How Did They Do That - Crash Bandicoot's Cartoony Animation

  Рет қаралды 33,185

ClassicGameJunkie

ClassicGameJunkie

7 жыл бұрын

Looking into the innovative techniques Naughty Dog used in the original Crash Bandicoot Trilogy! Just in time for the release of the N Sane Trilogy!
As a game developer myself, I hope to bring some unique insight into the minds of the developers who made some of my favourite games.
Follow the development of my game -
/ rawtalenttube
www.CliveGame.co.uk
/ classicgj
Disclaimer:
The information provided in this video is based on circumstantial evidence and experience. In game development there's rarely a right or wrong answer to a problem, and almost always more than one way to make something work. As such the information is accurate to the best of my knowledge!
Please feel free to comment if you spot an error, and I can correct it with an annotation!

Пікірлер: 125
@behindthescreens8242
@behindthescreens8242 7 жыл бұрын
Naughty Dog really went crazy with stuffing as much as they could into the PS1. Of all the 3D games from that era, Crash has probably aged the best. A great look into how they pulled it off!
@alexmagneiplays4555
@alexmagneiplays4555 7 жыл бұрын
Geez, the job animating for this game must have been nightmarish, kudos to Naughty Dog for sticking with it!!
@heliospah
@heliospah 5 жыл бұрын
Not really, even I can do it, considering how low poly Crash and the other environments are.
@ssshenkie
@ssshenkie 3 жыл бұрын
@@heliospah you also have to consider that they had a the time really limited tools. Their program couldn’t even load the stuff they needed. One of the developers made a custom tool for generating the animations. So yeah with PC’s and tools we have now it’s easy, but back then it wasn’t
@BlirTops
@BlirTops 7 жыл бұрын
Love when this channel uploads :D
@unrealed
@unrealed 7 жыл бұрын
yessss, please don't stop
@kurtiwaldo
@kurtiwaldo 7 жыл бұрын
I'm really impressed with Shenmue's NPCs and their in-built GPS, would love an episode about that. Great work btw.
@TheGoodDoctorF
@TheGoodDoctorF 7 жыл бұрын
Correct me if I'm wrong, but Crash's model uses vertex colors instead of a diffuse map right? This is why textures don't get blurred during deformation. Just another example of why Crash was such a unique case.
@mariano3021
@mariano3021 7 жыл бұрын
Flounder Box Yes, using simple vertex colors for each vertex was a lot faster at the time.
@StickThisUpYourAnus
@StickThisUpYourAnus 7 жыл бұрын
Aww yes the series is back baby!
@BaltaBueno
@BaltaBueno 7 жыл бұрын
YES! A new video from CGJ :D
@NintendoFan
@NintendoFan 7 жыл бұрын
You're back?! :D Please don't go away again!
@totidoki05
@totidoki05 7 жыл бұрын
wow glad you're back! please continue what you're doing!
@PlebNC
@PlebNC 7 жыл бұрын
I always wondered how Insomniac achieved the portals and level transitions in Spyro 1. Particularly the way the skyboxes in the portal rotate relative to the player and the overall seemlessness of the level transitions.
@Treetops27
@Treetops27 7 жыл бұрын
Guardian Yeah. It was really seamless
@PlebNC
@PlebNC 7 жыл бұрын
@ Guardian: It's still more immersive and impressive than some modern loading screens (Looks at Bethesda's Skyrim/Fallout loading screens). Portals transport things to places so having Spyro fly there made sense and most levels transition from the loading screen to Spyro doing a landing animation at the level's starting location without using the fade across black the later PS1 games would use. My point is the transition from hub world to a level (and back again) wasn't bookended by a black screen with a generic background and a gameplay hint at the bottom. It was immersive, made sense for what was happening and when the loading was done it smoothly began the gameplay. I still find the skyboxes on the level portals one of my favourite VFX and was reminded of them when I encountered the Looking Glass screens in Prey (2017).
@PlebNC
@PlebNC 7 жыл бұрын
I see where you're coming from and it may be I'm not communicating what I mean very well. Agree to disagree? In any case, I'd still love to see how the skyboxes in the portals work and how the level transitions work as well.
@PixelBlight
@PixelBlight 7 жыл бұрын
We have missed you
@firstnameandlastnameples9570
@firstnameandlastnameples9570 7 жыл бұрын
I fucking love this channel so much.
@Alex_dlc
@Alex_dlc 7 жыл бұрын
I like the fact that when he spins, it's a completely different model.
