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.
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Re: Super Animation Catalogue 2.0 - Episode 62

Post by cuartas » Sun Oct 23, 2016 10:59 pm

Noah wrote:*snip*
I'm with you with this.

Loose animation and distortion shots seems more like an excuse to justify the mismanagment and the bad schedule of this anime, the lack of time only serves to abuse this style.

Ironically the most praised bit of animation in DBS (Shidas's one) comes from the people who defend loose animation with their lives

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Re: Super Animation Catalogue 2.0 - Episode 62

Post by Avok » Sun Oct 23, 2016 11:04 pm

Noah wrote:
kinisking wrote:
Noah wrote:Animation was subpar in this episode, save a couple of scenes with SSGSS Goku and Vegeta in the end. Fights do lack impact, kinda disappointed
You can't be serious. The fight with trunks was beautifully animated, along with pretty much everything in the goku and vegeta fight.
Yes, I am. Beautifully animated you say?

[spoiler]Image

Image

Image

Image[/spoiler]

Also there's these shots:

[spoiler]Image

Image[/spoiler]


But I take it back, Vegeta vs Black was somewhat good animated, this scene was beautiful indeed:

[spoiler]Image[/spoiler]
Those are still images. You're talking about art.
They have some issues, though. For example, that scene in where Trunks punches Black and the flies at top speed is good concept wise and the animation isn't bad per se, but note how Black is completely out of place. The light from Trunks aura should reflect on his clothes and hair, and there should be air currents (don't know what's the right word, but you get what I'm getting at) behind him to show the speed Trunks is pushing him at.

About Trunk's face, this has more to do with the character design. His face is too wide. That's what happens when you have Yamamuro literally tracing Toriyama.

This episode had some great, great moments though.

Like these: https://youtu.be/8nExjAegBkI?t=31s (Dynamic movement!)
https://youtu.be/8nExjAegBkI?t=1m13s (You can feel Vegeta's dash speed and strenght)
https://youtu.be/8nExjAegBkI?t=1m19s (the hair motion is a great add-on).
https://youtu.be/8nExjAegBkI?t=1m24s (speed and weight; shockwaves!! And Goku's look at Zamasu has soul into it)
https://youtu.be/8nExjAegBkI?t=3m22s (there's weight behind Vegeta's moves)

Moments like these are what makes the episodes look good. Little but consistent details that make scenes feel alive, not necessarily crazy sakuga.

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Re: Super Animation Catalogue 2.0 - Episode 62

Post by JulieYBM » Sun Oct 23, 2016 11:04 pm

cuartas wrote:
Noah wrote:*snip*
I'm with you with this.

Loose animation and distortion shots seems more like an excuse to justify the mismanagment and the bad schedule of this anime, the lack of time only serves to abuse this style.

Ironically the most praised bit of animation in DBS (Shidas's one) comes from the people who defend loose animation with their lives
Shida's drawings are pretty loose, hardly on model. Even still, good animation comes in more forms than one.
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Re: Super Animation Catalogue 2.0 - Episode 62

Post by Noah » Sun Oct 23, 2016 11:16 pm

nite_jay wrote:That's why my point was not all off model things are bad. It looks good but you can definitely see that most of Shida's character art is different from the model sheets. (I would post an example but I don't feel like gathering pictures...)
I think the point is that Shida's character art is visually better than the one presented in this episode, but well, feel free to do that later, then.
ArchedThunder wrote:The head/face shape is pretty striking and it doesn't match any Super regulars as far as I know, so I assume it's someone new to the series.
Good shot, new blood is always welcome :thumbup:
Avok wrote:Those are still images. You're talking about art.
They have some issues, though. For example, that scene in where Trunks punches Black and the flies at top speed is good concept wise and the animation isn't bad per se, but note how Black is completely out of place. The light from Trunks aura should reflect on his clothes and hair, and there should be air currents (don't know what's the right word, but you get what I'm getting at) behind him to show the speed Trunks is pushing him at.

About Trunk's face, this has more to do with the character design. His face is too wide. That's what happens when you have Yamamuro literally tracing Toriyama.

This episode had some great, great moments though. Like these: *video links*

Moments like these are what makes the episodes look good. Little but consistent details that make scenes feel alive, not necessarily crazy sakuga.
Well, for me Trunks vs Black was undewhelming in this episode, animation, art or maybe both.

Could you explain that in bold?

And I changed my opinion, saying before that good animation in the recent episode was only by the final scenes, watching again, I saw that the fight between Vegeta, Black, Goku and Zamasu was good animated
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Re: Super Animation Catalogue 2.0 - Episode 62

Post by kinisking » Sun Oct 23, 2016 11:27 pm

cuartas wrote:
Noah wrote:*snip*
I'm with you with this.

