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.
User avatar
iAnimationLover_
Beyond-the-Beyond Newbie
Posts: 378
Joined: Thu Nov 17, 2016 1:58 am

Re: Super Animation Catalogue 2.0 - Episode 86

Post by iAnimationLover_ » Tue Apr 18, 2017 7:19 am

aaronWgamer wrote:
Sodhi wrote:In my eyes it's not about criticism or opinion, that is fine. it is about having "valid" criticism or opinions. For ex. If you don't like Tate style that is 100% fine, however don't come here saying that Tate is not a good animator, or he does not know what he is doing. You look like an idiot. He is very good and talented animator, he has not shown something bad yet, other than #5 but we all know why that episode was an exception.
I second this. People should understand the difference between something that's bad or unrefined and something that's not suited to their preferences. Kitano is criticized because his work is clearly unintentionally different and in a visually unappealing way. He can't work well with the schedule. People not liking Tate's exaggerated take on animation isn't the same at all.
I agree with this from start to finish.

Does FortuneSSJ agree with this? (I'm curious c:)

User avatar
ArchedThunder
Born 'n Bred Here
Posts: 5718
Joined: Fri Dec 03, 2010 8:03 am

Re: Super Animation Catalogue 2.0 - Episode 86

Post by ArchedThunder » Tue Apr 18, 2017 7:31 am

Sodhi wrote: I think it will be someone from Super, but not Shimanuki, Tate., Ide, Shida, Yashima etc. Most of these people will be in their 70's and some 80's. It will be someone new who has worked in Super. Maybe Karasawa, I don't know how old he is now.
As it's will likely be a long time, it could end up being someone young who is just doing regular animation right now. Toei still does at least some of their tweens in house, right? If so, it could be someone who hasn't even moved on from tweens into key animation yet.

User avatar
Gashif Aldi
Beyond Newbie
Posts: 271
Joined: Thu Nov 03, 2016 6:35 am
Location: Surabaya, Indonesia

Re: Super Animation Catalogue 2.0 - Episode 86

Post by Gashif Aldi » Tue Apr 18, 2017 7:55 am

ArchedThunder wrote:
Sodhi wrote: I think it will be someone from Super, but not Shimanuki, Tate., Ide, Shida, Yashima etc. Most of these people will be in their 70's and some 80's. It will be someone new who has worked in Super. Maybe Karasawa, I don't know how old he is now.
As it's will likely be a long time, it could end up being someone young who is just doing regular animation right now. Toei still does at least some of their tweens in house, right? If so, it could be someone who hasn't even moved on from tweens into key animation yet.
Can it be from freelancers too?
Just like Katsuyoshi Nakatsuru.
I'm bad at English and still learning. If there's anything wrong, please correct me. :D


Profile Picture is from:

User avatar
JazzMazz
I Live Here
Posts: 2217
Joined: Thu Nov 03, 2016 7:28 am
Location: Mordor, the Borg cube and Voldemort's lair all at the same time in the year 199X

Re: Super Animation Catalogue 2.0 - Episode 84

Post by JazzMazz » Tue Apr 18, 2017 8:43 am

cuartas wrote:
JazzMazz wrote: Thats disingenuous to say the least. Thats like saying Shimanuki can't produce anything worthwhile because his key animation is awful most of the time, or that Futoshi Highashide is nothing special because his works only great when it's corrected. It's an underhanded thing to say.
I'd agree with you (me being stupid and ignorant) if it weren't because tate is the most praised "genius, innovator, the best of the best of all the best of the bestest of DBS" in this thread, I see how you keep hyping every single episode where he participates, etc, and I still can't see this impressive job from that genius, yes, it can be the holy grail of animation from a technical standpoint, but it's not impressive, it doesn't have any wow factor to say the least.
On the other hand, he ends up being the most controversial; why isn't kitano, yashima the most controversial huh? because people expect from tate delivering something worth his fame, the hopes are high for someone that gets that attention.
Now that you mention higashide, he can be corrected all the time, but he's working practically in all the episodes and bringing stuff that seems harder to make, angles, poses, and it's good (I've never seen someone criticising his work), not 100% of his stuff is impressive at all, but considering the factors here.... do you get my point? I'm sure you don't.

