I am less concerned about not seeing the item being handed over than the fact it appears one character is pulling something out of their butt and handing it to the player character, who then, gratefully, puts it in their own butt.
Not gonna lie, it has bothered me at times to see that. For instance: Kratos stuffing things like a chalice and even a horn back there all while not having clothing remotely suitable enough to fit all that. A diamond or a bracelet sure but the head of a gorgon? I was better off not remembering that one...
They spoiled that one scene in Control that was optional, you'd think they would put a warning for Tetris! Yes, I am the type that CAN get angry at spoiler warnings. Not because of the spoilers, but because I find them stuid. Just be me, and be very hard to impress with twists and reveals...
One little trick I remember is called "culling." This when the game only loads in objects that can be seen by the game's camera, instead of everything at once.
Most of the time culling is just polygons, and it's basically required if you want performance. Usually the actual game entities are still loaded and functional.
This is the worst in dynasty warriors games. If you are on a horse you can move faster than the game can load the objects you bring into range, so you can stop in the middle of a mostly empty field and have a bunch of guys spawn on you. Or, more accurately, have to wait for them to appear so you can kill them.
I love the mirror trick developers use to simulate a working mirror, which is to just have the player control a model in a flipped environment but in reverse .
There are a lot of little graphical things like this on models that were formerly not really noticeable, but are now starting to get annoying as the general level of graphics goes up. Wonky shoulders, bendy armor like you say, feet not properly positioned on an incline (although this is much less common now, they seem to be on to that these days), things like dresses and trenchcoats not having cloth physics, various clipping issues, etc. But the biggest bugbear is still jerky animations. The industry is due for a major "pass" (which may take several years) on models to sort all these little niggles out, I think. I think what we really want to see now are pretty much fully realistic 3-d, physics-based everything, cloth simulation, separate physics reacting gear (e.g. ammo belts, scabbards, etc., being independent physics things that jiggle about as the person runs, not fixed and painted on, that kind of thing) with really smooth animations. Again, games here and there are _starting_ to get this done (e.g. Red Dead), but there's still a long way to go.
@@gurugeorge they were able to simulate that actually! Except it was a 10 second long display that took a computer worth about 18 thousand dollars 24 hours to render properly... Yeah, we are still a good ways away from full on 3d real physics rendering in games.
@@VincitOmniaVeritas7 with the right set up and upgraded equipment, the first stage of the fight is a cakewalk (just make sure you summon Solaire beforehand, despite looking flimsy he can tank several hits from both and hold his own against a berserk Ornstein making the fight alot less stressful)
The rubber band thing is something I did actually notice, because it just can't be that you have been driving faster than the AI, have consistent lap times, but the distance to the cars following you at some point keeps constant.
Because Diablo isn't the genre at which that technique is aimed, because unit-slotting is mostly prevalent in fighting or action games, not older style click and kill rpg's like diablo or sacred
I _immediately_ noticed the blocked hand gestures when started playing *Witcher* games. Even though previous games never animated hands, somehow CDPR made them bloody blatant.
@@KSINregirat It was just HUGE amount of bug fixes. And to be fair, There were several hand animations in the release patch like those guitar animations that are extremely accurate. My comment was just poking fun at an in-universe concept, not trying to jump into the hate bandwagon. I actually loved the game even with all the bugs since release, I have 220 hours on it on steam.
This title is no joke. Some of these have been ruined for me since I noticed them in the 6th gen. Along the lines of handing items, how about when characters kiss? The game keeps frame until the last second before switching to a back-of-the-head angle. Well... The smart games do, anyway. What about games that entice our nosey nature by having 2 NPCs stand around spoon-feeding exposition in the guise of a conversation?
100% agree with Mike that finishing the race 30+ seconds ahead of the competition is far more enjoyable than having rubber banding ai constantly cheating for a fake sense of competition.
Hello Need For Speed. You can beat the dominate time but lose because the AI gets infinite grip, power, and traffic smashing power as they fall further behind
I always notice reflections and how they’re done. Sometimes it’s still images(Cube Maps), other times it only reflects what’s on screen(screen space reflections), sometimes it will be a low res real-time reflection(RE2 Licker Room) or maybe they mirror geometry behind the surface(like the MGS 2 Tanker section beginning area).
