ElfArmy177
Member
yes... average.
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You realize that entire image consists of only roughly 6 frames repeated over and over right?
yes... average.
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You realize that entire image consists of only roughly 6 frames repeated over and over right?
You realize that entire image consists of only roughly 6 frames repeated over and over right?
Transformers was so much better than Beast wars
Yes you do.
Animation by its very definition is the act of sequencing images to create motion. Good animation does this in a very detailed way, they capture the kinetics of human and environmental movement to create animation.
Good animation has little to do with how detailed the illustrating it is or how well paced and cut together a scene is. It is simply about how well things move in a convincing way.
It is why a show like Mob Psycho 100 can have pretty poor looking illustration but fantastic animation. And why DBZ can have some great looking illustration at times, but it sacrifices eccentric movements in the animation, it will use speed lines to create shortcuts, it will have camera pans and zooms into a fist instead of animating it.
DBZ did have the occasional episode or scene that were well animated but most were not, and the examples posted weren't.
Think about it, the license of DBZ could allow animators to do some crazy things with character movement but how often are they just close shots or floating in mid air throwing two punches then flashing to another spot on the screen?
In 30 years this scene has rarely been matched, whether in terms of craftsmanship, direction, or creativity.
If you actually pay attention to what's happening instead of getting distracted by your screen flashing you'd see there's actually nothing special in the animation of this shot.
Anno did at least some of that right? What a badass.In 30 years this scene has rarely been matched, whether in terms of craftsmanship, direction, or creativity.
Nausicaa of the Valley of the Wind. First Ghibli film, although they technically weren't Ghibli yet.What is the name of this anime, neveer seen it it looks amazing.
What is the name of this anime, neveer seen it it looks amazing.
Something that I'm impressed by is a lot of OLDER cartoons are actually amazingly fluid.
Fleischer Superman cartoons still hold up to this day.
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So happy the place I work at right now dont wanna get into paying by the frame but instead insists on a monthly salary.A lot of animators are paid per frame, so yeah, corners inevitably need to be cut to not wind up in poverty.
If we're talking handdrawn....yes it does. DragonballZ is not a bastion of top tier animation.That's literally not true.
Regardless, more frames =/= better animation.
You realize that entire image consists of only roughly 6 frames repeated over and over right?
That's literally not true.
Regardless, more frames =/= better animation.
Its a really shitty system. I've worked in places where some of the junior animators were making less than 100 USD a week.So happy the place I work at right now dont wanna get into paying by the frame but instead insists on a monthly salary.
I had a friend who was paid by frame and it was a project drawn on paper. He ended up drawing on the computer which was faster, print it out and have me help trace that onto paper.
You can have good direction but bad/subpar animation. Dragonball and anime in general is a near constant proof of concept for that statement.I can literally count more than that just from looking at it once
also what is direction
If we're talking handdrawn....yes it does. DragonballZ is not a bastion of top tier animation.
This is a combination of the two sort of. The backgrounds are 3D, but the character animation is 100% hand drawn.
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Who cares, it looks fucking hype !!!
Something that I'm impressed by is a lot of OLDER cartoons are actually amazingly fluid.
Fleischer Superman cartoons still hold up to this day.
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Yes but when we're talking fluid movement, you can convey speed in a better way than dragon ball does.The quality of any particular animation is not necessarily dependent upon there being one unique drawing every frame for the entire duration of the work (not even Disney does this masturbatory shit), but rather the needs of a scene as determined by the intent of a particular motion. Speed and power- to me- are best conveyed in as few frames and as large of differentials between distance as possible, which looks "cheap" to the layman because it's fewer drawings, but nonetheless helps create the illusion of a lot of kinetic energy passing along, which is fun and exciting.
These all convey speed more so than swish lines on top of a detailed illustration.The masters at Warner Bros. utilized this constantly-- Witch Hazel would literally be replaced with twirling hairpins in one frame to the next to convey the idea that she zipped off screen so fast that you missed her. The Coyote would go from full stretch while barely touching a wall to a full squash in the next frame- no other drawings necessary- and the kinetic energy was maintained. To have added even one more frame to these examples under this delusion that everything just automatically looks better if you do a Richard Williams and cram in millions of drawings a second would've destroyed the intent of the illusion. You would've gotten late game Chuck Jones who slowed down with age and honestly jumped the shark with those shitty Tom and Jerry shorts he did, and the even more abysmally timed Tom and Jerry Tales series.