On the other Hand:
[spoiler]ImageImage[/spoiler]

Do you remember how the people here was bashing yamamuro because he uses the same pose in the kamehameha? welp seems like people stay quiet when we see the same flying/falling/stand positions from other guys.

I don't expect to win in tate's fields, wasn't never my intention, I'm giving my opinion as everyone else
When did I say you were stupid or ignorant? I simply said that it's insincere to say that Tate or any animator can't produce anything worthwhile by themselves just because it doesn't appeal to you in particular.

Ajay already mentioned how a few common traits in a moving sequence isn't the same thing as promotional art, but let me add something to that. I don't particularly like how Tate draws Goku specifically in those types of shots. My main problem being that a lot of the time he ends making Goku's clothes looking baggy the further away he is, and I feel that it's awkward to look at and kinda highlights a problem with simplifying complex character designs for long distance shots. That being stuff gets lost in translation, sometimes for the worse as in this case.
Ajay wrote:
Nasryyy wrote:no seems to know what kenji muima did on episode 80 !!! any ideas ??
I've been wondering about this today, too.

Part of me wonders whether I've misidentified this scene.

Basing that entirely around the shapes in the impact frame on the Kamehameha though, alongside the effects shapes in the long shot after it.

I don't really know, though. The first few seconds of that cut were reused earlier in the episode and were tied to some stuff that's definitely Higashide.
I can see what you mean, that beam struggle at the end definitely has some Precure qualities to it.

User avatar
Derf
Newbie
Posts: 46
Joined: Mon May 09, 2016 11:37 am

Re: Super Animation Catalogue 2.0 - Episode 86

Post by Derf » Tue Apr 18, 2017 11:46 am

I know I'm late to this train, but felt the need to put my 1¢ (after currency conversion from Zeni) in after watching this week's episode....

Very split on this one. On one hand, I loved - loved - the storyboarding and the ambience. Perhaps the "prettiest" episode of Dragon Ball that there's ever been, save for maybe the episode where Goku and Krillin train with Roshi before the ToP arc began. Really top notch stuff - I don't remember any episode of DB or DBZ rivaling this.

As for the character art and animation, I didn't care for the Tate cuts. I know many people love Tate's work and that's fine, I have grown to if not like than tolerate his work throughout DBS's run at this point. But the exaggerated body shapes, the fluidity, how he struggles to work on-model during action sequences... this was all evident and amplified 1000x in this episode. To me, it comes off as less fluid and more sloppy. And the fact that they scheduled him for a major episode literally decades in the making (Goku's confrontation with 17), I was disappointed.

Looking forward to next week's episode, though! Thanks for your work as always Ajay.

User avatar
DragonBalllKaiHD
I Live Here
Posts: 2736
Joined: Sun Apr 19, 2009 2:37 pm
Location: Texas
Contact:

Re: Super Animation Catalogue 2.0 - Episode 86

Post by DragonBalllKaiHD » Tue Apr 18, 2017 1:41 pm

Naoki Tate never struggled to draw on-model, because that's not how he draws his key frames. He can draw on-model, but he never saw the need to. He always simplifies his drawings to create more efficient animation.
Katsuyoshi Nakatsuru's #1 biggest fan

User avatar
Ajay
Moderator
Posts: 6221
Joined: Sun May 26, 2013 6:15 pm
Location: Surrey, UK
Contact:

Re: Super Animation Catalogue 2.0 - Episode 86

Post by Ajay » Tue Apr 18, 2017 2:05 pm

Derf wrote:But the exaggerated body shapes, the fluidity, how he struggles to work on-model during action sequences... To me, it comes off as less fluid and more sloppy.
You're totally entitled to that opinion, but I do wanna take this opportunity to reiterate that this is 100% an intentional style, and absolutely not accidental. I appreciate you weren't necessarily implying that, so please take this rather lengthy post as a general topic, rather than a direct response.

