Super Animation Catalogue 2.0

Discussion specifically regarding the "Dragon Ball Super" TV series premiering July 2015 in Japan, including individual threads for each episode.
Sodhi
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Re: Super Animation Catalogue - [Updated with #42]

Post by Sodhi » Sat May 14, 2016 5:30 pm

Just because something is computer related does not mean its cgi. Computers were used back in the 90's too. Cgi is something that is 100% computer done. Like those awkward looking scenes in BOG and ROF where things look 3Dish.

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Re: Super Animation Catalogue - [Updated with #42]

Post by ParkerAL » Sat May 14, 2016 5:30 pm

Is it just me, or is Goku's face in the left picture super scrunched up as well?
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Re: Super Animation Catalogue - [Updated with #42]

Post by LSSJGODSSJ4Gogeta » Sat May 14, 2016 5:38 pm

Sodhi wrote:Just because something is computer related does not mean its cgi. Computers were used back in the 90's too. Cgi is something that is 100% computer done. Like those awkward looking scenes in BOG and ROF where things look 3Dish.

cgi is more then 3d computer models, what you're saying is disrespectful to the line of work.
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Re: Super Animation Catalogue - [Updated with #42]

Post by Sodhi » Sat May 14, 2016 5:59 pm

LSSJGODSSJ4Gogeta wrote: cgi is more then 3d computer models, what you're saying is disrespectful to the line of work.
You are just blabbering nonsense at this point. Nothing more nothing less. Why dont you educate us what cgi really is?

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Re: Super Animation Catalogue - [Updated with #42]

Post by Ajay » Sat May 14, 2016 6:08 pm

To be fair, while CGI does generally refer to 3D-modeled animation, the term also applies to certain effects applied to 2D imagery. That's really besides the point here, though. Digital colouring does not fall under CGI. You aren't generating anything that would fall under such a categorisation.

Either way, this conversation is asinine to the point of embarrassment. Stop blaming the tools behind a process and actually make sensible comments about the character and colour designers. Those credits exist for a reason; use them. You don't need to masturbate over painted celluloid while slinging mud at a computer for simply existing.

These tools can be used to provide whatever look the people behind them want. If that looks isn't what you want, then blame the corresponding person.

--

In other news, I finally made it home to take a look at some of the stuff I'd ordered over the past few months. I was lucky enough to pick up Dragon Ball Super #16's storyboard. It's pretty awesome and really is a testament to how important a good storyboard is.

Something interesting caught my eye while I was flicking through. It seems a scene of Vegeta practicing fighting was removed from the final episode. I believe it's in there to mirror the similar practice that Goku was undertaking earlier on the episode. Here's the page:
I imagine they simply didn't have the time to animate both a Goku action scene and a Vegeta one. Bit of a shame! Personally, I think they picked the wrong person to cut. Focusing on Vegeta following his frustrations in Battle of Gods would have been far more interesting than more Goku antics.
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Re: Super Animation Catalogue - [Updated with #42]

Post by Nejishiki » Sat May 14, 2016 6:19 pm

Nice! This is like uncovering deleted scenes. I wonder what was the deciding factor in choosing Goku? The anime hasn't been shy with giving Vegeta screentime in other instances.

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Re: Super Animation Catalogue - [Updated with #42]

Post by DragonHermit » Sat May 14, 2016 6:24 pm

Ajay wrote: In other news, I finally made it home to take a look at some of the stuff I'd ordered over the past few months. I was lucky enough to pick up Dragon Ball Super #16's storyboard. It's pretty awesome and really is a testament to how important a good storyboard is.
Is that a copy or the original one?

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Re: Super Animation Catalogue - [Updated with #42]

Post by Ajay » Sat May 14, 2016 6:28 pm

DragonHermit wrote:Is that a copy or the original one?
Just a copy. I imagine the original is tucked away somewhere at Toei. I think one of freelancers on the episode just auctioned his copy off on Mandarake for a bit of extra money.
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Re: Super Animation Catalogue - [Updated with #42]

Post by DragonHermit » Sat May 14, 2016 6:30 pm

Ajay wrote:
DragonHermit wrote:Is that a copy or the original one?
Just a copy. I imagine the original is tucked away somewhere at Toei. I think one of freelancers on the episode just auctioned his copy off on Mandarake for a bit of extra money.
I thought there'd be a lot more detail in the individual frames. Still pretty cool

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Re: Super Animation Catalogue - [Updated with #42]

Post by LSSJGODSSJ4Gogeta » Sat May 14, 2016 6:52 pm

This is the problem, you people ignore facts and attack people and get so upset when someone feels differently. Sigh...the bad apples of the dragonball community. Why bother?. Smh.
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Re: Super Animation Catalogue - [Updated with #42]

Post by Ajay » Sat May 14, 2016 7:31 pm

Drop the victim complex. You're rightfully receiving push-back because your arguments aren't framed properly with sensible verbiage. The underlying opinion you're trying to put forth is one that a lot of people agree with, but your reasoning and evidence is severely lacking. Folks are trying to help, but you have a horrible habit of putting your fingers in your ears and rolling with what you think is right. There's a painful irony there.

Grain can certainly give a show a unique look, but it's not a determining factor in achieving the look you're after. Resurrection 'F' has a layer of grain over the top of the entire image in what I assume was an attempt to add some texture to the image, but it doesn't particularly alter the way the film looks in comparison to the rest of the series' modern content.

Interesting lighting, colour design, and direction is key to achieving the look you're after. It's all about how you use the tools in front of you, rather than a problem with the tools themselves. Take a look at "A Detective Story" -- an episode of The Animatrix -- and you'll see what you can do when you with a digital production. It's very easy to manipulate imagery into looking like it belongs in a different era; you just need the talent and will to do it.

