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Celshaded
Don't hate me cause I'm animated.

Ben Reynolds @Celshaded

Age 41, Male

Animator

Art School

LA

Joined on 2/23/04

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Animation Talk

Posted by Celshaded - February 18th, 2015


It's funny how our goals tend to change as we grow as artists. When I was back in art school, I was obsessed with doing "cinematic animation", that is to say, American movie quality animation done on 1's. I traced all my holds so that the animation was constantly "moving", I almost never used layers, and I did all my walk cycles on 1's. I learned how to flip my paper and would be constantly adding drawings to get the smoothest look possible. As a result, I was never able to fully complete any of my student films, but managed to pass because of the number of frames used was so high.

Some time after I graduated, I realized that I had a body of unfinished work and that my method was not functional for the fast paced world of freelance. If you're lucky enough to find a client willing to pay you thousands of dollars and wait a year for 2 minutes of animation, then sure that method was okay, but this is an industry built on speed. Quantity versus quality more often than not. And the jobs paid low, too low to justify the effort of drawing thousands of frames for 30 seconds of animation.

So then I went through an experimental period (actually, I think I'm still in this period) where I would try to figure out how to do more limited animation while also maintaining a standard of quality. I looked at a lot of overseas animation, Korean and Japanese animation specifically. I looked at cheap cartoons from the 70's and 80's and tried to reverse engineer their production pipeline; I tried to figure out what they were prioritizing and what they were'nt in order to be able to deliver such a large body of work in such a short amount of time. One major factor I learned, is that more often than not, they were animating on 3's and 4's

It sounds simple enough: lower frame rate and less drawings. Asside from the drawings and artstyle what was the difference between having your motion look like The Adventures of Rocky and Bullwinkle as opposed to something like Lupin the 3rd:

Both shows had a really low cel count, and probably had around the same budget. Now I know that Bullwinkle is a cartoonier show that Lupin, but even taking that into account, there's just something about the way the characters move in Lupin that I personally find more appealing than in Bullwinkle and I have a theory as to why:

For one, the Bullwinkle clip has too many key poses and as a result it screws up the timing. There are almost no holds and a lot of unnecessary movement and the staging is very straight forward. They are trying to apply the American "Disney" standard of full animation to a limited production. They are trying to do a watered down version of disney animation instead of altering the process to fit within their limitations.

In the Lupin clip they take advantage of the limited cel count by having the characters quickly snap into a pose and then hold it. Realizing they can't spare the frames to do proper slow in and slow out, they compensate by adding more holds when certain parts are supposed to be slower like the part where Jigen is running from the helicoptor. The timing works so you don't even notice the pauses in the animation where as Rocky's motion looks really awkward when he says, "We're going to have a lot of fun! Come on and join us!". They also save a lot of animation by using holds in combination with dynamic staging, like when Jigen shoots the helicoptor. He holds that pose for a long time.

So you might be thinking that I'm picking on Rocky and Bullwinkle because it's not anime, and that's really not the case. Just look at this Danger Mouse clip. Look how strong the staging is, how snappy the timing is, and how they aren't afraid to hold on a good looking pose. They are doing everything they did right in the Lupin clip and applying it to cartoony animation:

But I do tend to favor japanese animation because they have figured out over time that by paying close and special attention to the timing, posing, and staging, you can fool people into thinking your limited animation is higher quality than it actually is; case in point:

That my friends, is what I am currently trying to master...


Comments

I can understand it's hard for traditional animator to get a job, specially now that programs are made to make animation more easy and faster to work on such as flash and toonboom and so on. I still to this day enjoy 80's and 90's cartoons not only that they are hand drawing but most of them have a good moral to it. And it also took a team to do so, but what cartoon I find amazing is Tom and Jerry. Not the new ones where they looked like it's done in flash, no sir! I'm talking about the old school with Tex Avery and Chuck Jones style. They have my most respect because normally it only took about 4 to 5 animators to produce them and their background work is very detailed. Rumor is that Disney was going to go back to traditional animation, would be a smart move if they do so, problem is that studios now a days are all about money and fast production, that's why a lot of cartoons today are crap in my book... poor Cartoon Network... May you rest in peace.

Yeah, I heard that same rumor about Disney going back to 2D, but it seems like now they are more invested in perfecting the technology they made for Paperman, where it's 3D that looks 2D. It doesn't look too bad, they recently just did another short called Feast using the same software. They talk about how much work it is to get the 3D to look 2D that I wonder if it would be less work just to hand draw it...

I recently discovered the way of animating on 3's. Had only used one's and two's before. Really when you pose everything right you'll barely tell the difference. Doing everything on one's is a pain in the ass.

We all try to find ways to animate more efficient while maintaining a quality standard, but i'm afraid that will never happen. At least not without the compomise over the quality. Let's face it unless you're animating strictly dialogue, which i hate to do, it will take ages. All you can do is improve your technical skills and plan out exactly what you want to happen before drawing a single line. That will shave hours and hours of your total time.