Loose animation and distortion shots seems more like an excuse to justify the mismanagment and the bad schedule of this anime, the lack of time only serves to abuse this style.

Ironically the most praised bit of animation in DBS (Shidas's one) comes from the people who defend loose animation with their lives
Loose animation has nothing to do with supers schedule.
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Re: Super Animation Catalogue 2.0 - Episode 62

Post by cuartas » Mon Oct 24, 2016 12:01 am

kinisking wrote:
cuartas wrote:
Noah wrote:*snip*
I'm with you with this.

Loose animation and distortion shots seems more like an excuse to justify the mismanagment and the bad schedule of this anime, the lack of time only serves to abuse this style.

Ironically the most praised bit of animation in DBS (Shidas's one) comes from the people who defend loose animation with their lives
Loose animation has nothing to do with supers schedule.
Welp, it's cheap to produce

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Re: Super Animation Catalogue 2.0 - Episode 62

Post by JulieYBM » Mon Oct 24, 2016 12:58 am

cuartas wrote:Welp, it's cheap to produce
No, animators are paid the same, so no matter how 'detailed' the drawings are. Hell, loose animation is going to be done by talented animators, who are likelier to make more money than your average rookie.
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Re: Super Animation Catalogue 2.0 - Episode 62

Post by PMD » Mon Oct 24, 2016 2:29 am

Lol, Ajay is not around for a couple of days and we already have people who can't notice the difference between art and animation (and put in-betweens as examples) bitching for one really well animated episode. What a mess.
Avok wrote: This episode had some great, great moments though.

Like these: https://youtu.be/8nExjAegBkI?t=31s (Dynamic movement!)
https://youtu.be/8nExjAegBkI?t=1m13s (You can feel Vegeta's dash speed and strenght)
https://youtu.be/8nExjAegBkI?t=1m19s (the hair motion is a great add-on).
https://youtu.be/8nExjAegBkI?t=1m24s (speed and weight; shockwaves!! And Goku's look at Zamasu has soul into it)
https://youtu.be/8nExjAegBkI?t=3m22s (there's weight behind Vegeta's moves)

Moments like these are what makes the episodes look good. Little but consistent details that make scenes feel alive, not necessarily crazy sakuga.
Exactly, those are great examples, especially the last two. This episode looked really good, and I really liked Tate's cut, it was nice even though it was super short.

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Re: Super Animation Catalogue 2.0 - Episode 62

Post by Amir » Mon Oct 24, 2016 5:25 am

It's really sad to see people posting inbetween frames that don't even look that terrible and then claiming the animation is bad.

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Re: Super Animation Catalogue 2.0 - Episode 62

Post by emperior » Mon Oct 24, 2016 7:49 am

Sad people still can't tell the difference between art and animation. By the way art was fine in the last episode, some drawings are also very good and the animation too was very good, we finally got to see incredibly fast battles and I love them.

I just have a problem with how battle damage is handled. The scratches are inconsistent and look very bad. Is it that difficult to make those look like they looked in RoF? (red/black scratches)
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Re: Super Animation Catalogue 2.0 - Episode 62

Post by cuartas » Mon Oct 24, 2016 8:22 am

JulieYBM wrote:
cuartas wrote:Welp, it's cheap to produce
No, animators are paid the same, so no matter how 'detailed' the drawings are. Hell, loose animation is going to be done by talented animators, who are likelier to make more money than your average rookie.
with cheap I meant to say, "is shorter"

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Re: Super Animation Catalogue 2.0 - Episode 62

Post by Mazingerdestro » Mon Oct 24, 2016 8:47 am

Just because you have different standards and don't enjoy animation like that, that doesn't mean that this type is cheap to produce/easy to make/worse than others, this is just how the artist/animator likes/wants/can animate. Also that's how he imagines the scene in his mind. Is not like Tate got 2 bucks less than someone else so these 2 bucks equals "Tate jaws" or something.
Ajay has explained countless times that the animation industry is not like a vending machine. Money doesn't always equal quality or quality that we will enjoy. Actually that doesn't apply only to animation but in businesses in general. Every project is based on 3 things. Money, time, outcome. The best would be to have all three but usually you have to sacrifice 1 so the other two can go on. For example good outcome+less money equals to you need more time. A lot of money+not enough time equals to bad outcome. This rule applies to every project in general and by thinking it you can easily understand how every industry works. In general Toei has done wonders with this arc. Just imagine how spectacular would Bog/ROF be if they had better schedules and time to work on more fights.