To break form, you first need to really understand it, and I think it's clear that Tate absolutely does. I think his old work on Dragon Ball Z demonstrates that well enough. Yes, some of those earlier scenes are corrected, but once you hit the Boo arc (~8:30), he's mostly left to his own devices. Once you understand form and how things move, you can begin to break it down and start to play around with it, really pushing the boat out on the freedom that animation offers. You cannot do that if you lack the fundamental basics.

I was talking to Olympia about Tate a little while ago. While I'm an artist myself, I'm certainly no professional, and I wanted the opinion of someone who does this stuff for a living (and frankly, is pretty damn good). She found the idea that Tate was bad or lacked a strong artistic ability pretty ludicrous. In fact, she went through and did a study of his work to really understand his decisions and style. She said that it was clear that he draws with absolute confidence and precision, and that trying to replicate that was really hard; he creates effortless looking drawings that are actually surprisingly complex in their construction. When we spoke about why it is that a lot of fans aren't 100% on board with it, she acknowledged that it's really very different from the typical approach Dragon Ball artists tend to take - it's much softer, looser, and round, and therefore jarring for those with a very rigid idea of what Dragon Ball should look and move like.

I've gone over how he developed this style many times, but I suppose I've never spoken about his success with it, or others like him. Off the back of this style, he landed himself his own movie: One Piece Movie 9, where he was given 100% free reign to take the visuals where he wanted. With him at the helm, he attracted many other animators in the industry who shared this style. Hironori Tanaka produced one of the nuttiest things in One Piece's history for this film. It even brought in huge names like Hisashi Mori. Outside of people associated with him, you have legends like Shingo Yamashita who are arguably even looser than Tate. On the very extreme, you've got old masters like Shinya Ohira who have been doing this stuff for decades. While I appreciate some of the examples there are in works that are built from the ground up on that aesthetic, that's not always the case, and you can find these guys across all kinds of different productions.

Just like Tate, the average viewer doesn't always react well to their work. Across all parts of life, people are very averse to deviations from the norm. There are some really interesting studies on it, in fact. Ultimately, the longer something's been around and the more common it is, unconsciously, that's seen as the definitive option. While that's absolutely rational in many cases - if something's stood the test of time, there's probably a good reason for it - but that's not always true. Longevity and conventions aren't necessarily an indicator of quality -- how long a particular style has been around shouldn't dictate what's aesthetically pleasing. While walking around in the latest high street brands might be the norm, that doesn't invalidate the beauty in high fashion designs. Someone walking down the street in crazy catwalk outfits is going to stand out against the norm and place all eyes on them -- that's exactly what these animators are, and that's exactly why in many cases, they're chosen for these big moments. They're impressive, they're unapologetically boisterous, and they're exciting... to some people, at least.

The common retort to this argues that something shouldn't stand out so much as to be distracting, and absolutely shouldn't deviate to the point of feeling foreign. I totally understand and appreciate that point of view, and I think that's ultimately where you have to draw the line in the sand and accept that not everyone's going to respond the same way as you. At the same time, I do think it loops back around to my point about familiarity and preconceptions of what something should be. This opens up a whole complicated can of worms about franchise identity vs animator identity - and that's just not something everyone's going to agree on. We all have different ideas about that. I know some folks have commented in the past saying, "Well, Tate's Goku doesn't look like Goku, to me", and I just can't process that. The recent reveal of Funimation's Super Blu-ray cover has had similar accusations, and again, I just cannot for the life of me see how people don't think that looks like the character. That's the crux of it, and that's why I find these conversations so frustrating. To you, the exaggerated body shapes and smears are sloppy, while to me I see something's that interesting, creative, and making full use of the art form.

