I donât know how many other people really pay attention to this, but while I have a great appreciation for how they kept the âside-mouthsâ on all the Sonic characters during the transition from 2D to 3D, I feel like⌠thereâs a really thin line between decentered 3D-model mouths that work, and ones that donât? I think probably Shadow the Hedgehog and Sonic â06 did it best, because in the CG cutscenes their mouths would often switch sides to whichever was more visible to the camera, but if the camera was facing them head-on their mouths wouldnât really stray far from the center. Basically their mouth position would move to follow the camera, and as such looked⌠not natural, but like, it worked? Like they werenât really trying to keep an #aesthetic, they were just working with whatever looked best. Which meant a lot of diversity in where the mouth would end up on a characterâs face:
There are more side-mouths than not, but like, even when they do go to one side or another, they might move upwards to be more visible, only move partway to the side, etc.
But man, in the more recent games Iâve noticed that they want to keep that #side-mouth #aesthetic 110% consistent. You never see their mouths in the middle of their face anymore. In fact there seem to be only two mouth positions - diagonal on the left, and diagonal on the right. It almost looks like theyâre working camera angles around where the mouth is âallowedâ to be in any given shot, rather than the other way around:
Like, see how their mouths are all in exactly the same spots, regardless of the actual camera angle? Not to mention Knuckles here, these are two adjacent frames in the same shot:
Before when a characterâs mouth had to switch sides of the face for the sake of the camera, it would actually slide across their face to the other side, but theyâre so determined to keep the side-mouth thing 100% consistent that they just swapped his mouth out between frames. You can see it happen in real time, if you know what youâre watching for.
Like, I get that animating a character whose mouth will constantly be swapping sides of their face on a 3D model is a little more complicated than a character who just has a normal, stationary mouth. Tails, Amy, and Blaze typically donât have the side-mouth thing going on, for instance. But I loved the way the older 3D games dealt with it, before non-CG cutscenes also started implementing the side-mouth detail. It felt more, I dunno, organic, like they were really taking the time to make sure the characterâs expression was being properly rendered at all times, playing to the camera rather than forcing the camera angles to conform. Like notice how the above pictures of Sonic and Rouge are at the same exact angle? Thatâs what I mean. I donât want to call it lazy, because again, itâs a lot of work, but it doesnât have the same charm when itâs so meticulously regulated like this. âNo, his mouth can only be in one of these two pre-defined spots. You want to have a camera angle of him talking from behind? Well, just make him awkwardly dip his head and nearly break his neck so that you can still get his mouth on camera!â
Idk. Itâs a super petty complaint, I realize, but it also still bugs me.