Fugly Duckling The recent Hitman games do mirror reflections quite nicely. The reflection is just a bit low res, but the cool thing about it is NPC’s will notice you sneaking up on them through the mirror. Can’t think of any other game where they do that. I also think it’s vary cool how in racing games, when you pass through a tunnel, the lights reflect off your car and you see a stream of individual lights trailing off the roof of your vehicle.
Having a transparent surface with a mirrored version of the room behind it was super common a few generations ago when hardware wasn't strong enough to even attempt real reflections. Pretty much all PS2/GameCube/Xbox games used that method when they had something that was reflected, even Mario 64 used it for the mirror room. It's a really clever technique that was used all over the place, but you don't really notice it until it's pointed out to you because of how effective it was
Well, faces are weird, too. You know, the way they're smooth... smooth... smooth... and blech! You know? All bumpy and holes, I mean, what are eyes like? It's like a science fiction movie. Don't get me started on lips. Like the edges of a severe wound.
Have you ever looked at feet in a Bethesda game? It looks like the toes are just fused together, with notches to indicate you have toes, not flippers. Imagine how hard animating feet would be? There are so many individual and simultaneous movements when we walk. It would be a nightmare.
A small defence for unit slotting, people wait for their turn to attack mostly because they don't want their attack to clash with someone else's. Two sword hitting the same target has a problem entangling with one another. But it still very jarring when an execution animation happens while the character is humping another enemy.
i honestly didnt know this was a thing til i watched troy baker play through the last of us, and now i cant unsee it. though props to them, i've played through it a couple times, and watched a handful of playthroughs, and never noticed it til it was pointed out to me
but that isn't subtle, or maybe i caught on immediately and that is the weird case. i caught on on uncharted 2 (my first uncharted game) when i tried to grab a ledge on the falling train but i had to go to a pipe instead. seem like the ledge would be the logical path because the pipe was just dangling and looked incredibly unsafe. some games are less obvious than others too and uncharted is pretty ok, GOW and HZD tho....
I learned at around age 15-16 (currently going on 28) about the guiding lights trick. I forgot what string of games I was playing, but the guiding light was so obvious (not as obvious as *Glowing Green Exit Sign* but still pretty damn obvious) that I started looking in other games for the same thing. Imagine my shock.
9:10 "You know what you've never seen in a video game? A 3D character getting painstakingly dressed or undressed" DMC. Naked Dante in his trailer. Literally the opening scene.
Also that scene in Final Fantasy X where Riku is taking off that rubber suit. Yes, the camera cuts in sections and she's already fully clothed underneath it, but we see her taking it off
Quick fact : Rubber banding is also generally used in chase / pursuit gameplay sequences, when your target is always slightly faster than you, despite the fact that your car / horse / or yourself, is at full speed. If you crash / bump into something, the target will generally slow down, or if you get too close, your target will accelerate. Until, of course, the moment that the designers wanted the chase to end, and a script usually allows you to catch up (for a cut scene for example, or a crash scene). There's also usually failure condition applied in case you wanted to slow down and stop, because you wanted to observe the rubber banding. Get too far? Sequence failed.
The "enemies attack in small numbers" thing is actually quite realistic, at least if the group of enemies feels individually outclassed by their target. There is a video on RU-vid somewhere of 100 fencing students fighting 3 fencing masters, with single hit elimination, and it wasn't until about 80 of the students were eliminated that they were actually desperate enough to all attack at once, at which point the fencing masters were finally defeated.
Mike is the epitomy of chaotic good. Giving someone a tenner when they ask for a fiver? Giving someone your wallet when they ask for a tenner? See. Chaotic good.
Small note about NPCs falling from ledges in Half-Life 2, there's not actually any animations for this. When an NPC dies, they ragdoll immediately and become the victim of the physics engine. The Metrocop in this video for example has a "physics force" entity behind him which triggers on death, literally pushing the ragdoll away as it's falling to the ground. Half-Life 2 was revolutionary in this, and inspired a lot of other games to rely on ragdolls as well.
