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#and the video was made in like. less than a year sfm came out i just aaaaaaa
stoopidstapler · 1 year
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27.04.2023 HAPPY 10 YEAR ANNIVERSARY TO MY FAVOURITE SFM VIDEO OF ALL TIME, GENTLEBOT HELL BY MISTERMULLUC ON YOUTUBE
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cosmiischillin · 6 months
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ENAF QNA (10.23.23)
Good Morning everyone! I decided to get some of the QnA questions for Endless Nights at Freddy’s that are from my Instagram. I’m still open for asks here which will be tagged as #ENAFQNA (or another tag that I can differentiate from my regular ask box, depends on how people feel)
Are all the animatronics remade?
Nearly so yes. Essentially all animatronics that appear in UCN are in the au.
Some animatronics were excluded though but they’re animatronics that were either very small in appeal or potential compared to other characters. These include the puppet clown like toys in Sister Location, Eggbaby, Prize King, Juice Clowns, and Yenndo. Hilariously enough my co-creator got Trash Gang implemented.
Do the Withereds share the same personas as the Classics?
The Withered animatronics are more like older, jaded versions of the Classics. I describe it as the future selves (Withereds) are interacting with past selves (Classics)
Who is the main character in ENAF?
The AU actually doesn’t have one specific main character like the original series games. It’s more like an ensemble cast that gets different sorts of focus. I don’t think ending up loving all 202 animatronics helped either as well as a fairy well sized human cast.
Will the animatronics kill or befriend the nightguard?
Well it depends more or less. Animatronics are kinda neutral when it comes to employees at the Ultimate Pizzaplex. If the nightguard is kind or doesn’t bother them, they aren’t all that hostile and other than some non-lethal jumpscares, they don’t intend to kill them. If the nightguard decides to go out their own way to bother and/or even harm an animatronic, the aggression levels spike and they will not hold back on hunting them down. If they learn the nightguard is a bad person overall, survival rates go down to 0.
Who’s going to be the villain?
Other than William, I honestly don’t know yet. Even William ends up just antagonistic because he can’t get away with what he’s done years prior in the lore. I don’t want to do villain of the weeks either. I think the antagonists are just once in a while humans who cross the boundaries of animatronics and the possibilities of other relentless followers.
What’s your inspiration?
ENAF actually sorta came from all those SFM videos specifically the VS. fight videos (which are so ridiculous and over the top it’s crazy) and videos where it sorta takes place in a UCN world or just has multiple variants interact with each other.
If we’re talking about artist and creators that inspire me, DoeKawaii is for sure a big inspiration for how I draw the animatronics, her tips really help. For content creators, TheHottestDog and J-Gems were great for both comedy and interesting additions to lore and characterization. The smallest inspiration was the FNAF shorts made by Zaminations (not a super big fan of them but when they just focus on FNAF they’re watchable)
That’s all the QnA for this morning. My ask box is always open and I’m willing to talk more as long as it isn’t spoilers for the au. Have a lovely day!
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elegant-agent · 2 years
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Overwatch’s “lore” is at complete odds with the game because none of it matters. you don’t need to know shit to play. why they try so hard is beyond me.
the major problem with overwatch lore is that it tries to add onto an already barebones thread of a plot without actually committing because that means no more potential avenues for heroes if it ever comes to that
it can't go anywhere because it doesn't want to go anywhere, otherwise it might have to cut off branches for other potential avenues
i know it's passé to compare overwatch lore to tf2 lore, but compare someone like scout to tracer: scout is brash, overconfident, perhaps rightfully so considering he learned how to double jump out of sheer force. his 'meet the' video encapsulates his personality not just in words or a plot, but in shown gameplay like having him dodge bullets and outrun a train.