I don't necessarily agree that Dragon Ball needs the 'gritty' look you're after -- or that it ever had that look in the first place -- but it's certainly possible with the technology on hand. Most of your issues are to do with people, but you keep blaming the tool or format. Drop that and come up with more sensible arguments and I doubt you'll see anywhere near the same level of negative feedback you're receiving right now. :thumbup:
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Re: Super Animation Catalogue - [Updated with #42]

Post by Ajay » Sat May 14, 2016 8:40 pm

Episode 43:

Image

Animation Supervisors:
Matsuzaka Sadatoshi (Part A) & Onishi Yoichi (Part B).

Assistant Supervisor:
Hakamada Yuuji.

Key animators
Sasakado Nobuyoshi, Nikaido Atsushi, Higashide Futoshi, Nakamura Junko, Sakai Hiroyuki, Kosakai Tomoya, Yagi Genki, Yoshiyama Yuu, Hirabayashi Takashi, Ishii Tamaki, Hong Beom-seok, Tomiki Yumiko, Sato Tomoko, Tu Yeong-chaek, Tsukino Mua, and Studio L.

Worrying number of staff for an episode like that. I don't know whether they're rushing through these to spend more on the upcoming arc or what, but it's quite odd. Mix of ex-World Trigger staff, Super regulars, and freelancers in the line-up this week. I don't really have much to say. I did not like Matsuzaka's art whatsoever, but Onishi brought some pretty decent looking scenes out in the second half.

The next two weeks should be really great. Karasawa is up next week, and judging by the preview, he's bringing us some really awesome looking stuff. Definitely the top supervisor working on this show right now next to Tate. Speaking of which, he's up after Karasawa, so we'll have two weeks of fun episodes. Can't wait!
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Re: Super Animation Catalogue - [Updated with #42]

Post by Psykomatik » Sat May 14, 2016 8:48 pm

We may get Yukihiro Kitano (and so Tadayoshi Yamamuro) for the first episode of the Mirai Trunks arc. :D

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Re: Super Animation Catalogue - [Updated with #43]

Post by Super Saiyan Swagger » Sat May 14, 2016 9:34 pm

Next weeks episode looks awesome:
Image
Image
I'm really looking forward to it!

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DragonHermit
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Re: Super Animation Catalogue - [Updated with #43]

Post by DragonHermit » Sat May 14, 2016 9:58 pm

E43 was fine, except for Goku's crosseye syndrome. Had the same pre-Time Chamber episode.

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Re: Super Animation Catalogue - [Updated with #43]

Post by Wezenheim » Sat May 14, 2016 10:47 pm

Yeah, wasn't really feeling Matsuzaka's style much either. The episode was mostly fine, but man that was a lot of key animators! Hopefully they just wanted to get this done as quick as possible in order to work on future episodes.

On the bright side, we get my two favorite Super supervisors back to back: Karasawa and Tate. Next week looks good, there were some cool bits in the NEP! Should be really fun!

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Re: Super Animation Catalogue - [Updated with #43]

Post by bushybutt » Sat May 14, 2016 11:00 pm

DragonHermit wrote:E43 was fine, except for Goku's crosseye syndrome. Had the same pre-Time Chamber episode.
I wouldn't worry too much about the cross-eyed syndrome, literally all DB characters have went through the same thing before

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Re: Super Animation Catalogue - [Updated with #43]

Post by Sodhi » Sat May 14, 2016 11:17 pm

Excited to see what both karasawas give us next episode.
Liking what I'm seeing in the preview
https://www.youtube.com/watch?v=E2EcK-MNYBc

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Re: Super Animation Catalogue - [Updated with #42]

Post by A Man named RJ » Sun May 15, 2016 12:48 am

LSSJGODSSJ4Gogeta wrote:
Sodhi wrote:Just because something is computer related does not mean its cgi. Computers were used back in the 90's too. Cgi is something that is 100% computer done. Like those awkward looking scenes in BOG and ROF where things look 3Dish.

cgi is more then 3d computer models, what you're saying is disrespectful to the line of work.
CGI is Digital enhancement. it would involve anything done in say after effects, or produced during compositing, Digital coloring is just that, digital coloring. it's not CGI since the original image was a scanned paper drawing.

Ad there's something you dont quite seem to grasp here.

You critiqued this image here
BIG improvement, but I think you should aim closer to the old Z style.
and then you said
Image
See now this is colored right.
As if they're even using the same color scheme

what you show is colors in extreme lighting conditions. they're not the same color pallete so why would you use THAT as an example? That would be like me critiquing this fan drawing
for not using THESE colors
Your argument is Moot.

Also
They're both hand drawn, and both digitally processed the only difference is one has paint on the back of it. Why you continue to insist that the image on the right is CGI (when again, they're hand drawn inbetweens) I have no idea.

And, frankly I really dont want to see Hand painted cels in a 2016 production, unless the situation calls for it. Thanks to HDTV and monitors existing, it looks fugly (since the paint is mixed you get color jumping) unless you were going retro, not just that but the sheer amount of time and people it takes to properly ink trace, mix, paint, and dry on one of those things is ridiculous. (done it before, was fun, but wouldnt do that aspect ever professionally.)

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Re: Super Animation Catalogue - [Updated with #43]

Post by ArchedThunder » Sun May 15, 2016 1:20 am

First half did have some wonkyness, that's for sure, but man that second half looked great! Onishi Yoichi's style is really good, glad it seems like he's going to stick around!

http://i.imgur.com/ZlI8mkH.gif
The profile of the noses is absolutely perfect, I hope Onishi Yoichi replaces one of the current animation supervisors or something.

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