Good luck experimenting ;D

Yeah, even doing really crappy animation takes forever. But I have learned through trail and error the importance of planning. I think a lot of guys new to animation don't realize how much time you save just by thoroughly planning out your stuff in the beginning.

I'm really loose with my lip sync nowadays, and just like you said, it STILL takes forever. Lip sync is really my least favorite thing to do especially because I have to shut off all my music that I listen to while I work in order to hear the dialogue.

Yeah, doing everything on 1's as an indie animator will spell doom for you, unless you sacrifice color and/or cel-shading. Overall, this is a good informative post. There is another technique you've forgot to list, and that is partially-looped animation (like a run sequence for 3 seconds into a jump) , and reusing entire animation shots, like in DBZ. Panning from side to side is helpful too: cliché, but usually effective with some establishing dialogue. I animate on 2's and 3's, sometimes 1's if I particularly want a smoother animation for a particular movement...it all depends. People still opt for professional, clean animation though. SimontheCat got hundreds of thousands, but sacrificed dialogue, storyline, and color (and background) to do it. It also depends on how many people are involved in a scene (3 people in a scene is like animating twice), what else is moving in the shot, layers involved in a shot, etc. In my case, the better you get at animation, the more problems you deal with, because you work with heavier dialogue, start working with other high-end people, cinematic shots that can become difficult to animate without proper references, etc. Sorry if I put too much into one paragraph, lol. Time will always be an issue for the animator, and we just have to work it out and sacrifice certain things in order for our stories and completed animations to progress. I would say the most important thing for you to do, or any animator, is to finish up your animations by any means necessary.

I've heard that infamous panning trick refereed to as a "J-Pan", lol. Pretty useful during long bits of dialogue. You just cut away from the person talking and save a bunch of frames of lipsync. Another trick that I actually picked up from Rocky and Bullwinkle is that having a narrator can save you a lot of animation if he's just explaining everything that's happening with minimal visuals. It's really obvious though, so I haven't really tried it yet.

I really like the idea of having recycled special attack and transformation sequences where the animation of those quick scenes are really high quality. If I had thought about it earlier I would have incorporated it into Kerslash more. But it's definitely something I want to try. I could never figure out how a show like Sailor Moon or Ronin Warriors can show the same sequence every episode and actually have the audience be excited to see it again.

All of this is why I prefer 3s over 2s / 1s. More limited animation simply forces you to draw up stronger key poses and put your inbtwns / eases where they count - in the end this will help you grow faster. I've seen too many (new) animators loosing themselves in smoothing hell.

It's hard trying to convince people that smooth animation doesn't necessarily equal good animation. Plus, I personally find something appealing about "choppy" animation and being able to see the key frames.

Bravo. This is so well thought out and great to read. Thanks for taking the time to share examples and make some case points. I definitely hope you can find your balance and effect you're going for. I definitely wanna see what you have in the works currently, cause you've always been an extremely talented artist.

Thanks for taking the time to read all of that. I can't wait to try out and apply all my theories I've come up with.

I was just thinking about this the other day- even with 3D the playback rate of 12-15 frames gives it a more cartoony look. Even though I can go as high as 60, its not worth it unless I want to spend hours tweaking everything to get it to look pixar smooth.

Alot of those old cartoons were 8 fps while alot of reused frames and things, especially the animes and old hanna barbera and flintstones stuff.

So far as getting 3D to look 2d- theres a bunch of techniques. A japan studio called Short peace is kind of leading the way. Its a mix of texturing and fiddling with frame rates to focus on dramatic keys like 2D. Meanwhile it offers alot of detail frame to frame that isn't possible in 2D really unless you want to spend hours.

https://www.youtube.com/watch?v=PJfhKpayMog
https://www.youtube.com/watch?v=OSTLyCpb_Kw

check out those shorts made by that studio.

I think disney is going about it wrong. They'd be better off breaking 3D renders into frames and focusing on texturing models correctly to look as if they're drawn instead of that smooth anti-aliased look they like so much that most of their 3d movies feature.

The paperman route is a rediculous amount of work.

Oh yeah I've seen that first clip from a studio called Kamikaze Douga. I think Short Peace was the name of the festival they submitted that film to. KD is leagues ahead of Disney when it comes to 3D celshading. Like you said, I think the trick to making it look 2D is keeping the frame rate low to maintain the choppiness, like in this:
http://youtu.be/5G64-xD-mnw

I've been wanting to experiment in 3D but haven't had the time to mess around with it yet.

Yeah exactly, it's like how more detail doesn't necessarily make for a better painting.
I think choppy animation just makes everything seem more powerful but there's one other thing I've been thinking about:
Especially during action sequences I find super fluid animation off-putting most of the time. When you are in a situation in real life where your adrenalin level rises some movements aren't perceived consciously and thus "frame skips" in your perception and memory are created. So in the end I think choppiness just comes off as more natural and has a better effect on the viewer, at least in action scenes - either that or I'm going nuts.

JJ JJ