meanwhile, tracer's intro video has her go "oi luv why's ya shoot the guy from tibet, a blizzard-recognized state of china?" and ms. more sfm porn than everyone else goes "mon dieu i amnlr french" and then they fuck off from the """plot""" for 5 years
blizzard does so much 'tell, don't show' that they forget that any backstory or plot becomes majorly less compelling without any actual, tangible results happenimg
tf2 may not have a complicated plot, but that adds in their favor to a compelling story: because the world they live in is already established as unrelentingly wacky, the "lore" and the comics off easily as believeable. obviously spy has a whole turkey dinner and a tiny butterfly knife in his false teeth. of course sniper takes urine production-boosting pills that have enlarged his kidney, where else does jarate come from? ah, redmond and blutarch came back from the dead to haunt the teams because they're still technically their bosses? put that next to the sideplot that soldier lives with a roommate who takes "kill me come back stronger" pills and turned his home into a raccoon sanctuary
whereas overwatch takes itself it full-face. that in and of itself is not a problem.
the problem with that is that its full-face plot has as much volume as a cardboard cutout. what, exactly, has overwatch in the backstory accomplished? i'm not the one who's nitpicking at the plot by the way, it makes a point about us wanting to understand it with all of those pve events. speaking of, remember when overwatch had that whole omnic prejudice happening and then made a majority of its pve events focused on fighting omnics? hmmmmm i wonder why that is
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doctorocsid · 4 years
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THE MAKING OF PHOENIX WRIGHT’S SECOND DAY OFF
Or: The Immense Struggle of Trying to Make Decent Content
A good year and a half. That’s how much time passed between me starting Phoenix Wright’s Second Day Off and me uploading it to YouTube. What a hell of a load off my back that was. If you couldn’t tell, making this video was a bit of an undertaking, to say the least. And by “undertaking” I mean “an exercise in pure agony”. So, I figured I’d do a bit of a writeup here so I can get across to you the absolute hell of an experience making this video was.
PART 1: THE INITIAL PLANNING STAGES
The original “Phoenix Wright’s Day Off” was released in February 2018 to, though not a lot of views, a generally very positive response. Despite its janky animation, people seemed to enjoy it for its complete ridiculousness, comedic timing, and overly-choreographed fighting. Not to mention literally being the only Ace Attorney-themed Garry’s Mod video ever made that actually uses the Ace Attorney characters. (I’m still the only person to ever do that as of the time of writing. Woohoo.)
Given the positive reception and the fact that I literally ended the video with a “To Be Continued”, I was ready as I could ever be to start work on a sequel. The first one only took me a couple weeks to make, so surely a sequel wouldn’t take much longer, right?
Oh, how wrong I was. Still, I started planning out exactly how things would go. Throwing around ideas in my head. I needed it to be bigger and better than the original, of course. How was I gonna do that? Well, my initial plan was, uh, misguided, to say the least. What I wanted to do at first was create the sequel entirely in Source Filmmaker, along with giving it a darker, more serious tone to contrast the ridiculous slapstick of the first. Not a great idea for a sequel to a video that mainly relied on throwing ragdolls around for comedy.
https://streamable.com/taxrn
The original intro for PW2DO, based off the intro for “Fargo”. A lot less cool-looking than the final intro I made. (Even though I intended the video to be made in SFM, I made the intro in Gmod solely because I could just film myself driving the car instead of having to animate it manually.)
The final intro was done in a not too difficult fashion - the characters were animated in Garry’s Mod on top of greenscreens, which I then imported into Premiere and changed to solid colors. Added some extra video effects I found in places. Set it to an instrumental of Propane Nightmares. I’m proud of how it turned out, mostly. I won’t deny after I introduced the characters I didn’t exactly know what else to do with it, so I just filled it with some random actiony shots I thought might look cool. Incidentally, this was the only part of the final video that was made in Premiere - the rest of it was just edited together in Vegas Pro. Which crashed many times during editing. Fun.
PART 2: THE PAINS OF INDECISION (AND ALSO SOURCE FILMMAKER)
Nonetheless, I got to work, despite not actually knowing how to use Source Filmmaker. “I’ll figure it out as I go along,” I figured. And over time, more or less, I managed to figure it out. Sort of. And by “figure it out” I mean “become subject to the true hell that is SFM”.