It works for the show but in terms of calling it good animation. Just because people get hype doesn't mean the animation is actually good lol.DBZ's fights take these two ideas and applies them liberally- I would say they're indeed hallmarks of the way the series is animated, ones that Super more often than not misses (and it fucking kills me). Large distance differentials across few frames combined with solid drawings with little to no squash and stretch gives the illusion that a lot of energy is moving throughout the characters' bodies, which is necessary for DBZ's "so fast humans can't see them" fights to work as intended. Honestly, other animes with flashier animation, like OPM, do the same thing as well at points-- A figure or body part will move from point A to point Z in just a couple of frames, and it works.
I'm saying from the perspective of being an animator, the way DBZ takes shortcuts really feels cheap. This isn't fluid:Don't kid yourself that more frames automatically makes every animation better. It does not.
Watch more CGI films.This is what bothers me, they go at different frames so they look way too off.
Also, CGI looks too clean to me.
Yes but when we're talking fluid movement, you can convey speed in a better way than dragon ball does.
These all convey speed more so than swish lines on top of a detailed illustration.
It works for the show but in terms of calling it good animation. Just because people get hype doesn't mean the animation is actually good lol.
I'm saying from the perspective of being an animator, the way DBZ takes shortcuts really feels cheap. This isn't fluid
This is a whole lot of "teach students what not to do" in terms of taking shortcuts.
This is a whole lot of "teach students what not to do" in terms of taking shortcuts.
I'm curious. Considering these shortcuts are known to produce results that convey the point of a scene in a way a general audience finds appealing and impressive, all while reducing effort and cost, why not teach students about them? At least to analyze why it is that people think they look good.
There's no weight to any of it, you don't feel the force of any punch or kick because there's no anticipation and followthrough. I mean it sort of works in Dragonball because they're superhuman gods I guess, but it's something that doesn't work for the majority of fight scenes and something you definitely want to avoid teaching students. You can look to how Jackie Chan and Akira Kurosawa shoot impacts to understand how to make punches and kicks impactful.
Not DBZ's universe, but the constant implication of Jack series is that the only reason Jack is able to perceive this is due to well....being Jack:Give me an example of more fluid animation that is intended to convey motion as fast as what exists in DBZ's universe, because given drawing and frame rate constraints, I don't see how that's possible to get something more fluid without either softening the animation or slowing down intended movements, which I assert would result in something far less appealing and thus more pointless.
I'm not saying that speed liners and blur is off limits. I'm that those shortcuts weren't as obvious, the speed lines weren't the only thing conveying speed. Even subtle motion blur would help those scenes immensely.Looney Tunes, Tom and Jerry, and Disney used speed lines and and blurs as well, particularly during run cycles when feet were going everywhere, so I don't see why those are off limits.
It's good because of hype. If you were to submit something like that as a student it'd be critiqued to hell and back.The animation isn't good because it's hype. It's good because it abides by the necessary principles in order to create that feeling in the audience.
And nothing particularly impressive about them either.The speed at which the fights are intended to happen means fluidity is not a necessity or a priority, no more than it was a priority to even have Hazel be seen moving off screen at all. Aside from being a good draftsman and creating solid drawings, not every principle of animation is equally equivalent at any one time depending upon the overall work and intent of scene. There's honestly nothing technically wrong with the gifs you're showing.
Because there are better alternatives that don't look as cheap. Students are generally taught to avoid anime shortcuts as much as possible tbch. The ones that do tend to struggle the most with growing as artists.I'm curious. Considering these shortcuts are known to produce results that convey the point of a scene in a way a general audience finds appealing and impressive, all while reducing effort and cost, why not teach students about them?
In the context of Dragon Ball: Aside from the fact that a lot of the choreography in these films are, well, real, a lot of the shooting that specifically Chan did involved cutting right before action though, which isn't necessarily always applicable if you're just framing two characters going at it within the frame.
