Traditional animation, sometimes also referred to as cel animation or hand-drawn animation, is the oldest and historically the most popular form of animation. In a traditionally-animated cartoon, each frame is drawn by hand. Most animation today, if not all, has begun to utilize computer animation rather than use the traditional animation process. In 1986, when Dragon Ball first aired on the Fuji Television network, computer animation did not exist. So for the purpose of this feature, we will not address computer animation and cover only the traditional animation process.
It should be noted that although this guide specifically pertains to the animation of episodes, the theatrical films underwent the same animation process. Although they were held to much higher standards of quality than anything made for television broadcast.
Animation Source
Throughout the guide you may notice that most of the materials and processes shown are not from Dragon Ball or Toei Animation. We have chosen to use material from GAINAX for the majority of the feature, as it is more readily available than Toei Animation materials. Fortunately, the use of GAINAX materials doesn’t change anything as both companies use the same animation process.
トップをねらえ! Gunbuster
Toppu wo Nerae! Ganbasutaa
Aim for the Top! Gunbuster
Episode 5, “Please!! Spare Some Time for Love!”
Cut 124 – Time Code 00:07:37.00
Basic Stages of Traditional Animation
The process of creating the images that we eventually see on screen can be split into several basic stages. In this overview we’ll be looking at the actual act of getting a show from its original concept to the final product.
Stage 1: Planning and Scriptwriting
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The process of creating an episode begins with a planning meeting. The main staff gets together, including the original author, the manga‘s editor, the series director, planner, organizer, and producers, to work out the episodes main details. During these meetings they decide how to turn the original story into an anime, how many episodes will be made, and how to depict the original story in that number of episodes.
Once the proposal has been finalized, a draft script of the plot of the series is written up by the series organizer. While the script is being written, meetings are held with directors, scenario writers, and producers to help polish up the script and to ensure that the scenario fits within everyone’s vision of where they want the series to go. These meetings occur roughly 3 to 4 times before a final draft is agreed upon. When the overall series plot is finalized, the series organizer then tasks the scenario writers, which often includes themselves, with writing scripts for each episode.
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Stage 2: Storyboard
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The next stage of creating a scene is to storyboard it, which will ultimately decide how the story is going to be presented to the audience in the form of images. In DragonBall, the storyboards are drawn by the series director, unless otherwise specified. The storyboard is a sequential set of drawings detailing the major scenes of the series, essentially a visual script. The text might explain what is happening in the scene, such as the movement of the characters, sound effects, or any other required notes. The storyboard sketch doesn’t necessarily reflect how the final image will look, but is more so used as a template for how the characters will be positioned, and any other basic elements of the scene. Storyboards need to be completed before any other work can continue.
With the storyboards completed, production and animation meetings are held to ensure that nothing has been forgotten and to divide up the main tasks at hand amongst the staff. These meetings are run by the series director, who then assigns the episode director, animation supervisor, and art director. He also assigns tasks to the assistant directors.
During these meetings, the animation supervisor and main artwork staff (chief animator, art director, and key animators) use the storyboards to check the overall feel of the series, including the positions of the characters, angles, light direction, and shadows, etc. Scenes are also divided up amongst the key animators and layouts of these scenes are decided upon. The chief designer will also create “design packs” of the various characters and items, distributing them to all of the animators during the meeting.
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Stage 3: Layout
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Based on what was decided during the animation meetings, the layout is the very first responsibility of the key animators. The image is drawn accurately as to how the final product should look. The layout basically serves as a blueprint for the following stages of animation, mapping out how the characters and scenery should be framed, as well as depicting the exact details of how the characters are to be positioned (in this case, how the girls are sitting). Although this stage shows the general details of the scene, it does not yet include full detailing on clothing, or other additional specifics of the image.
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Stage 4: Revisions
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In this stage, the chief animator and animation supervisor will examine the layout and make any necessary revisions. The revisions are usually rough, and only outline the exact parts that need to be corrected (the supervisor won’t actually re-draw the entire layout).
In this image we can see that the girl on the left has been given a necklace, some of her hair has been extended over her chest, and her breast has been corrected. The girl on the right has had corrections made to the way her hair sits, the angle of her right arm, her legs have been tucked in, and the tilt of her upper body and head have been changed.
Once the revisions are finished, it’s checked first by the animation supervisor and then by the chief animator. Once the revised layout has passed inspection, it’s time to start work on the key art.
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Stage 5: Key Animation
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Arguably the most important stage in the animation process, there are the key frames that will inevitably create a scene. The key animation is essentially the final stage of creating the image that we’ll see on screen, as beyond this point there are generally no more revisions. It is a perfect sketch on paper of how the animation cel should look, complete with details on coloring, shadows, highlights, movement (if it applies), and any other necessary info needed for creating the final product.
The key art, like the layout, is again checked by the chief animator and animation supervisor. It should be noted that although the talent of the finishing touches artist is important to the overall quality of the final image, it is really the key artist who either makes or breaks the scene. Beyond this point, the animation supervisor has no other roles, as he is merely in charge of key animation. After this stage, the chief animator is in charge of checking and overseeing the remainder of the animation process.