Let me give you some quick background here. SFM has two main editors for animation: The “motion editor”, and the “graph editor”. The motion editor uses a relatively easy-to-understand method of animating: you select an object you want to animate (a prop, weapon, ragdoll, etc), select the span of time in which you want the thing to move to its new destination, and then you move it to the new destination. Sounds simplistic, but can be used extensively to create good-looking animation. (I myself used this method for the bar fight in PW2DO.) The graph editor on the other hand, is much more involved, depending on the tried-and-true method of using keyframes for animation. Some people prefer this one because it allows you to directly edit and fine-tune each little animation curve to your liking. 
https://www.youtube.com/watch?v=UUXnpk8xDLg
This unfinished PW2DO prototype was animated entirely with the graph editor in SFM.
Really, you can use either one for animating, whichever suits you best. For me, personally, the graph editor feels like something designed in the seventh circle of hell specifically to torture me. Why does adding a new keyframe screw up all my preexisting animation? Why does adding a new keyframe make the ragdoll’s bones stretch out to infinity? Those are just a couple questions I shouted at my computer screen while trying to figure it out.
Eventually, I just gave up. I came to terms both with the fact that I wasn’t satisfied with what I was making, and with the fact that trying to use SFM’s graph editor to animate was making me want to julienne my keyboard. (I hadn’t figured out, or really even considered the motion editor at the time.) “Screw it,” I said to myself. “I’ll do in Gmod, like the last one.”
PART 3: OH RIGHT, GMOD SUCKS TOO
The first PWDO was relatively simple to make, at least compared to the second one. There were two main tools I used: Stop Motion Helper (a tool for animating stuff within Gmod itself without the need for actual stop motion or whatnot), and the classic technique of “throw stuff around in front of the camera”. I had little to no experience doing 3D animation when making it, but it worked out anyway. It let me practice some camera framing stuff, too. All I was really doing for most of it was animating the characters moving along with the camera. But for the second video, I desperately wanted to up the ante. I wanted it to be cooler. More edgy. More cinematic. Turns out, there’s one main reason that proved difficult for me. And that’s that Garry’s Mod kinda sucks for long-term animation.
Here’s the difference between animating in SFM and animating in GMod. SFM is made for animation. GMod isn’t. So, if you want animating in GMod to be anything less than horrendously tedious, you need some addons to help you. Stop Motion Helper is a neat little addon that lets you animate stuff in Garry’s Mod with the “tweening” type of animation. Simply put, you pose something in point A, make a keyframe, move it to point B, and then make another keyframe. Stop Motion Helper will then automatically animate it moving between the two points. Thus, instead of the stop motion method where you have to pose every individual frame, you technically only have to pose the beginning and end. Not that it looks very good if you only do that. Of course, like any kind of animation, it’s still something that requires a lot of effort if you don’t want it to look cheap and robotic. But it works. Sort of.
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Doesn’t work too well with vehicles, though.
There were a multitude of small limitations and annoyances, however, that proved to be annoying to deal with in GMod nonetheless.
FIRST PROBLEM: Because GMod isn’t made specifically for animation, resuming a project within it is kind of a hellish endeavor at times. Unlike Source Filmmaker where you can just open a project file and everything remains the same, Garry’s Mod’s saving tool doesn’t save a lot of the addon-related data when you create a save file of whatever scenario you’ve made. That includes stop motion helper animation. While SMH does have its own support for saving animations, you have to save every single animation as its own separate file. Take the scene in PW2DO, for instance, where Phoenix shoots those cops to get the security footage.
https://streamable.com/2ikd1
There are seven moving parts in this scene - Phoenix, the picture frame, both cops, the gun, the shampoo bottle, and the camera. Note how many of these are moving in each camera shot along with how many shots there are (ignoring after the cop goes out the window, because that’s not done with SMH). That’s ten shots, if you didn’t want to count. If I wanted to save this whole scene for potential later tweaking, I’d have to make a save file for the session along with saving the animation data for all ten shots - that’s ten separate animation files for this one scene - and then I would have to manually reapply the animation to each individual moving element. 
