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Japanese animation theory
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St. Toledo



Joined: 26 Jan 2006
Posts: 234
Location: Toledo, U.S.A.

PostPosted: Tue Aug 21, 2007 7:37 pm    Post subject: Reply with quote

GATSU wrote:
This is OT, but are you the Peter Chung? If so, what the hell was up with that live-action Aeon Flux?

I still didn't know why that had to be made at all. I could never see Chung's charcters be set in live-action as it seemed impossible to comprehend.
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GATSU



Joined: 24 Apr 2006
Posts: 442

PostPosted: Tue Aug 21, 2007 11:20 pm    Post subject: Reply with quote

St. Toledo: It might have worked, if they got Pitof or Proyas to direct.
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H Park



Joined: 14 Mar 2007
Posts: 390
Location: San Francisco, USA

PostPosted: Fri Aug 24, 2007 11:13 am    Post subject: Reply with quote

Peter_Chung wrote:
Japanese animation theory. I could probably write a book on the subject, so I'll try to keep it down to the basics.

Peter, Thank you for that Cyber X music clip from FTP site few years ago.

Anyway, you should write Japanese animation theory book as soon as you're done with your current film project. Thanks to recent explosion of popularity in Anime, I came across all kinds of books trying to explain Anime. Unlike those pseudo-experts composed of fans, you have actual experience and knowledge on both forms of animation.

Quote:
The evolution of most current Japanese animated character design derives from the need to cover the imprecision of their lipsync. It has resulted in the tiny mouths and tapered chins of so many "cute" lead characters, since drawing them that way allows animators to use fewer mouth poses and not to animate the jaw during dialogue. Spoken Japanese is made up of fewer phonemes than Western languages, so it also easier to get away with less precise lipsync.



Aha. that explains it. I've heard all kinds of explanation why Japanese animation characters have small mouths.

Quote:
Sometimes, the sakkan's role is so important that he may even be paid more than the director. The job doesn't exist in an American studio.


Really? We thought Animation Director was the closest thing to Sakkan.

Quote:
The American feature animation studio is broken down into so many job categories, it is hard to keep them all straight. Supervising character lead animator, character animator, character assistant, character breakdown, rough inbetweener, inbetweener, lead cleanup, key assistant clean-up, assistant clean-up, effects animator, key effects breakdown, effects assistant and on and on. The most important difference is that Japanese animators are assigned sequences. They animate every element in a given sequence of scenes. Sometimes that includes characters, props, vehicles, machinery, animals, effects, shadows, backgrounds (if they move). American feature animators are cast by character. They will often have to "perform" with other animators on the same scene. The prince, the princess, the villain, extras, shadows, and any effects involved, will all be drawn by different animators, according to their specialty, even if they occur together in one layout.


Do you think that "specialists" in animation production is always a good idea?

Quote:
4. Top pegs-- American animators bottom- peg their drawings onto a fixed pegbar attached to a rotating disc, which usually sits on a light desk tilted at a steep angle, like an easel. This enables them to use their free hand to "roll" their drawings as they work, which they do frequently to check the flow of motion. Japanese animators top-peg their drawings to a simple unattached pegbar which needs to sit on a near- horizontal surface. They flip their scene to check the action only occasionally, as they have to lift the stack of sheets up off the pegs. The Japanese animator is involved in a more mental (or intellectual) process, calculating the result in his head. The American animator is working more by "feel", or instinct, checking and rechecking it for fluidity constantly as he draws.

I read about Top Peg/ Bottom Peg conflict from Animators Survival Kit. I guess the choice depends on your needs...

Quote:
6. Pay calculation-- This has a huge impact on the entire approach to production in ways too arcane to explain fully to anyone who hasn't worked as an animator in a Japanese style studio. Key animators are paid by the cut (scene). Inbetweeners are paid by the sheet. It doesn't cost more for an inbetweener to spend longer on a drawing, resulting in a tendency to produce a lower count of very detailed drawings rather than a higher count of simple ones.


I heard that system is getting balked by younger generation of Japanese who desire stable income. Is it still true? 2000 yen per cut for KA and 200 yen per sheet for inbetweens? Or do they went up?
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Peter_Chung



Joined: 20 Aug 2007
Posts: 78

PostPosted: Fri Aug 24, 2007 8:13 pm    Post subject: Reply with quote

Thanks, H, though my current projects are going keep me busy for the next couple of years at least.
If you got the Cyber X cliip, I take it you used to visit the Aeon Flux board? To those who have asked, I will not discuss Aeon Flux here, just my thoughts on the topic at hand.

