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Animation Appreciation Thread #15

Name: Anonymous 2013-05-15 11:27

Previous Thread #14: https://dis.4chan.org/read/anime/1366891377
Older Threads: http://pastebin.com/mLZ59e4Y

The Sakuga Wiki [JP] - http://www18.atwiki.jp/sakuga/
Good Animation Blog - http://www.pelleas.net/aniTOP/
Other websites: http://pastebin.com/r2Vcy4b2

Animation on Twitter, Tumblr and Youtube:
http://pastebin.com/CQa8wU3q

IRC channel:
#sakuga @ irc.rizon.net

Name: Anonymous 2013-05-16 13:43

It's over, Yuasa is finished

Name: Anonymous 2013-05-16 15:14

Seriously, what were you expecting from a show like Photo Porno? Although a great director is storybording it, I wasn't expecting much...

Name: Anonymous 2013-05-16 15:35

Name: Anonymous 2013-05-16 15:55

Please, could someone say to me how to identify a 3D/CGi animation?

Name: Anonymous 2013-05-16 16:00

>>84
Just watch more cartoons and you'll be able to tell in due time?

Name: Anonymous 2013-05-16 16:03

>>84
It looks like a video game.

Name: Anonymous 2013-05-16 16:03

Name: Anonymous 2013-05-16 16:08

>>85
I'm watching a lot, but since this parts are not mentionned anywhere, I couldn't identify them. Thanks for your answer.

Also, how to spot a director's touch in an episode? Animators' works are pretty easy to see, but animators'...

Name: Anonymous 2013-05-16 16:10

>>84
The way it moves is one way, it's different from hand-drawn animation. Even CG animation done to move like hand drawn can be spotted if you pay enough attention.
The other big difference is that with CG the visuals look very consistent going from frame to frame (since of course they are 3D models that are not manually redrawn at every frame), while it's very rare for hand-drawn stuff to reach that level of perfection.
Ugly texture/line work also makes CG stand out from hand-drawn stuff.

Name: Anonymous 2013-05-16 16:14

>>86
Actually, CG stuff in anime doesn't look like a video game at all. The 3D stuff in anime tries to blend with the hand drawn, using similar animation and a low framerate to emulate the limited animation.
If you took some 3D animation out of a video game and put it into an anime without any kind of tweak it would stand out like a sore thumb.

Name: Anonymous 2013-05-16 16:20

>>89
Thanks a lot man! looking forward to more precisions as well.

Name: Anonymous 2013-05-16 16:32

>>87
What is happening to Yuasa?
He must be out of money, he is probably just working on this to pay the bills.
Indie guys have a tough time in anime industry.

Name: Anonymous 2013-05-16 16:35

>>92
He gathered much more than expectied throug his Kikickstarter campaign. I wodner how he could be out of money...

Name: Anonymous 2013-05-16 16:42

>>92

He is just helping out a friend; that's how the anime industry works.

Name: Anonymous 2013-05-16 16:43

>>93
The project is owned by IG.
I don't think he'd get much money from it, probably not more than being an episode director on a TV series.

Name: Anonymous 2013-05-16 16:44

>>92
Uh, Yokoyama showed up in pretty much everything Yuasa's ever directed so it just makes sense the opposite would happen in his directorial debut.

Name: Anonymous 2013-05-16 16:46

>>92
I don't think it has anything to do with money. I think Akitoshi Yokoyama being the series director is the only reason why Yuasa has worked on this episode.

Name: Anonymous 2013-05-16 16:50

>>97
>>96
This. The anime industry, esp among the senior staff members is a close knit world. Lending one another favours is a common occurrence.

Name: Anonymous 2013-05-16 16:56

Some generic fanservice shots from the end of the PhotoKano episode: http://i.imgur.com/a9KCS91.jpg
I wonder if Yuasa had any hand in these?

Name: Anonymous 2013-05-16 20:07

Hataraku Maou-sama! OP - Naoto Hosoda??? http://twitpic.com/cr25in

Name: Anonymous 2013-05-16 20:20

Name: Anonymous 2013-05-17 4:25

>>101
Bahi JD was tweeting about the advantages and disatvantages of a detailed storyboard regarding the key-animations process.

I think the tweets are gone but it was interesting.