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Re: Super Animation Catalogue 2.0 - Episode 62

Post by BakaManiaHD » Mon Oct 24, 2016 11:00 am

I really miss this kind of particle effect they used to do at the beginning of the serie.
It was a really nice touch to the KI blasts.

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Re: Super Animation Catalogue 2.0 - Episode 62

Post by JulieYBM » Mon Oct 24, 2016 11:07 am

cuartas wrote:
JulieYBM wrote:
cuartas wrote:Welp, it's cheap to produce
No, animators are paid the same, so no matter how 'detailed' the drawings are. Hell, loose animation is going to be done by talented animators, who are likelier to make more money than your average rookie.
with cheap I meant to say, "is shorter"
By 'cheaper' you mean "has nothing to actually do with money" and by 'shorter' you mean "has nothing to do quality"? Okay.

You can try as many ways as you like, but you are not going to successfully make 'loose animation' synonymous with 'bad/lazy/cheap animation'.
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Re: Super Animation Catalogue 2.0 - Episode 62

Post by ekrolo2 » Mon Oct 24, 2016 11:17 am

Saying looser animation is cheap is about on par in stupidity as thinking a higher budget automatically makes something better.
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Re: Super Animation Catalogue 2.0 - Episode 62

Post by KingBradley » Mon Oct 24, 2016 11:20 am

So Yashima will be by Karasawa's side for the next episode?
I saw this last time on the twitter of Ajay http://www.noelshack.com/2016-43-147732 ... aaxi1q.jpg

It's not surprising that we're going to see Yashima's work two time in a row ? Or maybe it's a mistake
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Re: Super Animation Catalogue 2.0 - Episode 62

Post by Mazingerdestro » Mon Oct 24, 2016 11:23 am

KingBradley wrote:So Yashima will be by Karasawa's side for the next episode?
I saw this last time on the twitter of Ajay http://www.noelshack.com/2016-43-147732 ... aaxi1q.jpg

It's not surprising that we're going to see Yashima's work two time in a row ? Or maybe it's a mistake
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Re: Super Animation Catalogue 2.0 - Episode 62

Post by cuartas » Mon Oct 24, 2016 1:59 pm

JulieYBM wrote:
cuartas wrote:
JulieYBM wrote:
No, animators are paid the same, so no matter how 'detailed' the drawings are. Hell, loose animation is going to be done by talented animators, who are likelier to make more money than your average rookie.
with cheap I meant to say, "is shorter"
By 'cheaper' you mean "has nothing to actually do with money" and by 'shorter' you mean "has nothing to do quality"? Okay.

You can try as many ways as you like, but you are not going to successfully make 'loose animation' synonymous with 'bad/lazy/cheap animation'.
TIME.
Seriously I had to go this far to make you understand what I meant to say? cmon

I'll never, ever going to think that making looser animation with their distorted models and extra blur takes as much as time and effort as regular detailed animation, that's why I think this is the reason that style is being abused in DBS, the lack of time, the shitty schedule and blah, blah, blah.

Jezz, I really thought I was enough clear with the very first comment

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Re: Super Animation Catalogue 2.0 - Episode 62

Post by nite_jay » Mon Oct 24, 2016 2:05 pm

cuartas wrote:
JulieYBM wrote:
cuartas wrote: with cheap I meant to say, "is shorter"
By 'cheaper' you mean "has nothing to actually do with money" and by 'shorter' you mean "has nothing to do quality"? Okay.

You can try as many ways as you like, but you are not going to successfully make 'loose animation' synonymous with 'bad/lazy/cheap animation'.
TIME.
Seriously I had to go this far to make you understand what I meant to say? cmon

I'll never, ever going to think that making looser animation with their distorted models and extra blur takes as much as time and effort as regular detailed animation, that's why I think this is the reason that style is being abused in DBS, the lack of time, the shitty schedule and blah, blah, blah.

Jezz, I really thought I was enough clear with the very first comment
Motion blurs and smears are more of a matter of style preference though. All of these have nothing to do with the schedule, either.

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Re: Super Animation Catalogue 2.0 - Episode 62

Post by JulieYBM » Mon Oct 24, 2016 2:22 pm

cuartas wrote:TIME.
Seriously I had to go this far to make you understand what I meant to say? cmon

I'll never, ever going to think that making looser animation with their distorted models and extra blur takes as much as time and effort as regular detailed animation, that's why I think this is the reason that style is being abused in DBS, the lack of time, the shitty schedule and blah, blah, blah.

Jezz, I really thought I was enough clear with the very first comment
Loose drawings have nothing to do with the bad schedule, though. Tate Naoki's normal style is loose drawings. If anything he's trying too hard to stay on-model, which would take time away from his ability to draw extra key animation drawings to improve the animation.
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