@AshnSilvercorp
@AshnSilvercorp 7 жыл бұрын
had a crash bandicoot ad on a crash bandicoot video... awesome
@chasechute1491
@chasechute1491 7 жыл бұрын
I got a Crash Bandicoot add! I did not skip that add!
@jayde_d
@jayde_d 7 жыл бұрын
Welcome back dude!
@TheFireSwordGod
@TheFireSwordGod 6 жыл бұрын
that ended quickly ;-;
@MaxIzrin
@MaxIzrin 7 жыл бұрын
+ClassicGameJunkie I have 3 suggestions for videos: Procedural animations a la "Grow Home". Loved that game, and the animations were cute. The damage to vehicles in "Carmagedon 2", they even split the mesh sometimes! And when you repair your car, all the dents slowly pop out, it's mesmerizing. How do they do the damage in the first place? Infinite procedural world optimizations. It's easy to make a bunch of cubes appear on screen like in Minecraft, but then even very powerful computers can't handle rendering that. I get the general idea of how that is done, but I like how you explain things, so there's another idea.
@dvklaveren
@dvklaveren 7 жыл бұрын
I'd love it if you could break down how Impossible Creatures allowed the player to select body parts to be assigned to a unit and then determine what the animation, models and textures would look like.
@dynastylobster8957
@dynastylobster8957 6 жыл бұрын
i know a good idea for an episode of "How Did They Do That" , how does undertale remember your deleted saves, how does it manipulate them so much without corrupting them?
@NathanSeals
@NathanSeals 7 жыл бұрын
I thought that this channel was dead, I'm so happy that I stayed subscribed.
@1PROFITPROPHET1
@1PROFITPROPHET1 7 жыл бұрын
HE RETURN
@UncleBort
@UncleBort 6 жыл бұрын
I'm glad I discovered your channel. Love these short and informative videos! The only point of criticism I have is to maybe use a better mic because can sometimes be hard to understand you for non-native speakers like me. Oh and that little fun fact about crash's model being shrunk down when he blows up was pretty cool!
@videopsybeam7220
@videopsybeam7220 5 жыл бұрын
"How Did They Do That?" applies to this entire game, to be honest. Good Heavens.
@Kyleology
@Kyleology 7 жыл бұрын
Here's one that I can't figure out. How do they do the destructible terrain in Worms. I guess a 2D boolean array representing every pixel could work but that can't be practical.
@NotOrdinaryInGames
@NotOrdinaryInGames 5 жыл бұрын
MYSTERY CAVES
@railianguhn5790
@railianguhn5790 7 жыл бұрын
How did Blizzard achieved such a big, seamless world in WoW without loading times in between Areas? Awesome content, I'm always happy when another video comes up.
@INRamos13
@INRamos13 7 жыл бұрын
Railian Guhn My guess would be it's a huge comprehensive loading on-demand system based on your current location.
@ladyandkidragmen
@ladyandkidragmen 7 жыл бұрын
the sand in journey
@amassasa
@amassasa 7 жыл бұрын
The sand in Journey!! I would like to know how they did that aswell!
@oahda
@oahda 7 жыл бұрын
There's a talk on that here (hope YT doesn't remove the link): archive.org/details/GDC2013Edwards
@oahda
@oahda 7 жыл бұрын
It's only the rendering tho, not the simulation/interaction.
@ladyandkidragmen
@ladyandkidragmen 7 жыл бұрын
thanks though
@amassasa
@amassasa 7 жыл бұрын
thanks!
@Jimmyageek
@Jimmyageek 7 жыл бұрын
Awesome Video!
@TheFunniBaconMan
@TheFunniBaconMan 7 жыл бұрын
It hurts my *soul* when I see those wumpas getting left behind...
@LetsPlayKeldeo
@LetsPlayKeldeo 7 жыл бұрын
nice seeing that the show is not dead
@JRokujuushi
@JRokujuushi 7 жыл бұрын
I've always been curious about the various fur/fuzz shaders used in games like Star Fox Adventures, Conker: Live and Reloaded, Super Mario Galaxy, DKC Returns: Tropical Freeze, and Yoshi's Woolly World.
@Tartubeman
@Tartubeman 7 жыл бұрын
Epic Mickey's Paint and Thinner mechanic.
@TheKaires
@TheKaires 7 жыл бұрын
Yay! Another video!
@LoStraniero91
@LoStraniero91 6 жыл бұрын
You should do one about how games like Tommi Makinen Rally and Tomb Raider 2 managed to do "pseudo real-time reflections" on PS1 in some surfaces.