On top of that, not everything can be saved at all just by sheer concept. The muzzle flash, for instance. While the flash graphic over the gun was added in post, the actual light emanating from it was something I had to do in-game, and it’s not something you can animate with SMH. Therefore, I had to play the animation in GMod, and then specifically time me hitting a button on my keyboard to make the flash happen at just the right point. That’s just one workaround in a program that, when animating in it, is like 80% workarounds.
But nothing about Garry’s Mod frustrated me quite as much as the final fight scene.
PART 4: THE BAR FIGHT
The final fight scene of PW2DO was the one thing that kept me from releasing the video sooner. Seriously, out of that year and a half or so, I’d say only a month or so was spent working on the GMod portions of the video. The rest was just that stupid, godforsaken fight scene. (And mostly procrastinating on making it.) Allow me to try and outline to you what I went through doing this.
Now, the fight scene went through three specific incarnations. They were all based around Maya and Athena tracking down Phoenix and beating the crap out of him, it just differed on two basic things: the location, and the fight music. The first idea I had was them fighting Phoenix in an alleyway while ABBA’s “Waterloo” played in the background. (i know that sounds silly but i swear i couldve made it work) That one didn’t get beyond planning stages - I’d kinda choreographed some of it in my head, I know Phoenix was supposed to get a crowbar at some point, but it didn’t get any farther than that.
The second incarnation was much more well-developed. The way I figured it was as such: Phoenix, after retrieving the security footage from his office, would go on the run and get on a bus. However, when he got on the bus, it’d be revealed that Athena was driving it, and Phoenix would fight Maya as they went down the road. (No comment on how Maya and Athena got a bus.) This was gonna be set to “Let’s Go Crazy” by Prince, inspired by the opening car chase scene from Kingsman: The Golden Circle. (Meh movie, neat fight scenes.) Eventually they’d crash the bus, all go flying out the window, and then Phoenix would get arrested by the cops as he did in the final video. Sounds neat, right? So, what stopped me from doing this?
jesus christ so many things
Everything wrong with this concept centered around one particular problem. I absolutely could not, for the life of me, figure out how to animate a fight scene in a bus that was moving down the road. In SFM that might’ve been possible, but in Garry’s Mod? Good luck with that one. I practically tore my hair out trying to come up with a single working solution to this. Allow me to present to you the various ideas I had and why they all failed miserably.
IDEA 1: Animate the bus moving and the characters moving in it at the same time
This was the fastest-thrown-out idea because the complexity of something like this was just too much for Gmod and an animation addon. What’s that? You want to be able to stay with the scene as it animates? No, that’s basically impossible to do. It’s not like SFM where you could just attach yourself and a camera to the moving vehicle and animate from there. It just wasn’t feasible.
IDEA 2: Create moving textures and place them outside the windows to give the illusion of movement
This one went out the window too, unfortunately, as rotating the camera to any degree kinda just seriously killed the illusion. I could’ve done the scene without the cool cinematic fighting camera movements, but… is it really Phoenix Wright’s Day Off without those?
IDEA 3: Create a 3d video of going down the street in GMOD and paste it onto a greenscreen outside the bus, and animate it rotating properly in Premiere
I don’t blame you if you don’t understand what the hell I’m talking about. See, miraculously enough, there is actually an addon for GMod that allows you to record 360 degree videos within it - and after a decent amount of finicking around with it, I actually managed to make one that seemed to work fine. It was from this point I actually set out and started making the scene - I got about ten seconds in, mostly comprised of driving shots, a neat easter egg with Homestar Runner (not something i’d do nowadays tbh) and a single shot of Phoenix beating on Maya. I was all set to get going.
And then Premiere just refused to work with the 360 video. Don’t get me wrong, I was able to animate it rotating and stuff, but it wouldn’t let me do this at the same time as the normal 2D video that was meant to be pasted on top of it. It frankly just. Wouldn’t let me. And after a lot of struggling, I just. Gave up. That ten seconds of video, trashed.
https://streamable.com/4omnep
I did manage to re-piece it together from the old files on my drive, though. With mostly missing sound effects.