I've visited this site occasionally and have been impressed with Ben's range and depth of knowledge about the current Japanese animation industry, the names and credits of individual animators, particularly the latest rising talents.
There's a lot of misinformation about Japanese animation floating out there. Anipages is the one place where I've found the information to be sound and the fans earnest about appreciating the artform, so I decided to post here. There is even a lot of misconceptions on the part of American animation professionals regarding Japanese animation, but also the other way around. It blows Japanese animators' minds when they're told a feature film made in the U.S. can cost over $100 million to make.

I'm making comparisons between the U.S. methods and the Japanese because it's hard to describe what makes Japanese animation different otherwise. (Different from what?)

On the tiny mouths of characters, to be more accurate, it makes the fact that there are fewer poses less noticeable.

When it comes to the job of the animation director, there is a very big difference between TV and feature animation in the U.S. Not so much in Japan. In Japan, current feature animation production is basically the same as their TV production, but with a higher budget.
In TV, American directors write down all the timing instructions on their x-sheets before sending the scenes to the animators (usually to Korea). In American features, the system is not really standardized, and will differ according to the studio and the particular individuals involved. There was a tendency towards "directing animators" rather than "animation directors" (when they were still making 2D features). That reflects the emphasis on character, since "animation director" is too general.

In Japan, animators start with completely blank x-sheets. The sakkan's job is to be the "fixer" after the animator finishes his part. His main role is to maintain consistency in the drawing, that is to put the characters on model. The system is very standardized across the industry. If you look at the end credits to Japanese features, you will see the involvement of a lot of different studios contributing everything from layouts to camera. For all the studios to be able to work together, there has to be a universal consistency in methods. This is also the reason why the Japanese industry was so slow to make the transition to digital. They all had to change together, including their subcontractors in Korea and China.

There is no "always" in art. Specialization increases quality, but costs more. The Japanese understand that, but resist it for the sake of freedom and efficiency. (When possible, they do choose animators best suited for particular scenes.) Organizing by specialization takes longer to produce animation, therefore costs more money. Costing more money means that the films have to be more popular. That in turn means that creative freedom is restricted. Many Japanese studios and directors would prefer to have lower budgets and more freedom than higher budgets with less freedom. It seems that many American directors feel it is their job to make films that appeal to the maximum number of viewers. They would say that specialists are critical to achieving that goal.

Richard Williams is unusual in his stance in favor of top pegs. Almost all American animators use bottom pegs nowadays. The fact is, that a good animator can work either way. I'd recommend beginners to learn on bottom pegs first. For me, it makes the process more enjoyable, but for that reason, it can become a crutch. You can end up needlessly rolling your drawings back and forth. These days, I use top pegs. I find it forces me to focus harder and I can work faster.

The pay for key animation varies wildly, depending on the show. 2000 yen per cut sounds like the lowest end of the range, not the average. Probably shows like Anpanman do pay on that level. In Korea, American shows pay by the foot. (A unit that is meaningless today, but persists as part of the traditional professional lingo). Key animation on Nickelodeon's Avatar pays about 11000 won per foot ($11 currently). A 2 second cut is 3 feet (1.5 ft/sec). Most cuts are much longer. You can see why Korean animators don't want to work on Japanese shows.

On the other hand, 200 yen per sheet of douga is about the current average as far as I know.
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St. Toledo



Joined: 26 Jan 2006
Posts: 234
Location: Toledo, U.S.A.

PostPosted: Fri Aug 24, 2007 9:48 pm    Post subject: Reply with quote

H Park wrote:
Peter_Chung wrote:
Japanese animation theory. I could probably write a book on the subject, so I'll try to keep it down to the basics.

Peter, Thank you for that Cyber X music clip from FTP site few years ago.

Anyway, you should write Japanese animation theory book as soon as you're done with your current film project. Thanks to recent explosion of popularity in Anime, I came across all kinds of books trying to explain Anime. Unlike those pseudo-experts composed of fans, you have actual experience and knowledge on both forms of animation.