On the hands front : also why so few CG animated characters have naked wrists. No one wants to animate disgusting bony joints grinding around. Especially noticeable in OG ReBoot series
Lmao in Pokémon ruby/sapphire/emerald, the bed is two separate models/textures. You walk between them and it gives the appearance of you getting under the sheets. The concept is used later in game to give the illusion that you get buried in the sand in a certain town. The hump of sand you go under is always there, so it’s a better demonstration of that concept
I once played a motorcycle racing game with my dad where the course took about 2 minutes to complete. I noticed the rubber banding and pointed it out to him. Both of us having about equal skill, I gave him a full 30 second head start where I just sat at the starting line. I ended up still winning the round. I was so disappointed, that I just stopped playing after that.
rubber banding is a nice way of it. in older games opponents that are off screen are deloaded and basically on a rail (and sometimes matching your speed) i "recently" replayed Carmageddon TDR 2000 and noticed this hard. when you open your map, they are just zooming across the track. funny enough, when turning the camera to get them in frame, they keep their map-speed and need to adjust, which they cant fast enough when you do this at a turn. or they just loose complete control because they are going way faster than their top speed actually allows.
THE1NONLY1 No I just admitted to paying attention to what’s on screen. Doesn’t take a genius to figure what’s going on. Not my fault you slow to catch on bud
I agree for some of those, but I wouldn't have known that the narrow corridors were used as loading screen. I mean, I have seen a lot of those, but I didn't know what it was for.
The one game series* where I've definitively seen unit slotting NOT occur has been Kingdom Hearts. The fact that literally any enemy on the map may attack you or one of your teammates at any time is one of the many reasons I love playing them at their highest difficulty. Also, I've noticed *all* of these before. My jaw dropped when characters in Metal Gear Solid 5 grabbed objects and handed them to one another basically every chance that they got. *Not counting MMOs because obviously part of "the formula" there is to have Tank classes who can draw and withstand massive barrages of enemies all going after them at once.
I genuinely prefer a loading screen to any form of intrusive workaround. I can't fathom the depths of depravity that would allow a mind to actually want a time waster that you have to be present and aware for, instead of a direct and unambiguous sign that you can go get snacks or take a bathroom break.
Also, you rarely see superheroes actually dress cause they dont show it often in non video game media either. Part of the super hero schtick is that they suddenly and surprisingly are the hero. Like superman tornadoing in a phone booth.
I'd bet that the real reason for rubber banding is to keep the cars together for the sake of the game not having to render as much of the track at any given time. If there are huge gaps between 4 players in a split screen race, the game could have to graphically render the whole track at once, whereas if all the cars are grouped together it can just render a small chunk of the track at a time
Due to my own experience with #1, it wouldn't surprise me if the real reason is because it's difficult to realistically show characters handing over items to another character because the object has to stick to something. Making it change the person/object it sticks to isn't simple which is why sometimes you see it suddenly go flying at the other person.
to go along with the assassins creed thing of only 1 or 2 enemies attacking at once, it's often hard to actually die in those encounters since the game increases your defense for the last little bit of your health and sometimes will either regen it a little when empty so that the next attack won't kill you. they do this to make you feel like a badass for barely scraping by at the end of a big fight whereas in reality you may have really had to try to die. I noticed this a lot in early assassin's creed games where I would stand between 6 enemies trying to die but they attacked just slowly enough for me to regen a little bit of health and not die from their attacks, was very annoying when I wanted to die to reload a checkpoint lol
Listening to the developer commentary in Half life 2 games they discuss how hard it is to make a character pick up an object or put it down. They use two objects and they make one invisible and other visible when the transfer happens.
Hiding the transfer of an object from one character to another probably has less to do with drawing the complexity of the human hand, and more to do with the logistics of unlinking the object from the skeletal hierarchy of one character and seamlessly attaching it to the hierarchy of a different character. It's a difficult thing to do even in production animation, and can be impossible in some game engines. A simple solution is to have a copy of the object linked to both characters. The visibility of each can be toggled, and the "hand off" hidden by the camera angle to avoid visual inconsistencies.
Need for Speed Heat does a fantastic job with the rubber banding. Your car could be way below the "suggested spec" and you can still win the race so long as you don't hit anything. It's much harder, as it should be, but fair.
Rubber banding is where lag causes your character to bounce back to a previous position. What you called rubber banding is the perpetual comeback system.
It will probably be a long time before it's gets used in game animation, but with the current pace of advancement in machine learning and simulations using it, it will soon be trivial to animate things like handing off items and getting dressed.
Also, it's not just lights. In 3D platformers like Prince of Persia: Sands of Time and its two sequels, the devs cleverly marked your intended route with erosion, showing areas where others may have run along the wall and eventually scraped off a big white arc along said wall. Then there are more obvious methods like with Horizon Zero Dawn using tacky orange to mark all the climb-able spots. Personally, I prefer Ubisoft's method.