I agree though in the sense that Dragon Ball isn't necessarily something to teach broadly because it's a really unique universe whose rules aren't going to apply to the majority of the use cases in animation. However, it does nonetheless work because, as you said, the show is portraying superhuman gods, and in terms of showcasing that kind of theoretical speed and power simultaneously, I don't think a lot comes close to how iconic DBZ looks, and that's in part to the draftsmanship of the characters, timing, and spacing.
I agree with you OP it depends greatly on quality, however I believe 2d animation can be timeless, it's not as bound to technology as 3d animation is. 2D disney movies from 80 years ago hold up much more than CGI movies from 20 years ago.
btw the lack of ghibli gifs here makes me sad.
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For me I personally love and prefer hand drawn animation. It stems to my love of "Fantasia" (1940), in particular, Night on Bald Mountain.
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I don't necessarily hate CGI films, but I loathe the trend and how hand drawn/2D material is being phased out for CGI crap.
What is the name of this anime, neveer seen it it looks amazing.
I thought so too, but apparently it wasn't. Hiroyuki Okiura just has a very life-like animation style that has been accused of rotoscoping many times (specifically his movie Jin Roh). Which is why I think it's top tier hand drawn animation.
Specifically hate watching CG shows not named CW due to all the obvious shortcuts in animation and in rendering.I would say one simultaneous pro and con of hand drawn frames is necessitation of shortcuts when budget won't allow the fabled 1s framerate (AKA most films that aren't Akira or Thief and the Cobbler). CG tends to be made with smooth framerate so it is standard (or at the very least expected) to see fluid CG.
More frames =/= Better
I'd like you to explain why. Especially when there are professionals in this actual thread saying the opposite..If you actually pay attention to what's happening instead of getting distracted by your screen flashing you'd see there's actually nothing special in the animation of this shot.
Two games where more frames certainly equal better:
Example 1 - NUNS4
You cannot tell me that you'd go back to 30fps UNS4 after seeing that.
vs
Example 2 - GGXrd
I like the Naruto one a lot more because its so much smoother and more visually consistent. I just don't "get" CG anime that tries to nail the "cheap anime" aesthetic. Having 3-4 different framerates going on at the same time cluttering the final image is just really crappy looking. The nature of the CG medium itself allows for a lot of frames with minimal resources (in terms of manpower specifically vs 2D, thanks software interpolation!), why not take advantage of that????
yes... average.
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i feel that the examples you listed show quite well why GGxRd does it the way it does: because their character animations are much more wild and ambitious.
(also id be quite surprised if Sammy/Sega whoever gave Arc as much dosh to do their stuff as the amount that naruto project gets)
The more visual information for your brain to process, the easier it is for the viewer to keep up. For me, looking at the average 3DCG anime like Ajin or BBK is so visually tiring. They try an emulate the cheapness of 2d TV anime, rather than something more fluid like a movie. That Majin Bone example posted above was extremely difficult to follow (the scene/camera direction and YT compression certainly didn't help), but would be easier if it was rendered at something like 60fps.
Those 3D Precure fights from earlier in the thread (the jacko lantern one and the giant particle magical girl one specifically) nail their 2D inspired art styles, but the final product is dragged down by the cutting of frame count down to under 24. Quite a few of the problems that people have with CG anime would dry up of they would just stop cutting the framerate to pieces.
Two games where more frames certainly equal better:
Example 1 - NUNS4
You cannot tell me that you'd go back to 30fps UNS4 after seeing that.
vs
Example 2 - GGXrd
I like the Naruto one a lot more because its so much smoother and more visually consistent. I just don't "get" CG anime that tries to nail the "cheap anime" aesthetic. Having 3-4 different framerates going on at the same time cluttering the final image is just really crappy looking. The nature of the CG medium itself allows for a lot of frames with minimal resources (in terms of manpower specifically vs 2D, thanks software interpolation!), why not take advantage of that????
how
Those attacks in the Naruto video are crazier and more complex than anything in Xrd.
Namco publishes the Naruto games. Coincidentally, Namco is also publishing Dragon Ball FighterZ, which frankly doesn't animate any better than Xrd.
how
Those attacks in the Naruto video are crazier and more complex than anything in Xrd
Also a lot of people in this thread mistaking good art for good animation