The deceptively complex art of just standing around

There’s a lot of work involved in standing around doing nothing. Responsibility, too. People fixate upon the more flamboyant elements of character animation: facial performance capture, martial arts, military tactics, bicycle kicks, slam dunks… but it’s the little things that often stand out. Sam Gideon smoking a quick one in Vanquish, a guard going down with a cold in Metal Gear Solid, or a cop being abused by a fly in Deus Ex: Human Revolution. From Sonic, Mario and ToeJam & Earl, to the pedestrian parade of Skyrim, the idle animation is the unsung hero of videogame performance.

“Idle animations are important because they serve as a common position for all other motions to come from and go to,” says Jon Maine, animation director at Avalanche Studios. “An idle can help to marry the character with their environment and therefore convince the player that the character exists in the world, so it’s important to invest time in getting them right.” The enemy of animators creating idles is repetition, especially when dealing with the ‘core’ idles that loop whenever there’s nothing going on. “If a character were to scratch his nose during a default idle then it’ll keep happening and break the believability of the character,” Maine notes. “Save this sort of thing for the idle variants that should be used sporadically – like looking around or checking your weapon.”

It’s just this sort of thing that crops up when we ask Mick Morris, managing director at mo-cap specialist Audiomotion, to check through the shot list for an upcoming game. “’Gun.’ ‘Check gun.’ ‘Idle check, look around,’” he mutters. “’Shuffles.’ ‘Heavy breaths.’ ‘Disappointment…’ You get a lot of emotions. Even if you’re not trying to capture facial expressions, you’re trying to capture the essence with the body. This is something I wouldn’t have paid much attention to, but when you go through the list you find that the animation director’s put all this down because it’s clearly as important as all the action stuff. ‘Nervous looks.’ ‘Minor reactions.’ ‘Looking off-cam.’ These are all things the performer’s going to have to get across in their body language.”

A layman would be forgiven for thinking that idles are some of the cheaper and simpler things on a motion-capture checklist – a bit like when someone who isn’t Mel Gibson has their hands filmed disarming a bomb because Gibson’s too busy speaking to a real police officer. But there’s an art to it. “We recently had four Navy SEALs over from the US for a two-week shoot,” Morris recalls. “If you want these guys to do any particular military moves – clear a room, take cover, anything like that – then that’s all fine.

But getting them to give you those little, subtle nuances, those tiny little gestures, is probably where they’d struggle. A traditional actor is going to convey those much better, without the director going: ‘Let’s go again. Let’s go again.’ “There’s something I remember watching a while ago where Michael Caine’s giving an acting masterclass – this was about 30 years old. There’s an anecdote about Jack Lemmon being directed for a particular scene. The director says, ‘Let’s go again, Jack, but less. Less.’ Lemmon does the scene again and the director says, ‘OK, Jack, that’s good. But less.’ And Jack Lemmon turns around and says, ‘Look, if I do anything less then I won’t be doing anything at all.’ And the director says, ‘Now you’ve got it.’ Direction is a craft, and you wouldn’t pick up on those silences and moments where it appears there’s nothing going on. And it’s relevant to videogames. These characters aren’t just standing around doing nothing, they’re doing something – they just appear to not be doing anything important.”

“I personally try and stay away from the ‘heavy breathing’ idles that we’re used to seeing on more exaggerated or cartoony games,” Maine says. “There’s a fine balance between too much and too little, and it’s important to consider the size and resolution of the character in-game when capturing these motions. If there isn’t enough movement, the character can appear frozen like a statue, especially if the camera is farther away. If the motion is too exaggerated then it can appear forced and unnatural.”

The process isn’t a hundred miles away from Michael Caine’s stomping ground. There’s a method to it, and the director’s role is just as important in ensuring that the actor isn’t just reading the script, but ‘getting’ it. And when it comes to idles, of course, much of the time there’s no script at all. “It’s important to invest time explaining the situation to the actor and providing an understanding of where the motion is used,” Maine says. “It often helps to build up a motion in order to achieve the desired effect. If you need your character to look out of breath, ask the actor to perform runs and sprints first. Or if you want the character to look energised, ask the actor to perform something like a punch and kick combo prior to capturing the idle.

“A more current approach towards characters idling is to provide a series of motions that can dynamically affect a single pose. This can be achieved via the use of additive layers coupled with blending, which provide more variety in the motions for less memory usage. An example of this would be to combine a subtle, relaxed animation with an out-of-breath version, then blend between the two states depending on how much time the character has spent running.”

Read more from Edge here. Or take advantage of our subscription offers for print and digital editions.

Edge Staff

Edge magazine was launched in 1993 with a mission to dig deep into the inner workings of the international videogame industry, quickly building a reputation for next-level analysis, features, interviews and reviews that holds fast nearly 30 years on. 

Latest in Games
Deltarune
Undertale creator Toby Fox's tomfoolery leaves Deltarune testers thinking an intentional nerf was actually a bug after they "independently" discovered it
Pokemon Go player trying to catch a Croagunk
Pokemon Go developer Niantic has been bought for $3.5 billion, CEO says it'll help its games be "'forever games' that will endure for future generations"
Balatro Joker card
After stepping away from Balatro for 3 months, the developer only resumed work "because I was bored but the internet was out so I couldn't play Rocket League"
Shots of Arydia: The Paths We Dare Tread in play
RPG board game designer's revelation was searching for a D&D quick start guide to find "You needed to pull together lots of different pieces in order to play"
The titular Bayonetta in Bayonetta 2
Devil May Cry and Bayonetta veteran Hideki Kamiya is still leaning on Resident Evil creator Shinji Mikami's wisdom at new studio Clovers: "I have always made decisions based on his teachings"
Skate 4
The Skate reboot isn't even out yet, but it already has an EA specialty: microtransactions
Latest in Features
Yakuza 0
10 years on, Yakuza 0 is still one of the strongest entry points to a franchise ever made
The Witcher 3 screenshot of Geralt
Avowed and Kingdom Come: Deliverance 2 tap into the same thing that makes The Witcher 3 so compelling – and it's something I'm always looking for in RPGs
Marvel Rivals Spider-Man
Spider-Man has become every Marvel Rivals player's worst nightmare
The Iron Mask
The 32 greatest swashbuckler movies ever made
The Punisher holding two machine guns in the rain
Daredevil: Born Again - Learn the bullet-riddled comic book history of the Punisher before he officially joins the MCU
A woman in a underwater machine waving during the cinematic teaser for Subnautica 2.
Subnautica 2: Everything we know about the new underwater survival game