Rubber banding is the most irritating mechanic in gaming, your car can be unmatched but somehow that rundown beatle will catch up, flip you off as it passes and then leave you in it's dust. Only game that I haven't noticed it in is NFS: Heat
14:00 all racing games do that and that's why ur supposed to drive slow in the beginning and then near the end take the lead and race across the finish line before they pick up speed.
The trick I hate the most (besides rubber banding) is the illusion of choice. The game prompts you, but the outcome is already decided, the NPCs have the same answer no matter your choice. Or, worse, when you get to choose between "Yes" or "Yep", making it obvious your choices don't matter.
Cool vid, thumbs up, but you might want to reconsider your glaring white background. Now I know what Journey meant by “blinded by the light.” A dark gray chain link background with blue n orange motifs would be dope af.
Rubberbanding is the WORST gaming "feature" ever implemented, and every fan of racing games will agree. It's a BS way to enhance drama, rather than programming proper AI. Also, if my car is faster, then that's all there is to it. Having opponents be 10+ seconds behind only to snap forward and pass me isn't fun, it's frustrating and annoying. It's a technique that needs to die in all genres of racing games.
How did arcade games do it with multiple real players? Just shunt you forward and backwards as needed? Is it truly rubberbanding if it's not from one single perspective?
@@dethmaul Arcades would boost the power of the slowest player, allowing them to drive faster and catch up, while slightly throttling the power of the fastest player. Think of it like a more subtle version of Mario Kart, where the people in back get big boosts.
Some games like Alsphalt_9 push it to eleven, or twelve for this one. In a race, I waited a whole minute before touching the controller, and yet finished 5ft out of 8. Yes, three cars were waiting just out of mini-map. Their role? Rubber band you to block your path or push you into accident in so not subtle ways they often ends up crashing themselves instead...Then overtake you again like 5 second later. Another exemple is how, even if you have the most powerful car and the n°1 goes "same speed +1" on you, they'll just suddenly brake to block you when someone else who wasn't even in the mini-map anymore makes a comeback at "wtf miles an hour". And did I told you that in races you don't meet the "rank level" you may be 1st for 95% of the race then suddenly every NPC goes ultra instinct and overtake you without boost WHILE you're boosting even if their car's stat for max speed is clearly way under yours? Yes, beating a level in this game is more about ultra-instinct back and wreak them as they come rather than acually winning with a "less powerful" car...Unless you did buy a P2W car or farmed the 30 to 60 freaking cards PER UPGRADE, like if one wasn't enough in a gacha game . It's just disgusting...Oh and races whose rank is ONE point above your curent upgrade's limit so you have to BS your way or wayt for 40 other cards even if you finally unlocked the car required for the race...because BS rubberbanding triggers are so fun... A propper way to rubber-band is the aspiration mechanics when you tail a car. Done right it can be super satysfying. But guess what, this games do it wrong with the "trail" mechanic sometimes not appearing behind the car you trail, or it does to other cars but not this one, or it appear on YOUR car so the game can even more BS its way on you while you get no sped bonus whatsohever. I mean...It's a free game, sure, but truely a good case study on how to not make a racing game. Oh and also if you're "too good compared to other players in the race" (aka: being exploded three time during a race yet finished 2nd) your car become a "one-hit wonder" and explode as soon as someone pokes you during your come-backs, while you ramming them side into a wall would only slow YOU down and they bump out like nothing happened
As a guy who is normally wins at racing games despite the rubber banding effect people would probably assume that i dont mind it, not true as with every person who plays any racing game with that feature we all hate it because it makes no sense that i passed these cars so easily that i gained half a segment on them to all of a sudden they are passing me at a faster speed then my car is even capable of and now im a full segment behind them
The Spider-Man cutscene is a bad example. It’s played for humor, so they don’t give away the fact that Peter is about to ditch. There’s even a clothes-changing montage in the intro cutscene.
Well unit slotting....if you consider real life you actually DO have space limitations on how many people can attack one person at a time effectively. More than 4 people at once (considering a directions) would lead to a lot of "getting in each others way". Not to mention the danger of friendly fire. That makes shooting into a melee unwise as well. (unless you don't care about your allies getting hit as well) Though rotating the people that attack and getting time to recuperate and assess the situation after being deflected etc. would be rather useful. Games tend to keep the same enemies close to you until you finish one off instead of cycle in a "healthy" one, when one of your opponents is weakened.