There's probably been a few in the anime industry of some interest whom might also know enough as well, but yeah, most tend to lean towards the fan side of things.

Quote:
Aha. that explains it. I've heard all kinds of explanation why Japanese animation characters have small mouths.

I often heard of many explanations (like with the big eyes being the window to the soul and all that).

Quote:
I read about Top Peg/ Bottom Peg conflict from Animators Survival Kit. I guess the choice depends on your needs...

I would think it would be nice if only as an animator's preference.
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St. Toledo



Joined: 26 Jan 2006
Posts: 234
Location: Toledo, U.S.A.

PostPosted: Fri Aug 24, 2007 10:10 pm    Post subject: Reply with quote

Peter_Chung wrote:
Thanks, H, though my current projects are going keep me busy for the next couple of years at least.
If you got the Cyber X cliip, I take it you used to visit the Aeon Flux board? To those who have asked, I will not discuss Aeon Flux here, just my thoughts on the topic at hand.

That's OK. I might not've said great things about your design aesthetic, but I admire your use of action and plot in most cases (though I kinda like the Liquid TV shorts over the TV series personally).

Quote:
I've visited this site occasionally and have been impressed with Ben's range and depth of knowledge about the current Japanese animation industry, the names and credits of individual animators, particularly the latest rising talents.
There's a lot of misinformation about Japanese animation floating out there. Anipages is the one place where I've found the information to be sound and the fans earnest about appreciating the artform, so I decided to post here. There is even a lot of misconceptions on the part of American animation professionals regarding Japanese animation, but also the other way around. It blows Japanese animators' minds when they're told a feature film made in the U.S. can cost over $100 million to make.

Really, there always needs to be places like this among the sea of animation-oriented webpages with the facts to help all!

And yeah, it's a real shame it can cost that much to make movies here.

Quote:
I'm making comparisons between the U.S. methods and the Japanese because it's hard to describe what makes Japanese animation different otherwise. (Different from what?)

On the tiny mouths of characters, to be more accurate, it makes the fact that there are fewer poses less noticeable.

That's true. I hardly ever notice the poses much that way.

Quote:
When it comes to the job of the animation director, there is a very big difference between TV and feature animation in the U.S. Not so much in Japan. In Japan, current feature animation production is basically the same as their TV production, but with a higher budget.

Many times it shows as well if you do pay attention (when OVA's were big, their budgets were close or slightly more than that of TV budgets I've read).

Quote:
In TV, American directors write down all the timing instructions on their x-sheets before sending the scenes to the animators (usually to Korea). In American features, the system is not really standardized, and will differ according to the studio and the particular individuals involved. There was a tendency towards "directing animators" rather than "animation directors" (when they were still making 2D features). That reflects the emphasis on character, since "animation director" is too general.

Interesting to note the differences there, and I sorta noticed that happening more in the 90's on some features that felt like more than one person was in charge of sequences and such.

Quote:
In Japan, animators start with completely blank x-sheets. The sakkan's job is to be the "fixer" after the animator finishes his part. His main role is to maintain consistency in the drawing, that is to put the characters on model. The system is very standardized across the industry. If you look at the end credits to Japanese features, you will see the involvement of a lot of different studios contributing everything from layouts to camera. For all the studios to be able to work together, there has to be a universal consistency in methods. This is also the reason why the Japanese industry was so slow to make the transition to digital. They all had to change together, including their subcontractors in Korea and China.

It was glad that they took their time the way they did (kept the cel collecting market going for a little while longer).

Quote:
There is no "always" in art. Specialization increases quality, but costs more. The Japanese understand that, but resist it for the sake of freedom and efficiency. (When possible, they do choose animators best suited for particular scenes.) Organizing by specialization takes longer to produce animation, therefore costs more money. Costing more money means that the films have to be more popular. That in turn means that creative freedom is restricted. Many Japanese studios and directors would prefer to have lower budgets and more freedom than higher budgets with less freedom.

Sounds a little like the way Leon Schlesinger operated his studio where he let the guys do whatever they want as long as he got the cartoons out on whatever budget he went with (not so much a comparison, but I can see where you're going with it)

Quote:
It seems that many American directors feel it is their job to make films that appeal to the maximum number of viewers. They would say that specialists are critical to achieving that goal.

