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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cuartas
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Re: Super Animation Catalogue 2.0 - Episode 63

Post by cuartas » Fri Oct 28, 2016 10:27 pm

BakaManiaHD wrote:
cuartas wrote:I want this now
This doesn't look REALLY good lol
welp, I like it, it's the same DBZ "repeated 3 frames" cliche but seems like this time they gave it the same DBZ impact

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Re: Super Animation Catalogue 2.0 - Episode 63

Post by Bansho64 » Fri Oct 28, 2016 10:49 pm

cuartas wrote: welp, I like it, it's the same DBZ "repeated 3 frames" cliche but seems like this time they gave it the same DBZ impact
I actually never really minded the repeated frames, so long as I think that they're animated well and display impact. For example, I really like this short segment.

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Re: Super Animation Catalogue 2.0 - Episode 63

Post by cuartas » Fri Oct 28, 2016 11:25 pm

Bansho64 wrote:
cuartas wrote: welp, I like it, it's the same DBZ "repeated 3 frames" cliche but seems like this time they gave it the same DBZ impact
I actually never really minded the repeated frames, so long as I think that they're animated well and display impact. For example, I really like this short segment.
me neither, but seems like naruto or something else made an impact in how people sees action

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Re: Super Animation Catalogue 2.0 - Episode 63

Post by Jinzoningen MULE » Fri Oct 28, 2016 11:30 pm

cuartas wrote:I want this now
You want the animation loop shortcuts that plagued DBZ?
Retired.

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Re: Super Animation Catalogue 2.0 - Episode 63

Post by DragonBalllKaiHD » Fri Oct 28, 2016 11:57 pm

Why not? These repeated frames for fights were one of the best parts about Dragon Ball Z. Granted, that was what defined the series, and it worked. I see nothing wrong with using the same effect for Dragon Ball Super, but it should be used at the right time at the right place, like Episode #39. Using it too much will lose a lot of personality for this series. Naoki Tate and Naotshi Shida were the best for being creative when it comes to battles. There should be a balance for it.
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Re: Super Animation Catalogue 2.0 - Episode 63

Post by Jinzoningen MULE » Sat Oct 29, 2016 12:02 am

DragonBalllKaiHD wrote:Why not? These repeated frames for fights were one of the best parts about Dragon Ball Z.
The best part of DBZ? Really? It's not that they give you nostalgia chills?

You may have a taste for it, but frame loops don't even compete with animation based off of actual martial arts (assuming it's done well).
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Re: Super Animation Catalogue 2.0 - Episode 63

Post by nite_jay » Sat Oct 29, 2016 12:04 am

I always found that effect kind of lame. Watching 5 seconds of fighting on loop with rocks rising in the background got old quickly.

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Re: Super Animation Catalogue 2.0 - Episode 63

Post by Jinzoningen MULE » Sat Oct 29, 2016 12:08 am

nite_jay wrote:I always found that effect kind of lame. Watching 5 seconds of fighting on loop with rocks rising in the background got old quickly.
It's effective at conveying the tremendous speed of the characters, but it's cheaply won. It's nothing more than a placeholder. Worst of all, It makes people forget that these are martial artists, not superheroes.
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Re: Super Animation Catalogue 2.0 - Episode 63

Post by Bansho64 » Sat Oct 29, 2016 12:20 am

Jinzoningen MULE wrote: It's effective at conveying the tremendous speed of the characters, but it's cheaply won. It's nothing more than a placeholder. Worst of all, It makes people forget that these are martial artists, not superheroes.
To each his own, I guess. I actually never saw it like that. I always thought it looked awesome when done right, like that Seigasha clip I posted. And whenever they decided to do it, I always thought Studio Cockpit did it amazingly as well.

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Re: Super Animation Catalogue 2.0 - Episode 63

Post by Anime Kitten » Sat Oct 29, 2016 12:32 am

cuartas wrote:I want this now
You called?
Image

Yeah yeah, I know. Can't a guy have fun? :D
While I often dislike its usage in the Heroes trailers, it would be cool to see the repeated frames again. Sure, they weren't made for Dragon Ball Z, but it still gives that feeling in my opinion.
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Re: Super Animation Catalogue 2.0 - Episode 63

Post by nite_jay » Sat Oct 29, 2016 12:40 am

Jinzoningen MULE wrote:
nite_jay wrote:I always found that effect kind of lame. Watching 5 seconds of fighting on loop with rocks rising in the background got old quickly.
It's effective at conveying the tremendous speed of the characters, but it's cheaply won. It's nothing more than a placeholder. Worst of all, It makes people forget that these are martial artists, not superheroes.
Yeah, it shows the speed well enough but it still became overused and bland imo. I only liked them when there was at least some interesting camera movement.