Your the first one, I bet it also helps that they don't have to either fine tune the animation for each different object one character might have to hand to another, or embarrass themselves with an obvious "one size fits none" animation where the characters never seem to be holding the item quite right no matter what it is. Halo 3 ODST is a great example of a game using light to direct players. It's easy to get turned around in the night portion of New Mombasa, especially if you're taking your time and exploring. But the city's AI, Virgil, has access to all of the signs and city vehicles, so you'll see traffic signs saying "one way" and "this way", and cop cars in the direction you need to go will have their flashers on top grab your attention. While playing Redout a while back while racing against 7 opponents, I lapped 8th, 7th, 6th, and 5th places, then crashed and lost the race.
Someone should do a game built around a MacGuffin that the player never ever sees despite having, giving it, having it taken, recovering it, etc. repeatedly through the game. Even have it glow eventually, so you see the lighting on characters faces, but never ever show the MacGuffin.
How did you guys forget to mention when video game characters pick up items and have a black hole for a back pocket? I've never seen my crowbar as big as my arm sticking out of it.
I can think of a game that has a character get dressed on-screen, albeit in slow motion cause it’s a Devil May Cry game (specially the first scene in the remake)
I had the same issue but I opened the console, got it cleaned and changed the thermal paste. It isn't silent now but it is much better. I can recommend doing this but it will take more than 1 hour if you aren't used to do this kinnd of things.
Game protagonist: "Here are the 30 wolves' heads that you asked for that I kept hidden behind my belt." NPC: "Looks like its all here. Good job. Here is the Giant Broadsword I promised as a reward that I also kept hidden behind my belt."
My problem is that your giving me a rare powerful sword and a blue amethyst, for slaying the wolf that ate your children, and yet your standing here in a burnt out village on your undies as you claim to also be broke and starving.
Final Fantasy 12 does too, even in Zodiac Age. It's just a full view of the characters not giving/getting anything. (Yes, I know this comment is a year old, I've been on an Outside XBox binge lol)
Also when Mike supposedly hands Jane a tenner, the camera is positioned in a way in which we can't see the item exchange hands, saving precious processing resouces
“Human hands are a bloody nightmare” As an artist, I can attest to this. It’s like you have to draw a whole other body on the end of the arm, but set 11 times the difficulty!
My mom literally once said to me, no joke, as I was complaining about how hard hands are to draw, that "Hands shouldn't be too hard to draw! It's fairly easy!" Says the woman who can barely draw a stick figure.
Speaking of using camera angle to avoid characters dressing up, how can we not mention Kojima using the camera angle to hide a naked Raiden pretending to be detained in a revolving bed and later escaped and dress up?
In Assassin's Creed Syndicate one of the mooks yells at his fellows to stop attacking Jacob or Evie one at a time. Didn't know Ubisoft were giving us that much credit.
Coincidentally, that's was the one AC game I felt combat was at all difficult on occasion (haven't played odyssey nor origins yet) Still mostly very chill fights
@@hugofontes5708 Origins and later are HUGE difficulty spike. They cut the parkour and cool counters to make battles more Dark Souls and no, they don't attack you one at the time... But now they're bullet sponge-y AND you got Dynasty Warriors style moves to attack multiple enemies at the time.
@@hugofontes5708 Unity has to be given credit there too, I played it recently and you can be hit while doing a counterkill or hit simultaneously by multiple enemies.
@@KasumiRINA also they keep yelling in origins " Attack at the same time " Which is funny , and also that line " what is this guy'' makes you feel a lot cooler
Just a slight bit of info for those interested in game-dev and animation: The difficulty with handing over items isn't really the hand animation being hard to do (although hands will always be a challenge) but more to do with the fact that "re-parenting," an object is difficult to do correctly. In order to have an object move with the hand, you need to "parent," the object to the bone used to animate the hand which will automatically calculate the offset when the hand is moved so you don't have to. Problem is, when that object suddenly needs to be parented to the _other person's_ hand, the offset calculation needs to be switched over. Since the offset is calculated based on two extremely different reference points, this might end up with the object teleporting across the map instead of into the other hand, and is tricky to get right. Even if you do get it right, it usually involves multiple version of the same object and is super tedious to do.