Anyway I thought it would be interesting if we would talk about this.
I always thought that detailed storyboards were awesome, so I really can't find the disatvantages of it.

It must be nice for a key-animator to work with Miyazaki or Satoshi Kon.
Imagine all you have to do is just animating, you don't have to be bothered with anything else, just draw and get done with your job.
On detailed storyboards your layout and a few of your keys are basically almost ready.
Keys and even layout are usually done during storyboard by Miyazaki, Kon or Hosoda so I personally like that. Rough storyboards are full of pressure and need a lot more responsibility, I don't think that's the animators job, there is a reason why they are called animator and not director or storyboard artist.
Their job is to make the drawings move, not to think about camera or cinematography and all these stuff that has to be done by the director.

I don't understand how Bahi could think that detailed storyboards would have disatvantages too. But I'm not a professional so reply back if you think I'm wrong

Name: Anonymous 2013-05-17 4:41

>>102

Imagine all you have to do is just animating, you don't have to be bothered with anything else, just draw and get done with your job.

Hideaki Anno disagrees with you.

http://i.imgur.com/Kis6nIP.jpg


Now I'm getting an idea why Anno's storyboards are  sometimes so shitty and rough.
Maybe he wants to give more room for the animators to improve or just wants them to come up with some ideas.

Name: Anonymous 2013-05-17 4:47

>>102

Maybe Anno has more trust in his animators than Miyazaki, Hosoda or Kon.
The more time you spend on your storyboards, the more you are worried that your animators would fuck it up. So you draw as much as possible just in case nothing goes wrong.

Name: Anonymous 2013-05-17 4:49

>>104
That's not always the case.
Some storyboard artists just enjoy drawing detailed boards.

Storyboard artists that have an key-animation background usually draw very detailed.

Name: Anonymous 2013-05-17 4:53

>>103
Anno is a lazy shit.
Detailed storyboards are the best!
And you can sell them, why would anyone buy a storyboard that looks like fucking junk?

Name: Anonymous 2013-05-17 4:55

>>106
I would buy all kinds of storyboards, rough or nor. To check out the difference between storyboard and the final layout.

Name: Anonymous 2013-05-17 4:57


Anno is just lazy, get over it.
A director should not hand over directing responsibilities to an animator.
That's fucking wrong.

Name: Anonymous 2013-05-17 4:59

>>108
>>106
GTFO
I was just trying to start a nice discussion about storyboards and you guys already start shitposting.

Name: Anonymous 2013-05-17 5:00

I love Imaishi's storyboard
http://i.imgur.com/jjVYqRd.jpg

Name: Anonymous 2013-05-17 5:09

>>110

It needs guts to draw such rough storyboards.
I respect him for trusting his animators so much.

Chances are high to mess up everything on this if you are not a good animator.

That's Gainax school.

Name: Anonymous 2013-05-17 5:12

Directors trust in his team.

Imaishi, Anno > Miyazaki

Name: Anonymous 2013-05-17 5:18

>>112

Anno and Imaishi are rebels and what to help the future generation.

Miyazaki and Ghibli are probably  demanding and strenuous.

Name: Anonymous 2013-05-17 5:18

Name: Anonymous 2013-05-17 5:20

>>113
I'm sorry for the english. I use translator machine for help.
I think Miyazaki is very  strenuous, they don't want to count on young talents because it is a big risk.

Name: Anonymous 2013-05-17 5:22

>>114
KyoAni doesn't trust their animator.
That's why their animation doesn't have soul.

http://i.imgur.com/xlySdZH.jpg

Name: Anonymous 2013-05-17 5:22

Name: Anonymous 2013-05-17 5:25

>>117
Both of them?

Anno -> Japanese system
KyoAni -> wants to be more like Disney

Name: Anonymous 2013-05-17 5:26

http://imgur.com/C4AK9vb,8OZTsB9,5Z8UIu1#0

Okiura's storyboards are very detailed. A detailed storyboard probably helps to give the animators a good idea of how the director expects the animation to look like, useful for shows that are supposed to be visually consistent.

Name: Anonymous 2013-05-17 5:30

>>119
On Okiura's film I can understand why the boards are so detailed.
It's obvious that not all animators are on the same level as Okiura so he needs to guide them. This is not about trust anymore, this is about helping them.

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