I could agree as well about this too.

Richard Williams is unusual in his stance in favor of top pegs. Almost all American animators use bottom pegs nowadays. The fact is, that a good animator can work either way. I'd recommend beginners to learn on bottom pegs first. For me, it makes the process more enjoyable, but for that reason, it can become a crutch. You can end up needlessly rolling your drawings back and forth. These days, I use top pegs. I find it forces me to focus harder and I can work faster. [/quote]
I'll have to keep that in mind ir or when I start animating!

Quote:
The pay for key animation varies wildly, depending on the show. 2000 yen per cut sounds like the lowest end of the range, not the average. Probably shows like Anpanman do pay on that level. In Korea, American shows pay by the foot. (A unit that is meaningless today, but persists as part of the traditional professional lingo).

Heh, being reminded how often I do hear "per foot" when talking about film!

Quote:
Key animation on Nickelodeon's Avatar pays about 11000 won per foot ($11 currently). A 2 second cut is 3 feet (1.5 ft/sec). Most cuts are much longer. You can see why Korean animators don't want to work on Japanese shows.

American pay heap money! (sorry for the silly layman speak) Smile

By the way Peter, Ben and others, today is my 30th Birthday. Just thought I mention it here. Cool
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Peter_Chung



Joined: 20 Aug 2007
Posts: 78

PostPosted: Fri Aug 24, 2007 10:18 pm    Post subject: Reply with quote

Some more thoughts on the sakkan system.
I always serve as my own sakkan on projects I direct. I can tolerate the process because I start by choosing my animators carefully. I consider it both a challenge and an opportunity to learn from the methods of other animators. I couldn't do it as a regular job.

Many Japanese animators, as they get recognized by the studio, will get tapped to do sakkan work. They will take on the job for the higher pay, the challenge, the added prestige and the chance to influence the entire production. Many of them go running back to doing genga after the end of a season. A sakkan feels like he's being dumped on. He is the guy who has to clean up the mess. The majority of animators will do sloppy genga as quickly as possible just to collect their pay. They know their work is going to be corrected anyway, so they don't bother to draw on model. The sakkan wants to send the genga back, if for no other reason than to let the animator understand his mistakes and not to repeat them. Usually, the studio can't afford to do that, so the sakkan is stuck fixing the same stupid errors again and again. He can't enjoy the animation process any more because all he sees are the mistakes. Meanwhile, the hack animator gets paid whether his work is corrected by the sakkan or not. This, in turn, keeps the average wages low, as studios are reluctant to pay good wages to animators whose work will be discarded by the sakkan. Good animators who have proven themselves to be reliable are paid special rates. Unfortunately, because of the shortage of animators, many substandard people manage to keep working precisely because of the sakkan's efforts. When the key animation is done in some foreign country, the sakkan can feel especially helpless.

Other animators may sometimes resent the sakkan's messing with their work too. At times, an animator may do his best, spending a lot of effort and time making very detailed genga, only to find that the sakkan has totally redone it in his own style. That only has to happen a few times before the animator decides it's not worth working so hard on a scene. It can become a vicious cycle if not carefully checked. Morimoto is notorious for being a hard director/sakkan to work for because of his impossibly high standards. Other animators don't want to work on his projects because they know, no matter how hard they try to do their best, their animation will likely be discarded. In some cases, the reason for this may be more a matter of the sakkan's particular taste than anything innately wrong with the animator's work.


Last edited by Peter_Chung on Sat Aug 25, 2007 2:31 am; edited 1 time in total
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Peter_Chung



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PostPosted: Sat Aug 25, 2007 2:22 am    Post subject: Reply with quote

Leedar wrote:

How do Japanese animators aquire their skills, typically? Are schools notably important? I hear they read classic Western texts often... how does this gel with their differing style? Would a common Japanese animator learn more through study of conventions (like the aforemention books, combined with Japanese exclusives), 'unintellectual' emulation, real life observation, or something else?


Every case is different. The ability to animate well is largely a natural gift. I've seen great young animators with no formal training. I've seen veterans with decades of experience who just never "got" it. They say you have to love doing it to be good, but I've also seen my share of very naturally talented animators who actually didn't like doing it.
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Huw M



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PostPosted: Sat Aug 25, 2007 2:55 am    Post subject: Reply with quote

Thanks for your input Peter, its quite cool to have a seasoned pro sharing their knowledge of such a niche topic, especially one that has virtually no coverage in english-language media apart from aniPages itself.