The solution? A game where characters only ever toss items to each other, even if it's a Ming Vase! (I can already imagine said vase juddering the moment it gets close to the receiving character's hand, before tractor-beaming into their palm)
@@deezclutches7924 1) Anyone who has ever uttered the term "lazy devs," has never gotten beyond a single Unity tutorial. 2) funny that you mention Blender as while I love and use Blender professionally, it specifically sucks when inverse transforming objects multiple times during an animation, which you'd need to do when switching hands. 3) the type of handoff that's required to pass objects between characters would either have to be done with re-parenting or animating a stack of constraints. Since these constraints aren't usually exported with the model, actually getting the handoff animation into the game engine is going to be a lot of extra work for the artists, and possibly even a custom coding solution. Sure it's possible, and it happens frequently when it needs to, but it's a lot of extra work that doesn't add as much value as it would cost.
Detroit become human (and other david cage games as well as telltale games) is stupid impressive for having hand offs in the game (for example Connor giving Kamski back the gun), then again, it's basically interactive cutscene, so yeah I guess if your game boils down to cutscene with limited player interaction you can get away with a lot more other devs would have to axe to have more effort put elsewhere
When trying to find the way in video games, I always trust the good old "follow the bad guys" technique, in which you go the way that's full of people you can kill. If the path is empty, you're going the wrong way.
@@lfskyden Yeah why bother putting a bunch of enemy things in dark corners of the map the player has no reason to go to? It can get complicated if it's a map with multiple mission objectives. Open world games will have enemies near the important stuff, but... is that the quest you're on right now, or a later one?
@Dahn Half-Life taught me that trick. A trick Halo Combat Evolved taught me was when a game doesn't despawn enemy corpses, you can also use those to find your way back if backtracking is necessary for a level.
Some platformers use a trick called "coyote time" (in reference to Wile E. Coyote) to give players a slightly easier chance of pulling off satisfying jumps at the last moment. Whenever the player would fall off a platform, they'd instead be able to jump as if they were still on the ground, much like how Wile E. would keep running mid-air before eventually falling.
Its an older fact in an older games, that most of us already knows, another example is enemies will miss their few first shot at you, or our indicators of life or ammo have different values, etc
Jane, looking at her hands: “It’s not right is it?” I think Jane just found a new field of research, one that definitely won’t involve cutting off people’s hands to replace them with...other things.
Probably robotic claw hands that contain a bazooka in the "fingers" part and a cigarette lighter in the thumb and look suspiciously like Christmas mittens.
I assume all the upvotes are volunteers... And I assume the thumbs up will be removed and replaced without whatever those volunteers end up with on the ends of their arms.
As physics simulations become more lightweight and accurate and hardware becomes more powerful they wont have to worry about the complex animation of clothes clipping through the body and such since the shirt will just act like a real shirt and all they have to do is animate the character pulling it over itself, which may also be partially procedural
WWE 2k20, an otherwise buggy mess that couldn't manage hair to stop twitching, shown Hulk Hogan properly tear his shirt off during entrance. Problem is if you change his outfit, the shirt magically appears for one shot where he rips it lmao.
My experience from trying to draw them is similar. I usually end up partially concealing them, feeling happy if the thumbs end up on the right side. Hands are weird.
That whole "not showing a character getting dressed" trick is so ubiquitous that sometimes even movies do it. It is, of course, for a different reason: sometimes the full outfit actors are wearing is not the same as the separate pieces shown, and sometimes suits have some trickery that they don't want the audience to notice. Take a look, for instance, at the Raimi Spider-Man movies, where you see Peter holding his mask and then it cuts to him mimicking pressing it over his neck while it was obviously already there. Or even the famous kiss scene in the first film, where MJ painstakingly makes the effort of bending the mask inside, just so people can't see the mask's actual insides, which likely include some molded bits to keep Spidey's face from showing his lips.
@@Omaru1982 like Batman Returns ms where they clearly show one shot with eye make-up and the next without because it's 1 take when he rips the mask off so can't wear the make-up 😅
Also the Hays Code which was enforced from the 30s through the 60s and prevented films from showing "any licentious or suggestive nudity - in fact or in silhouette." It's convenient that movies had already made the "look away" strategy a standard practice before 3d animators even came onto the scene.
One trick Video Game developers do is to make me believe my life is actually more interesting than it is in real life. Otherwise known as the “immersion effect”.
11:00 Regarding the "Mr. Incrediable puts his hand through his suit's hole," the animators begged the director to let Mr. Incrediable just look at the shirt and say it was ripped rather than having to rig and animate the suit.