In splatoon 1, hair physics are seemingly hand animated, it's not noticeable for small animation but in more extreme ones and during animation transitions it's a lot more clear. The wii u may have not been able to handle real hair jiggle or it just wasn't seen as an option
Splatoon 2 seems to have retained the hand animated tentacles, but experimented a bit more with procedural animations, especially in octolings, to give some life to the tentacles
Despite it looking stiff at times, it allows for tentacles to form very distinct and form intentional shapes, look at how the hair in the second picture helps creating a squid-like silhouette
And back in Splatoon 1, it wasn't even that much work! The game only had two hairstyles, and only one featured long loose tentacles, the other was simply two little limbs on the back
Because of this, they also lack a lot of the manual shapes that helped define older hairstyles, and paired with them getting new models that aren't always 1:1, comparisons between games can get quite funky
The tradeoff for this was a lack of manual tweaks, sure the devs can tweak things like how much a section of a tentacle wiggles, but due to technical limitations they can't collide with things, causing a lot of clipping
This was probably done due to S2's short dev time before launch, it's clear they wanted a more lively movement but to meet release, staying to the old method with a simple addition on top was the smart move
The devs took this as a chance to give hair complete dynamic physics, the tentacles look a lot more dynamic and varied, especially during looping animation as they smoothly set in place, all with little work
Also, while I say the tentacles were "hand animated" there was probably still some physic system behind it, that was then baked in the animation and tweaked to not look weird. From 1 to 2 there's definitely a much nicer animation quality
For Splatoon 3, the entire player model got a complete overhaul, eye masks were 3D, proportions were taller and slimmer, and a ton of other elements followed along, hair included
Splatoon 3 also features 24 hairstyles, and since the hair physics runs in-game, adding lots manual tweaks gets hard if they were to be always checked in game
I do think they could have least made crazier styles to use with this new system tho
One good example is lighting in games, in weaker consoles devs would use vertex paint to lighten or darken models and simulate shadows, but one can't deny real time lighting and shadows are also good despite being less manual by nature
One method is simply more artistically driven than the other, it happens every time in game development.
Usually the more manual methods age the best, but it's ok to use more automated ones to ease workload and get more dynamic results despite being less artsy
I hope with Splatoon 4 the tentacles keep the current system while refining it and enchance it manually, maybe they could even be able to collide with things around them
A mix of manual and automated methods can create very pretty results
I think with this I'm going to take a break from making Mario models everyday, may do it again with another franchise in the future
Thanks a ton for liking these little guys!
The mem cakes were such a great way to give thoughts to a silent game protagonist, I especially love the salmon run ones that show she is sympathetic towards the faction who is actually suffering during every grizzco shift and just wishes for peace
It's cus in S3 hair is purely physics, while in previous titles they had more manual work behind them
Makes them more believable when moving but it really removes the fact those are limbs not hair
The fact the render on the back isn't covered and how perfect the cover is is so funny
Someone really spent a good couple minutes tracing the figure perfectly
A small demonstration of how the splash effects works
Wanted a quick effect that'd still be cheap and stay in style
Could've been easier with an image strip but I wanted to stay with the square texture
Memo
To: You
From: Grizzco
RE: Sighting report
A new type of boss salmonid classified as 'Decoy' has been appearing lately. It seems the salmonids are trying new psychological tactics to hinder our employees.
#Splatoon#Splatoon3#SalmonRun
Why would they spend a year and a half on a singleplayer dlc bringing back beloved characters in exciting new settings in a lore heavy series like splatoon just for it to be dream/simulation/all in le head
Not ready for canonicity debates in sploon
The last thing i want to see!
Concept for a possible octarian enemy for Side Order/Tower of Order since Splatoon loves treating those poor guys badly
#Splatoon#Splatoon3#Splatoon3dlc#splatoonart