exactly the same What can you do? Well, all right, you can put some props on there little changes frogs and this But you still have to go through through movement like how this guy dances is different than this guy Jumping around and looking I think that's a good example in that you can start in terms of contrast contrast through movements That's so cool Yeah, it's really interesting to see the changes between the in game and this But I would assume not in game and cut seeing they're cute I love all this again. This goes into contrast, right? So you have this that's a fairly Stabilized pose, but then instead of just going up and going. Oh, I love it. It's cute There's a slight move that gives you a really nice line of action That has a curve that gives you a contrast you can get one leg out for this And because of that the head has to compensate that gives you more asymmetry And then with that the arms are also on this side. It's not exactly in the middle There's so much that goes in this I love this And now she let's go drops a little bit and then squeeze. Oh man, I would have loved for those eyes to Squeeze a bit more For you guys like, oh wait, I love this like what is going on the little eye darts It's cute That even on something like this see contrast and everything. It's not a twin pose But like that and because it care to go so far to the left, right? This gives you the opportunity to go more to the to the left Sorry going to the left gives you room to go to the right again It gives you opportunities for shape changes and contrast. I'm just a big contrast person. I love that And then you get the other character. That's not as important, but you don't want to just do Do nothing and you can still see From that pose to cute and Squatting down to look at that Still have enough changes, but it don't really distract from this And again, you can look at little parts here that have the drag and overlap Lots of squishies. I love the rhythm of this All right Well, you can see it's not again. It's not even in your in your timing hold Down fast up hold Down fast up hold to get musician time or thing, right? But watch this Let's go back a bit back a bit watch this guy now and what what what? Where's the timing of it? It's good stuff. I love it back into game I love that stuff I don't know why but I just had that Breath of the Wild That's how when you have She cursed with all that blue stuff in there Almost Switzerland Alps. I know it sounds a little bit cool look Oh, come on. Just the look of the game is gonna be fantastic. I love this. All right back into Into your gameplay. Let me just see let me just see. Yes. Yes. Yes that again something that students sometimes overlook I love just the idea of having a human with a creature It could be a vice versa could be a tiny creature a tiny human or the big creature But I like the the contrast, right? You got your size contrast But what I was looking at is that okay. Well, you have this creature Jumping up again full legacy extension and you jump you don't want to jump with your legs bent So like this already is your stretch then going up into your visual squash And then you do want to have at least one leg straight down when you land It's very it hurts your knees when you land with bent legs So that's cool. But I was going to look at will this Influence the shoulder and yes it does you can see how the shoulder goes down So don't forget even something small like this has weight and it's going to influence whatever Surface it's going to hit And look at that. She has a bit of a look and change in the eyes. So the focus is there focus change That's probably something I point out to students Not the most that I mean I have my most common animation mistakes list but Something I point out a lot. It's just eye line and make sure that when something is moving that the character Darts and looks and focuses. Otherwise, it looks like they're just completely disconnected I darts and and just eye focus and eye line Um, it's definitely something I mentioned a lot. So it's cool to see that that's in there Even on something like this a bit of a head change Just the position of it Whoa, sorry. Now this is me just nerding out Look at that That's cool. I like this. I like this game Whoa I can do that one pop with is your patient interesting Definitely will be responsive, but you got your full extension full stretch here. It's very cool into your role Tricky though, but you can see how some of these that's gameplay and not Anime just because you got a bit of a wiggly tip there And then again that that one frame pop down It's cool. Look gotta say that's cool too. Sorry. This is not a bit less than animation here, but Although you do still have contrast on everybody's moving at the same time Comes in close. I love that. It's like a Combined attack you have your guys helping you out with this Spilling over into that It's very cool That's cool too for contrast there. You can see just the the weight I know this camera shake but still It's the difference in weight the timing at how Quick like smaller body parts will move faster than bigger parts So you can this has to be slower But even on the bigger creature smaller body parts can still move fast enough so you can still have that that fast Move down on that hand and I like this too where you have your fingers together But then splayed out to come back in here. It's cool contrast in these switching to This is your uh Zelda targeting thing. I know this is not zelda specific, but just all makes me think of breath of the wild Really cool art design and look That's cool, too. Let me look at this again here Oh Well, even on that though, you got your nice posing very clean clean silhouette But even in all of in all of this here, you still have Because you know the always, you know Like you have to really make sure that all the posing is clear with the camera is going to rotate around that even if you target It's going to be pointed towards the character, but still these are very clear posing through all of this Very cool of the weights too as it goes up when and down. Let's check this out again. Just that Yeah, it's neat and you got that leg coming down first that then Takes you know stops momentum with this section can't go further down the legs are stopping it And then you got the buckling and the overlap of this Even in gameplay stuff you can check out stuff for animation body mechanics and principles It still has to be all be in there. I love this by the way straight to the drag That's cool Something for you to think about as you do your body mechanics whatever you have Even the props are gonna have some sort of give that gives us Either a sense of how strong she is to bend this Or the material Of that so cool Yeah, you gotta have your freeze frames Ah cool That I'm a big fan of that's definitely something I talk a lot in my classes and my Actually acting analysis for animators is when you have anything like an outside influence right in this case It's this force field. This energy feels That goes out it is going to influence the hair That to me just feels more like it's really part of this You can see how this bubble goes through and pulls the cloth here you can see this here And then it settles Love that and when that is not happening be it in the game be it in the cinematic be it in the in the movie Where if someone had me the character then the effects are down on top of that But then the character does not react to a shockwave or something. That's just to me always a missed opportunity I love that this is in there also a nice pose Still somewhat clean and it's a bit more complex, but it's close up. It's not distracting color silhouette too Nice little change in the face at the end too Just there Oh nice to it. Let's look at this here for anticipation You got your somewhat squash in the face As the eyebrows come together and then You see the stretch on the on the jaw going down Into this cool too Again Cloth is influenced by that shockwave Still moving up as it floats. It's really cool That's cool too. I don't know if that's just a idol as you stand She takes a step, but it's also somewhat working with as this Goes out You still have the cloth reacting to that and she takes a little step back Cute and you got this guy coming back in here too Lance So cool and that's the ends. Ah bummer could talk about this for Much longer, but I don't want to test your patience here This has been and half an hour or half an hour already. Anyway, that's it That is my nerdy analysis. Whoever animated this Bravo, it looks fantastic. The animation is great. The look is great. This is definitely a game I want to play and that's it for kena if that's your pronunciation bridge of spirits Thank you for watching. Check out the rest of my channel if you want to see more analysis stuff and uh, that's it. Thank you for watching