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Stage 6: In-Between Animation, Celluloid (Cel), and Background
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The completed key art is then passed onto the in-between animation artists, who begin drawing the frames missing in-between the key animation frames. Completed in-between animation is then inspected by the chief animator to make sure that there are no gaps or awkward movements. This is called “in-between animation testing.” If there are no problems during animation testing, then the overall work of art production is over.
Once the animation art is complete, a replica of the image is painted onto a clear celluloid sheet (like the stuff you use on overhead projectors at school) by a finishing touches artist. First the black outlining is etched, and once it dries the color paint is applied to the back of the cel, basically just filling inside the lines like you would in a coloring book. At the same time, special effects are created to finish off each scene with additional detail.
While the animation art is being completed, scene backgrounds are painted by artists who specialize in a style more reminiscent of traditional canvas painting (which is essentially what they’re doing, except on paper instead of a canvas). Unlike cels, painting backgrounds is usually a very long and difficult process, due to the artistic qualities of each background. Therefore it’s not uncommon to re-use the backgrounds throughout the animation, or even in future episodes. The background art is overseen by the chief designer and art director.
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Stage 7: Framing and Photography
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The completed cels are then placed over a background painting and framed according to the layout. The red box represents the amount of image that will be photographed for the final product. Framing the cel is very important, since if it is not framed correctly you could end up with several problems, including parts of the image being on the screen that you don’t want to be seen, such as the edge of the cel paint (rare, but it has been known to happen).
A more common problem is “jitter”. If one frame happens to be photographed too high up in contrast to the last frame photographed, the end result will be that the frame appears to jump as the animation is running. Although traditional cel animation generally has a much richer and deeper look than digital animation, its one true downfall is occasional poor photography, which results in shaking animation.
(In case you’re wondering, the orange box represents the original master, while the yellow box represents the new telecine master used for the DVD release).
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The animation is photographed one frame at a time onto 16mm film. Since scenes are photographed as they’re complete, many scenes are filmed out of order. The editor will join these photographed sequences of film together onto a film reel and ultimately creates the finished animation as it will be seen on your TV or in the movie theater. As you all know, when the film runs through a projector, it displays the still images as a solid stream of moving animation.
To the direct left of the images you may notice a lighter colored strip along the film. This is actually the soundtrack, which just plays along with the animation in the same fashion as a cassette tape would play music. The soundtrack can be muted on the film, and an original master of the soundtrack is kept on separate cassettes.
When it comes to television broadcasts, there is a set format; opening, program, commercial (eyecatch), program, ending, and next episode preview. The episode must be cut to match the set broadcast times (counted in seconds), and even a 1 second lag is unforgivable, so it is necessary to follow this format to the letter.
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Stage 8: Voiceovers and Dubbing
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Once the animation is complete, the next step is the addition of sound. A studio is rented, and under the supervision of the audio director, voice actors (seiyuu) lend their talents to the program. The finished animation is played on a large screen and the voice actors read their lines as they watch the animation. Recording is normally divided into a first half (Part A) and second half (Part B), and is executed in the following order: test, pre-recording test, recording, and retakes. Voiceovers for one episode generally take between 2 and 3 hours, counting the inclusion of a short break in the middle.
In addition to the voices of speaking characters, other voices, such as people in the street and background chatter, are recorded. Sound effects and new background music are also recorded at this stage.
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Dubbing is the process of adding sound to the film once it has been through editing. The actors recorded during voiceovers, background music, and sound effects are united here. Each separate soundtrack component is then combined into a master tape.
Often, it is the images that are most emphasized in animation, but with the addition of sound it becomes possible to express things which images alone cannot represent. Sound effects can make things sound more powerful, music can bring life to a scene, and the voices give characters personality, making the role of sound vitally important.
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Stage 9: The Final Product (Masters)
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While the 16mm film serves as the original archival footage, it is not what is used for the final product. A master copy is made of the 16mm film, which is re-framed to capture a smaller amount of image. By re-framing the image once again, it is guaranteed that no unwanted portion of the cel is seen.
Since the 16mm footage goes into protected storage, the master copy essentially serves as the “first generation” copy, with all additional copies made based on this new cassette. Although many DVD releases, like the Dragon Boxes, are now going all the way back to the original 16mm film for their primary source.
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However, there are further problems surrounding exactly how much image you actually see. As you can see in the upper image, the common television set actually cuts out anywhere from 3 to 5% of the full image. The amount of image that is cut really depends on the TV that you’re viewing the animation on.
A typical 36-inch “tube” TV will likely cut out 5% of the image, while a larger projection TV might only cut out 3%. However, thanks to digital TVs and particularly computers, we can now easily see 100% of the image by simply adjusting the size or position of the screen. The lower image is a screen shot from the finalized episode showcasing 100% of the frame.
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So there you have it, these are the essential stages that every production must go through to bring an image from it’s earliest conception phase into your living room. I hope this gives you a little more appreciation of all the hard work that goes into making a single episode, let alone the 508 total episodes, 3 TV specials, and 17 full-length movies that comprised the three Dragon Ball series’.