@kojimapromeatspin
@kojimapromeatspin 7 жыл бұрын
love these videos so much
@kaleknelson8429
@kaleknelson8429 Жыл бұрын
If you guys can, I'd love to see something on Kingdom Hearts, Specifically how the shadows enter and exit their ground crawling animation where they can't be hit.
@KrisJoshJones
@KrisJoshJones 6 жыл бұрын
We miss you
@ClassicGameJunkie
@ClassicGameJunkie 6 жыл бұрын
I miss you too!
@garayur
@garayur 7 жыл бұрын
I would love to know how the coin bag is done in Kingdom and Kingdom New Lands. Not only is it a wonderful subtle gameplay mechanic its a beautiful bit visual as well.
@NoobaGutt
@NoobaGutt 7 жыл бұрын
imagine doing morph target animation on a modern high poly character
@NATE-op9tq
@NATE-op9tq 7 жыл бұрын
What about Okamis ink? How is the ink screen (the scroll showing the scene) made? And how does the drawing of a circle by the player create a bloom effect after the screen is removed?
@TheSairenSA
@TheSairenSA 7 жыл бұрын
You earned yourself a subscriber mate! I challenge you to the technology behind From Dust (Simulation game). ;) Have a great day!
@razvanab
@razvanab 7 жыл бұрын
Welcome back! I would like to know how "the taken - shield of darkness" from Alan Wake was made. Thank you.
@cordellcox6126
@cordellcox6126 7 жыл бұрын
Particle effects from InFAMOUS Second Son.
@ResedentEvilGamer1
@ResedentEvilGamer1 6 жыл бұрын
please upload more ;-; I love this series
@Axemunger
@Axemunger 7 жыл бұрын
As bad as Jurassic Park Trespasser was, I've wondered how they did the animations for the dinosaurs
@cordellcox6126
@cordellcox6126 7 жыл бұрын
How's this? The 2D sprite wheels from Diddy Kong Racing that are made to look 3D.
@gammaghastgaming157
@gammaghastgaming157 4 жыл бұрын
The person talking sounds a bit like bazamalam
@biggayzai
@biggayzai 6 жыл бұрын
The sand in Journey or Bound?
@smartybunsmartybun4819
@smartybunsmartybun4819 7 жыл бұрын
woohoo coment 19: Could you do the ink in splatoon?
@unvergebeneid
@unvergebeneid 7 жыл бұрын
But wouldn't bones need _less_ memory than storing the movement of each individual vertex? At the cost of having to process the mesh deformation in real time?
@ClassicGameJunkie
@ClassicGameJunkie 7 жыл бұрын
That would've been my instinct too, but Andy Gavin has given several interviews where he's mentioned that this method saved on memory. Who am I to question the master!
@unvergebeneid
@unvergebeneid 7 жыл бұрын
Huh, interesting! Would be interesting to hear him go into a bit more detail. I mean, maybe it's a bit of both and the deformation algorithm itself didn't run into CPU but memory limitations on that platform.
@ClassicGameJunkie
@ClassicGameJunkie 7 жыл бұрын
Couldn't agree more! Perhaps I'll contact him with the question and do a follow up video if I'm lucky enough to get a reply!
@unvergebeneid
@unvergebeneid 7 жыл бұрын
That would be amazing! Good luck :)
@PixelBlight
@PixelBlight 7 жыл бұрын
Penny Lane Bones take up more gpu memory due to the extra weight variable. though I am unsure if the PS1 had dedicated grafics memory.
@moinintendo
@moinintendo 7 жыл бұрын
How did they do Starfox Adventure's fur / grass animation ?
@user-qw7hb4du6z
@user-qw7hb4du6z 6 жыл бұрын
This channel has a lot of potential. Contact Shesez, Beta64 and A+Start. You pretty much belong in that group. Extremely nice idea and channel. Good content, and not a lot of subs. You deserve WAY more subs.
@-441-
@-441- 7 жыл бұрын
So THAT'S how they did that...
@Simsy101
@Simsy101 7 жыл бұрын
#441 wait.... How did they do that?
@-441-
@-441- 7 жыл бұрын
Idk.....
@dersps5905
@dersps5905 7 жыл бұрын
Hier did they do the 3d effect from Super Mario Kart?