200 yen for a sheet of douga? I thought a really good inbetweener could do about 1000 sheets a month? Pretty unsatisfactory pay. Also, you said a while back:

Peter Chung wrote:
Inbetweeners are paid by the sheet. It doesn't cost more for an inbetweener to spend longer on a drawing, resulting in a tendency to produce a lower count of very detailed drawings rather than a higher count of simple ones.


What exactly did you mean here? If they get paid by the sheet, wouldn't it make more sense to crank out as many drawings as possible? And does the Key Animator specify the number of inbetweens, or is the budgeting of the scene left up to someone else?

Also, I wonder, what are your thoughts for the future of the western animation industry (and the eastern too I guess)? It doesn't seem like we'll ever get to see interesting animation on the level of what comes out of Japan with the rigidity of the western system for 2D animation, and inexpensive CG and Flash based cartoons aren't making things any better.....what are your predictions, and what would you like to see? I'm also putting that question towards everyone else on this board.

Oh, and happy birthday, St. Toledo. It's actually mine tomorrow -_-
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Peter_Chung



Joined: 20 Aug 2007
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PostPosted: Sat Aug 25, 2007 3:57 am    Post subject: Reply with quote

I can see how that sounds confusing. I'm talking about from the studio's perspective. If an inbetweener spends 10 minutes or 2 hours drawing one sheet, it costs the same to the studio. The tendency therefore is to load up on detail on each sheet to maximize production values. More sheets equals more cost for the studio. The inbetweener tries to work as fast as possible, naturally.

American studios pay artists by the hour. They do not want inbetweeners spending time on each drawing. In this case, more detail equals more cost.

The animator specifies the number of inbetweens in a cut. The director keeps track of the cel count. Animators have to self-police themselves on using too many inbetweens. If they call for too many, the director will change the timing himself without consulting the animator. Before all that, the director will explain to his staff where the animation needs to be fullest during the hand-out process.

I don't want to address your other questions about the future of 2D animation here. That's a completely different topic best left to another thread.
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Ben
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PostPosted: Sat Aug 25, 2007 6:42 am    Post subject: Reply with quote

Thank you for joining the board, Peter. I'm honored by your presence, and very glad to have someone here with intimate knowledge of the workings of the system in Japan. I've pieced together things, but my understanding is still full of gaps and not first-hand like yours. Thanks for sharing your insight.

Huw, regarding who decides on the inbetweens, my understanding is that in Japan, at least, the key animator indicates exactly how many inbetweens are to be used, and how, for his or her shots. This is done on a so-called "time sheet" that accompanies all key animation by the key animator. The time sheet is where the all-important element of the timing of the movement is determined - how long a drawing stays on the screen before being replaced by the next one. People like Masahito Yamashita and Yoshinori Kanada were known for creating strange movements by indicating unusual, uneven timing on the time sheet.

On the time sheet is a grid with columns labelled "A" for the first (bottom) layer, "B" for the next one up, etc. Each row indicates a single frame, or 1/24 of a second, so that there are 24 rows for a second of animation. I think each studio has their own version of the time sheet and they probably differ from one another to some extent. The key animator writes the number of the key drawings in the boxes accordingly - e.g. "1" in the first box, then skip two boxes and draw a dot or a dash or the like in in the fourth box to indicate to the inbetweener where an inbetween is to come, then skip two more boxes and draw a "2" for the second key drawing, etc. That would be a movement in "threes". Kenichi Yoshida used to have the keys and time-sheets for his shots in the Gainer opening up on his home page that made it very clear how this worked, but unfortunately those have since disappeared.

I don't know at all how this is handled in other countries like the USA or Korea, so I am grateful to Peter for discussing this topic comparatively as he has been. I never fail to be amazed when reading through the credits of US productions at the sheer variety of different posts that are needed in western animation as opposed to Japanese, where everything basically boils down to three people - the key animator, the animation director and the inbetweener. Of course, there are miscellaneous other posts such as "sou sakuga kantoku" or chief animation director, sometimes a separate layout person, sometimes a "nigen" or second, etc., but as Peter has indicated, it's a very different system. These days I've noticed it seems increasingly common to see ni-gens in particular. I'm unsure of the precise nature of their job, although I gather it must be something akin to cleanup of rough keys.

