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- Source: Take Elmyra, Please
- Id: 25164
- Posted: over 7 years ago by NAveryW
- Size: 640x480
- Framerate: 24.0
- Rating: Safe
- Score: 85
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Anihunter
over 7 years agoNAveryW
over 7 years agoihhh
over 7 years agoCasshan
over 7 years agolighthalzen
over 7 years agoThat was TMS on this? Surprising.
Anihunter
over 7 years agoRon
over 7 years agoBtw, Toshihiko Masuda sakkan'd this.
ihhh
over 7 years agolighthalzen
over 7 years agoEven older examples, I've seen Looney Tunes not looking too weird even when squashing and stretching.
I don't know if that's a matter of era or "animation school" you might say (even if that's TMS here) but that's one of the problems I had as a kid with western cartoons, and I always preferred the more controlled movements and forms of anime.
That's one of the thing that make Disney's animation for example look... less perfect than the most perfect anime to me, despite having more drawings and skilled animators, and more money and more time and more everything. I've noted some people here and there saying "Disney animation is kinda overrated at times" and I agree, but I don't know at all if that's for the same reason. Am I the only guy that dislikes the overdone squash and stretch that make the figure looks like a chewing gum? I think what's reproached is that their animation is too formulaic, and I think the above animation also suffer from an expected formula.
I think it's a problem that arise from it being animated on 2s, since there is more drawings and lines to control. That's an argument for limited animation: if the result should look smooth enough on 3s, don't do it on 2s just for the numbers, if only for the added lines that might not be superposed correctly and flicker a bit, distracting the viewer and killing the end result. Between other problems like "it's useless anyway and you could fuck up the timing by spacing too much when the space is almost 0", "it's hard to keep the forms right and it could result like pic-related", etc.
But it might be a matter of taste, I never got the "illusion of life" thing that American animation prone, anime looks even more alive.
Anihunter
over 7 years agoHonestly though, I have little problem with either American or Japanese animation, so long as they don't look ugly as sin or look like it came from a cheap Korean studio. I can think of many examples on both ends of the coin (I won't simply because I'd be here all day). But the fact is, at the end of the day, both cartoons and Anime are similar in many aspects, and use many of the same techniques.
Looking at this though, I'm not going to lie, I probably would have liked it better if it were more snappy with some fluidity, instead of just outright fluid. It just looks wrong not just in context of this being a Loony Tunes-type series (a franchise known for snappy animation), but from an animation standpoint as a whole. The poses just feel like they're oozing in together, and not in a good way like in the finale to Feat of Clay. It's almost like someone from Kennedy Cartoons ghost animated this scene for TMS.
lighthalzen
over 7 years agoI don't really know how I would have liked this cut to be corrected but more snappiness might be good yes.
Anihunter
over 7 years agoihhh
over 7 years agoCartoon central
over 7 years agoCasshan
over 7 years agoThere's some kind of dogmatic BS with Disney style and the 12 principles.
Anihunter
over 7 years agoBesides, wouldn't TMS have followed most of the 12 rules to begin with?
ihhh
over 7 years agoAnihunter, Most animated tv series are traditionally animated, and outsourcing to foreign studios has been very common since the 70s, and let's also not forget that japan outsources to korea all the time. As for the 12 principles, they are not "rules" as they do not dictate how animation should be done, they are things such as timing and straight ahead vs poe to pose, things which can be applied to any animation whether the animator understands them or not.
Anihunter
over 7 years agoihhh
over 7 years agoAnihunter
over 7 years agoihhh
over 7 years agoCasshan
over 7 years agoTMS did most of the episodes and were the ones with the best quality, that's a fact. S&S doesn't work well in solid objects or where the animation goal is to be realistic because it makes them look too silly.
CalArts are full of disney fanatics that see them as bible. The Ren & Stimpy guy has a great article in his blog about those principles. It doesn't feel expontaneus.
You can see it in American animated movies today where the animation is plagued with those CalArts dogmas.
ihhh
over 7 years agoAnihunter
over 7 years agoAlso you double posted your recent comment.
ihhh
over 7 years agoAnihunter
over 7 years agoHitorio
over 7 years agoTechniques and principles like the 12 that ihhh listed for you - they are methods that technically-explorative artists use to guide their vision in an effort to create a sequence of motion containing patterns that pleasure the brains of viewers. They are tools that focus artistic technique into a specific spectrum of enjoyment. They are not a representative of what makes for an objectively "better" animation, which is why they are not rules.
To take that information and plug it into the answer for your second question, what you just called "rules," which are just "techniques," are not pointless. :) Calling them "rules," though, is a misunderstanding of what type of value they have.
Read a lot of old artbooks by some vintage animation pros, like The Animator's Survival Kit. The mistake of saying that there's a "right" and "wrong" way to do art was a much more prevalent mentality back then. In professional artistry, those 12 principles = better selling product because people enjoyed those techniques consistently; they're great techniques. It's easy to take a formula that makes you money and hail it as something it's not, like an objective "rule."
Disgaeamad
over 7 years ago