@exterminator9676
@exterminator9676 7 жыл бұрын
Ray-Casting* on a 2D* map I'm assuming
@civilbeast165
@civilbeast165 7 жыл бұрын
This could be used to give Crash a show. Crash needs his own show just like the Skylanders have. We all want Crash Bandicoot show.
@mandothe3rd745
@mandothe3rd745 7 жыл бұрын
THEY USED WISDOM!!!
@jakehunters123456
@jakehunters123456 7 жыл бұрын
Please do a video on the partial effect on kindom hearts
@YuriNoirProductions
@YuriNoirProductions 6 жыл бұрын
got a new idea...what about yoshis island...when you run into one of the spores everything starts to become distorted. this is not only visually but also affects the gameplay... HOW DID THEY DO THAT?
@jdsteg217
@jdsteg217 7 жыл бұрын
the scarab in Halo 3
@DannyTheArtBoy
@DannyTheArtBoy 6 жыл бұрын
What software did u use to animate the crash model?
@noobmand17
@noobmand17 7 жыл бұрын
I want to know how the main mechanic in katamari damacy work on a technical level.
@Randomizer903
@Randomizer903 7 жыл бұрын
2:13 I have NEVER seen that!
@bloatersnake9787
@bloatersnake9787 7 жыл бұрын
its an idle animation meaning it triggers if you stand still doing nothing for awhile
@Randomizer903
@Randomizer903 7 жыл бұрын
Yeah, I knew that. I just never knew it was in the game at all.
@recklesflam1ngo968
@recklesflam1ngo968 5 жыл бұрын
been over a year....
@fireaza
@fireaza 7 жыл бұрын
Based on some of the "making of" videos, I think Overwatch uses a similar method for it's animation too!
@INRamos13
@INRamos13 7 жыл бұрын
fireaza With the huge amount of vertexes in those models I highly doubt it.
@goal2004
@goal2004 7 жыл бұрын
Dude, you got something very fundamentally wrong here. The animations were not moved to be vertex morph based because of memory usage. Using bones for animations you use magnitudes less memory to store an animation, let alone one that is "baked" for each frame. The issue here was that the CPU couldn't handle the extra math required to flatten matrix hierarchies to determine each vertex's final position, which is entirely eliminated if the position of the vertex is what's stored in the animation data. The difference is between animating the position/rotation/scale of
@TheEndwalker
@TheEndwalker 7 жыл бұрын
Breath of Fire IV! :D
@hanscuff1333
@hanscuff1333 7 жыл бұрын
ClassicGameJunkie, what 3D program did you use to pose crash's vertices? Thanks.
@ClassicGameJunkie
@ClassicGameJunkie 7 жыл бұрын
I use 3DS Max, but Blender is a perfect free program that would allow you to do the same.
@hanscuff1333
@hanscuff1333 7 жыл бұрын
Thanks for the info, GameJunkie. Also i'm looking forward to Clive&Wrench, the controls look buttery smooth, cheers!
@hanscuff1333
@hanscuff1333 7 жыл бұрын
Oof... After a zillion tries, i still can't pose crash at all! I just end up tearing the vertices apart... Drat.
@Burn_Angel
@Burn_Angel 7 жыл бұрын
Yeah, I knew they had to pull off some weird trick to achieve what Crash Bandicoot does. CB was just too much to handle for the PSX. So much, it's practically obvious that most of the weight fell onto the programmers' shoulders.
@JSGAMINGEXPRESS
@JSGAMINGEXPRESS 5 жыл бұрын
When do you plan to return?
@NeoShameMan
@NeoShameMan 7 жыл бұрын
Is it to save memory are you sure? bone take much less to animate than vertex, but they are expensive in transform. Think about it, each vertex is a triplet of variable to make a coordinate, so is the bone, bone give you just a few vertices frame to store over a whole mesh, hence why they are use so much.
@mrjedidja
@mrjedidja 5 ай бұрын
Yes, that's what I thought. There are fewer bones than there are vertices. On the other hand, for each bone, you have to store at least position ( 3 floats ) and a rotation ( 4 floats for a quaternion. ) A vertex, on the other hand, only has a position ( 3 floats. ) So a single bone consumes more memory than a single vertex. Still, I would say the number of bones is so low compared to the number of vertices that I am sure that storing the information for each vertex takes far more memory -- literally the memory of the entire mesh. And if the animation is baked, it means that there are a lot of keyframes. That's a lot of memory. My verdict is that per-vertex animation consumes more memory but is less computationally expensive, the opposite of what is stated in the video.
