You're right that it's not the best drawn thing out there, but it's really not supposed to be either. No doubt it's a wonky drawing, but it's a wonky drawing in an otherwise splendid cut - and it's still a single frame, in a series with more production problems than Sonic 06. Time is heavily of the essence. give even the best animators no time and you get something that doesnt look good. Though sometimes the "ugly" can paint a really cool picture. for instancecuartas wrote: I'm just gonna say, you mentioned the "unless you're breaking it down to take notes - in which case the other frames are equally as important"
This one lasted 1 entire second it wasn't a millisecond or something to represent fast movement, not even "movement" actually, the only thing moving in that second was goku's clothes, rather than inconsistent, why isn't hair moving as well?
Japanese anime works at 15FPS I guess? welp, 15 frames with a still image of goku and Freeza weird faces, easily noticeable, breaking the immersion of the fight entirely.
I'm a common anime watcher, it seems like this thread requires a 5 year degree in animation, otherwise you're just plain stupid and don't comprehend the greatness of X or Y animator.
But, common people are the mayority you know? and I guess people prefer to see karasawa and yamamuro style than a Tate, for "on model" sake, in fact, I'd like to see another yamamuro episode,
https://www.youtube.com/watch?v=EDWvqyRScuU Probably one of my favorite fights in Anime history is right here. Why? because the characters become abstract smears.
Japanese anime typically runs on the 2's or 3's (for a snappy effect) or if you've ever payed attention it can go on the 5's. Sometimes they mix up the 2's and the 1's
1's = 24 FPS,
2's = 12 FPS,
3's = 8 FPS,
5's equals about 2, 3, or 4 FPS.
Your lack of periods make that kinda hard to decipher. You can prefer whomever you want. Nobody's stopping you from doing that (I have a soft spot for 90's Yamamuro, not so much modern Yamamuro) I'll bet he can draw the characters on-model, it's not like he made them or anything. But let me ask you something. What stands out more, and is more memorable?and I guess people prefer to see karasawa and yamamuro style than a Tate, for "on model" sake, in fact, I'd like to see another yamamuro episode,
Dragon of the Darkness Flame 1 https://youtu.be/Fytz5dtwj_g?t=62
or Dragon of the Darkness flame 2 https://youtu.be/YiGA4tJCnI4?t=631 and https://youtu.be/Nv5HMHyoq2Y?t=107
can you guess which one is on-model? yep, first one, but which one is more interesting to look at? Well DotDF1 is technically on model, but Hiei just kinda stands still the entire time, and the attack itself doesnt even push him back from it's sheer force. it lacks visual prowess - the only impact on the enviornment this dragon has is some dust clouds. Meanwhile the second one (Atsushi's Dragon) has hiei running forward at breakneck speed, with the power and ferocity that literally distorts the viewer's perception of him. The pull back on the camera also does a good job of being synced with the attack, and makes the dragon look like it was forced out of Hiei, on top of all of this, the ring gets destroyed here, you see the debris flying about.
It's little things but those little things can make or break your perception of a character's movement for a second example,
a dynamic fight like All Might vs the Nomu from my last post? or sayyyyy....https://www.youtube.com/watch?v=m2A3OmRWcVI
What makes them ok to look at is because they're exxaggerated, one of animation's 12 basic principles.
Well the second one stays on-model all the time, but looks laughable, because of cheap reused animation on the 3's. Gai at no point actually prepares to jump, he just lifts off the ground - in real life, and in animation a character has to prepare before something happens - in the case of a jump, the knees need to bend. This is the key principle of animation called anticipation.
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[/spoiler]Please dont delve into strawmen - they make for awful arguments. Nobody is advocating against on-model artwork. Nobody is saying being on model = bad. There are several instances and animators who are able to 100% convey great animation whilst being completely on model Example being Toshiyuki InoueI didn't read this entire thread, but probably you criticised ep 13 despite we saw on model characters 100% of the episode and short but nice coreography scenes, No weird faces, no cartoony hands, none of "those" frames.
https://sakuga.yshi.org/post/show/16239 ... i-s_delive
https://www.youtube.com/watch?v=2uN5Hrt_1mc
No, the problem lies in when being "on model" is used as a synonymous term for "good animation". That's not always the case, and just because something isnt on-model doesnt make it bad. Those people you're talking about on social media? they dont know jack squat about anything. It's a common joke among animators, that anime fans have no idea what constitutes good animation, and really how could they? I've seen people bitch about the recent Ping-pong anime and Aku no hana, both of which use non-conventional animation styles (the latter using Rotoscope to remarkable effect).
https://www.youtube.com/watch?v=BcSuAhbtIFg
https://www.youtube.com/watch?v=r_1tx1FT95Q
Hell people still think that Tite Kubo can draw "great characters" when the guy only draws like 3 faces and no backgrounds. These same people also Shun series like One piece for having "shitty art" when really it's just an exaggerated style.
If you're interested I do recommend looking into animation and it's nuances. You dont need to do what I did ( Yes, I did 6 years as an animation student) to pull this off, the resources are all online, just get to drawing [A bit of a cool hint - your schooling is irrelevant in the art field, it's your skill that matters]
I'm not trying to convince you he's better than anybody. I'm explaining why we appreciate him. and you know what? it's not a matter of "at least he tries" when you blatantly cherry pick his selection of work. Ajay has actually shown you an entire page dedicated to his work, on Super, One Piece, and any other show you've seen him in. The guy is one of the things holding this series together. He's a veteran, he's good, and he's been recognized for it by his peers, and by fans alike. meanwhile people like Yamamuro have been shunned by other professionals. He makes the series look stale, his character designs are sub par, and ill-reprsent the previous dragon ball art styles. Hell, people in this thread have actually brought fourth awesome corrections to the guys work.So no, you didn't convinced me that Tate new style in DBS is better, especially when it's not well made (and no, for a show like dragon ball the "at least he tries..." is not enough"), If you try wanna try something new, at least do it right (the famous ep 179 supervised by Keisuke Masunaga and his "different" face expressions)
Anyway, I'm gonna get my degree, see ya in 5 years!
What constitutes as "right" in your argument? You're debating art. there is no empirical "Right". and if according to you, that's "right", then what is this?
https://sakuga.yshi.org/post/show/23510 ... ects-fight
Is this wrong?
Honestly, I've 0 clue how you're talking pride in being ignorant on the topic, when talking to people who've been studying these things for years. You'd think u'd pull your head up and listen but nope.
You instead opt to be facetious, about it. I'm not sure whether to take something like that seriously or not.








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