So, that was scrapped. I wasn’t doing the bus fight. What, then, would work out better than a fight scene based off the first fight scene of Golden Circle? Apparently, my mind decided that would be the last fight scene of Golden Circle. Cool.
Thankfully, things went a lot smoother there, but it wasn’t without hiccups. Now, if you’ve seen Phoenix Wright’s Second Day Off - I don’t know why you’re reading this if you haven’t - there’s a chance you might’ve found the music choice for the bar fight scene a bit odd. If you’re not aware, it’s a cover of the 1986 Cameo song “Word Up”, by a German country band called The Bosshoss. This is the song they used in the movie so you’re not allowed to question me on this.
Given how western-y the song sounds, though, I had to at least make the context fit. Despite that, I couldn’t really find any GMod maps that had a good enough bar interior for a while - and I really wanted it to be a bar fight. Bar fights are cool. Thankfully, I did eventually manage to find one. This one, in particular: https://steamcommunity.com/sharedfiles/filedetails/?id=806759276&searchtext=
Yes, that’s a My Little Pony based map. I worked with what I had, okay? That was the least of the issues, anyway. By this point I’d had enough of trying to animate with GMod, and as such I’d decided to move back to SFM, but that caused a whole new issue. This map wasn’t made for SFM. And opening it in SFM just. Crashed. I won’t go super into detail of how I fixed this, but essentially I had to download a program called BSPSource so I could decompile the map, re-open it in Hammer, and export it to properly work with SFM.
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Still left me with some annoying issues though, as you can see. Not too difficult fixes, though - The first one I just covered up with another corkboard, and the second thing was fixed by typing mat_specular 0 in console. Was a bit annoying that I had to do that every time I reopened SFM, but whatever. It was working, at least. (that’s something you’ll think to yourself a lot if you ever get into using SFM.)
 Anyway, things went pretty okay from this point on. You know, aside from me proceeding to barely ever work on the thing for like a year and a half. I didn’t have many hardships during it other than my own procrastination, so instead take a look at some of the funny tricks I pulled to get this scene to go the way I wanted.
https://gfycat.com/OldfashionedForkedFlatcoatretriever
Engineer telekinetically swooces his shotgun back to himself.
https://gfycat.com/SleepyShadowyLadybird
I had to make Phoenix hover over Engie to let his arms reach him without his legs obscuring the camera.
https://gfycat.com/AptHomelyGoral
The rope was way too short to reach the soldier, so I had to have Phoenix basically throw the rope in order to reach his gun. I also forgot to detach the rope from his hand afterward, so it kinda gets flung around with it off-camera.
https://gfycat.com/AgonizingScrawnyAbalone
Phoenix apparently decided for himself he wanted to go out the window.
Aside from all that, though, things finally went okay. Eventually. I managed to finish up the animation, add some extra ending stuff in GMod, and do a neat credits sequence to David Bowie music. All in all, it went okay.
And that’s it. After all that waiting, I finally managed to put an 8 minute video out from one and a half years of it not being finished. It was quite a load off my mind, for sure, and to this day it stands as my proudest video. It’s silly, has its down moments, but I can at least confidently say it’s the best Ace Attorney gmod video. If only because there is basically no competition.
So, what’s in store next? Not much of anything as far as I feel right now. I could make a third one, one day - I did envision it as a trilogy - but although I do have some ideas for it, I still have zero motivation to actually make it. So who knows. We’ll see how it goes. Maybe Phoenix Wright will escape from prison one day.
So, this was the experience of making Phoenix Wright’s Second Day Off. I hope this gave you something of an idea on how agonizing this video was to make, and totally means you should go and share it everywhere to get me more views because I DESERVE it after the hell I went through.
Seriously, though, thanks for reading, and may this post serve as a warning if you ever decide to do Garry’s Mod or SFM videos. Not a warning against it, mind you, you can make some totally cool stuff. Just be prepared to suffer a bit in the process.
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