@slyfoxercoot8119
@slyfoxercoot8119 7 жыл бұрын
Question who is this and what game is she from? 0:59
@ClassicGameJunkie
@ClassicGameJunkie 7 жыл бұрын
That's Annie Oaktree from my game Clive 'N' Wrench!
@slyfoxercoot8119
@slyfoxercoot8119 7 жыл бұрын
Thank you for your quick reply!
@greenlemon9155
@greenlemon9155 7 жыл бұрын
i prefer bone models, i never done entire vertex model
@user-qw7hb4du6z
@user-qw7hb4du6z 6 жыл бұрын
1000th like!
@LOOMING_WRAITH_OF_BAD_OMEN
@LOOMING_WRAITH_OF_BAD_OMEN 6 жыл бұрын
I'm really, really happy you noticed that Crash Bandicoot was originally based on the Tex Avery cartoons. You have some good, interesting content, but you've earned my subscription simply by noticing that detail.
@suicideposter
@suicideposter 6 жыл бұрын
I think the Rare N64 platformers did a much better job at cartoony animation. Curious why you picked Crash for this.
@Sandium
@Sandium 5 жыл бұрын
Please make more vids
@backwardscloud1434
@backwardscloud1434 7 жыл бұрын
Good video but god that gameplay
@pandemoniumplays3528
@pandemoniumplays3528 6 жыл бұрын
Any chance to revive the series? Maybe launching a patreon to support it?
@ClassicGameJunkie
@ClassicGameJunkie 6 жыл бұрын
If I had the time, I would love to! Unfortunately with a day job and my game dev work, my free time is little to none!
@pandemoniumplays3528
@pandemoniumplays3528 6 жыл бұрын
Yep, totally get it. Good luck to you!
@TheFireSwordGod
@TheFireSwordGod 5 жыл бұрын
why did you stop making videos ;-;
@ClassicGameJunkie
@ClassicGameJunkie 5 жыл бұрын
I was spreading myself to thin, trying to create this series, work on game development, hold down a full time job and still find time for other "life" things was impossible. Something had to give, and unfortunately it was KZfaq. I really would love to return on day though, time permitting!
@TheFireSwordGod
@TheFireSwordGod 5 жыл бұрын
@@ClassicGameJunkie you are working on a game? ik in the Jak & Daxter vid you mention one but is it still in development? depending on what type of game it is I would love to do a lets play series on it. I wanted to get into more obscure stuff and so i'm wondering on a price of it and an idea of when it will be out. and that sucks about not having enough time but I understand :/
@ClassicGameJunkie
@ClassicGameJunkie 5 жыл бұрын
@@TheFireSwordGod I am yes, the very same, still going strong! It's a 3D platformer called Clive 'N' Wrench. I don't have a release date as of yet, but there is a playable demo for Patreon supporters should that interest you at all!
@DunedinComedy
@DunedinComedy 7 жыл бұрын
Almost, but not quite... Rigged animations uses LESS system memory than baked animations. Baked animations use MORE memory, because each frame of animation is stored explicitly, each frame of animation is essentially stored as another model. Whereas rigged animation stores one frame (usually a t-pose), and interpolates the rest. Rigged animations weren't common during the ps1 era because it's expensive to compute on the CPU. You must first interpolate bone positions, then interpolate vertex positions using the weight maps. This is expensive, as this has to be done for each vertex. Nowadays all this is done on the GPU, so yay! Also: squash and stretch can be handled with bone animations. $100 says Naughty Dog used 95% bone animations, then baked them out. BTW, what the hell are "tri intersection points"? you are supposed to be explaining stuff, not inventing new jargon. It's not even correct jargon, the triangles don't intersect, they just meet.
@inkajoo
@inkajoo 7 жыл бұрын
This is a load of bollocks. Baked vertices use MORE memory not less. It saves CPU, while enabling the PSX to display the more complex animations. Therefore what you should be explaining is how it was stored in memory (i.e. the compression method used) so that it could fit within the PSX's small 2MB of main RAM.
@GameDevAcademy
@GameDevAcademy 7 жыл бұрын
First?
@TadpoleTea
@TadpoleTea 7 жыл бұрын
Screw this fanbase.
@cyclops8238
@cyclops8238 7 жыл бұрын
Joseph Goldiss says the one with the crash profile picture😁 love the picture by the way👍
@TadpoleTea
@TadpoleTea 7 жыл бұрын
scotland burlison I love Crash, but hate the fanbase to death. Thanks though, i didn't expect it to look so good as a icon.
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