Regarding who decides what kind of timing should be used, I believe that shots are typically assigned to animators in what are called "sakuga uchiawase" (typically shortened to "saku uchi"), meaning animation meeting, which is where I guess the director would make any comments about the content or frame count of the action. One thing I've never been sure about is: Who assigns animators? I figured it was probably the director, because the animation director is just there to correct things, but I was never sure. In cases where the director, enshutsu and ekonte are different, who chooses? Is it the person who drew the ekonte? In some cases I've heard of ekonte being drawn a certain way with a certain animator in mind, which seems to suggest that the storyboarder chooses the animators in cases where the enshutsu and ekonte are not done by the same person.

Anyway, enough rambling. Just some random thoughts. Sorry if any of this is inaccurate.
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St. Toledo



Joined: 26 Jan 2006
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Location: Toledo, U.S.A.

PostPosted: Sat Aug 25, 2007 7:15 am    Post subject: Reply with quote

Huw M wrote:
Also, I wonder, what are your thoughts for the future of the western animation industry (and the eastern too I guess)? It doesn't seem like we'll ever get to see interesting animation on the level of what comes out of Japan with the rigidity of the western system for 2D animation, and inexpensive CG and Flash based cartoons aren't making things any better.....what are your predictions, and what would you like to see? I'm also putting that question towards everyone else on this board.

Lord knows how much it frightens me to think of the future of 2D animation given it's current state around here.

Quote:
Oh, and happy birthday, St. Toledo. It's actually mine tomorrow -_-

Thanks. Hardly anyone remembered it at all in my family, and it looks like I'm stuck having a post-celebration tomorrow. Sad
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Huw M



Joined: 06 Aug 2007
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PostPosted: Sat Aug 25, 2007 8:37 am    Post subject: Reply with quote

Thanks, Peter and Ben, for your responses. Certainly makes things a lot clearer.

And you're right about the topic of the future of the animation industry being best left to another thread, Peter. I'll probably go make one sometime in the future.

Keep up the good work guys, we all appreciate you taking your time to answer our questions, especially when you are so busy.
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H Park



Joined: 14 Mar 2007
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Location: San Francisco, USA

PostPosted: Sat Aug 25, 2007 10:48 am    Post subject: Reply with quote

I've read that Key Animator handles timing for his own cut. Does Sakkan check KA's timing other than correcting drawings?

Ben mentioned "ni-gen", or Second Key animation. Is it a some kind of key animation?
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Manuloz



Joined: 21 Jan 2006
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PostPosted: Sat Aug 25, 2007 10:52 am    Post subject: Reply with quote

Quote:
Regarding who decides what kind of timing should be used, I believe that shots are typically assigned to animators in what are called "sakuga uchiawase" (typically shortened to "saku uchi"), meaning animation meeting, which is where I guess the director would make any comments about the content or frame count of the action. One thing I've never been sure about is: Who assigns animators? I figured it was probably the director, because the animation director is just there to correct things, but I was never sure. In cases where the director, enshutsu and ekonte are different, who chooses? Is it the person who drew the ekonte? In some cases I've heard of ekonte being drawn a certain way with a certain animator in mind, which seems to suggest that the storyboarder chooses the animators in cases where the enshutsu and ekonte are not done by the same person.


It's an interesting point you rise again. I wonder who take the final decision to the asignment of animators but i suppose if the storyboarder is not the one to take it, he can still suggest someone for the work.

Then i suppose everyone from producers to animators can suggest some animator he knows of and then a decision is taken.
At least that producer from the Tsubasa movie seems to know a lot about animators. In the end, he might the one to contact animators to work for his production.


...

Quote:
Ben mentioned "ni-gen", or Second Key animation. Is it a some kind of key animation?


I think it is. But i was wonderignt what was the purpose of this post in the staff.
Are the seconde key animators appointed because the fisrt time around the key animator did not draw enought key for the inbetween to figure out the movement. Or are they appointed later on because the production did not call for enough key animators to handle all the scenes.


Last edited by Manuloz on Sat Aug 25, 2007 11:01 am; edited 1 time in total
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