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Re: Super Animation Catalogue 2.0 - Episode 63

Post by Draconic » Sat Oct 29, 2016 3:50 am

I hate that kind of stuff. I will be super happy if it doesn't happen ever again (unlikely, but at least they are doing it rarely). The only thing it serves is bringing actual fighting coreography to a freaking halt.
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Re: Super Animation Catalogue 2.0 - Episode 63

Post by samuo2 » Sat Oct 29, 2016 6:36 am

nite_jay wrote:I always found that effect kind of lame. Watching 5 seconds of fighting on loop with rocks rising in the background got old quickly.
Same feel, it isn't even distracting , no evolution of the fight, juste boring.

The only reason why I would accept it utilisation in Dragon Ball Super is to help animators.

Ken Ootsuka use it one time during episode 39, I wasn't that happy with that.
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Re: Super Animation Catalogue 2.0 - Episode 63

Post by ArchedThunder » Sat Oct 29, 2016 7:00 am

I'm kind of anxious for today's episode. As we've discussed the NEP doesn't look all that great and that has me worried. At the same time there was very little action in it so hopefully we have some good stuff waiting for us, I really don't want this to be Karasawa's first "flop" episode. I'm very much looking forward to the NEP though! I wonder if the NEP will look entirely like Tate and Ishikawa, or if we might see some surprises. I'm VERY interested to see what episode Shida is working on, I expect it to be a Yamamuro lead 66 though.
It was discussed a little while ago, but honestly at this point I don't know if I would be worried about Shida getting over corrected in a Yamamuro episode, he didn't seem to destroy anyone's work in the F extended cut and his influence in Xenoverse 2 was pretty minimal despite being Chief Director/Supervisor, so I kinda think that he's decided to let the style of artists shine. A new episode supervised by Yamamuro would be the ultimate test of that though.

As a side note, does anyone have any idea who this shot from today's upcoming episode might be by?
[spoiler]Image[/spoiler]
I really love it.

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Re: Super Animation Catalogue 2.0 - Episode 63

Post by Mazingerdestro » Sat Oct 29, 2016 8:27 am

Jinzoningen MULE wrote:
cuartas wrote:I want this now
You want the animation loop shortcuts that plagued DBZ?
For some reason many enjoyed these loops. They don't get how awesome it is not to have them

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Re: Super Animation Catalogue 2.0 - Episode 63

Post by Ajay » Sat Oct 29, 2016 8:52 am

There's nothing inherently wrong with flurry loops, just as long as they're not the only thing the action is comprised of. When used in conjunction with fuller animation, it can make for some pretty interesting scenes.

Take episode 3 of Flip Flappers as an example, which was a wonderful tribute to Dragon Ball (and many other classic shows):

There's obviously a big difference between the type of animation found in Dragon Ball Z and the excellent work above. It's all about your execution.

That said, even though this isn't as flashy as the above, it's certainly more to my tastes. But then I think it's well established that I prefer a looser approach to my action. :lol:
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Re: Super Animation Catalogue 2.0 - Episode 63

Post by The Patrolman » Sat Oct 29, 2016 11:42 am

I love looping in this series. The problem with Super looping is that it has no intensity unlike Z did. For example

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Re: Super Animation Catalogue 2.0 - Episode 63

Post by FortuneSSJ » Sat Oct 29, 2016 12:10 pm

My PC is dead and I not having the chance to comment as much as I liked.
I love the repeated frames effect too. If that is a cheap effect, be my guest because I certainly don't mind it. That, the power ups and Ki blasts were the 3 things that defined DBZ fights to me.

As for this week episode, I'm hyped.
Karasawa is one of my favourites AP and King Ryu wrote this one. It should be good.
A world without Dragon Ball is just boring.

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Re: Super Animation Catalogue 2.0 - Episode 63

Post by Bansho64 » Sat Oct 29, 2016 12:42 pm

Mazingerdestro wrote: For some reason many enjoyed these loops. They don't get how awesome it is not to have them
Get rid of the condescending attitude. We don't need to "get" anything. It's you're opinion if you think that they're bad, just like it's our opinion if we think they're awesome. It's as simple as that.
The Patrolman wrote: *awesome Goku and Freeza cut*
I love this cut. Shimanuki freaking nailed it here.
Last edited by Bansho64 on Sat Oct 29, 2016 1:28 pm, edited 1 time in total.

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Re: Super Animation Catalogue 2.0 - Episode 63

Post by nite_jay » Sat Oct 29, 2016 1:25 pm

They usually weren't that intense imo. Watching it sometimes for a while became a little corny, but whatever. But I don't why people are acting like the repeated frames thing is exclusive to Z.

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