Art has always had this issue. Abstract art is often belittled by the general public, and even by those within the community itself. It's an unsolvable 'problem', and I think it comes down to the fact that some people just think in different ways -- one is not necessarily better than the other, to be clear. I remember reading an anecdote a while ago about someone playing pool with an engineer; one guy's approach was to simply aim and let fate decide, while the other wanted to calculate the perfect angle. When the guy told him to just imagine where he wanted the ball to go, the engineer responded, "I have no imagination. I see things for what they are, not for what they might be." I think that applies to art, too. Some people want art to imitate life - whether the character's doing things that aren't possible is irrelevant, so long as they're doing it 'realistically'. To others, that's not even remotely important, and ultimately they want to express an idea through other means -- in this case by taking a principle of animation (squash and stretch) to the absolute extreme. That doesn't mean that every instance of that is good - you don't get a free pass on poor work simply because you're different - but you do have to criticise with a full understanding of intent.

Unfortunately, not everyone does get it, and that's why you end up with hostility in threads like these. Notice the few regulars of this thread who do understand these aspects and didn't 100% appreciate this week's work aren't being met with any animosity. Their posts are reasonable and they show a fundamental understanding - there's nothing for me to really say other than, "Well, I disagree!" The posts that are disrespectful, hyperbolic, or missing the point are being challenged. I don't think it's that everyone's out there to change minds, I just think people are desperate for opinions to be formed with all of the information well understood. I don't think it's an unreasonable expectation.
Follow me on Twitter for countless shitposts.

Deadtuber.

User avatar
HybridSaiyan
Advanced Regular
Posts: 1113
Joined: Wed Aug 05, 2015 1:18 pm
Location: UK

Re: Super Animation Catalogue 2.0 - Episode 86

Post by HybridSaiyan » Tue Apr 18, 2017 2:31 pm

I don't know if this is true or not, but the reason Goku doesn't use SSJ3 anymore is due to the animators being lazy? There's been lots of rumors flowing around because, in motion SSJ3 hasn't looked good at all in Super. Only Stills.

User avatar
Jinzoningen MULE
I Live Here
Posts: 4405
Joined: Thu Mar 24, 2016 8:33 pm
Location: Salt Mines

Re: Super Animation Catalogue 2.0 - Episode 86

Post by Jinzoningen MULE » Tue Apr 18, 2017 2:35 pm

HybridSaiyan wrote:I don't know if this is true or not, but the reason Goku doesn't use SSJ3 anymore is due to the animators being lazy? There's been lots of rumors flowing around because, in motion SSJ3 hasn't looked good at all in Super. Only Stills.
It has nothing to do with "laziness" on anyone's part. The staff are the exact opposite of lazy to have stuck around Super's hellish production as long as they have. They aren't using SS3 for one simple reason: No one wants to use SS3. Quite frankly, it's an ignorant and insulting notion.
Retired.

User avatar
HybridSaiyan
Advanced Regular
Posts: 1113
Joined: Wed Aug 05, 2015 1:18 pm
Location: UK

Re: Super Animation Catalogue 2.0 - Episode 86

Post by HybridSaiyan » Tue Apr 18, 2017 2:41 pm

Jinzoningen MULE wrote:
HybridSaiyan wrote:I don't know if this is true or not, but the reason Goku doesn't use SSJ3 anymore is due to the animators being lazy? There's been lots of rumors flowing around because, in motion SSJ3 hasn't looked good at all in Super. Only Stills.
It has nothing to do with "laziness" on anyone's part. The staff are the exact opposite of lazy to have stuck around Super's hellish production as long as they have. They aren't using SS3 for one simple reason: No one wants to use SS3.
Thanks for clarifying that. The staff aren't lazy, I'm well aware and they put everything they have into the episode run time. Rumors always spread everywhere, which is irritating. SSJ3 no longer exists sadly, useless Toriyama form. :| What a waste...

User avatar
ArchedThunder
Born 'n Bred Here
Posts: 5718
Joined: Fri Dec 03, 2010 8:03 am

Re: Super Animation Catalogue 2.0 - Episode 86

Post by ArchedThunder » Tue Apr 18, 2017 3:03 pm

So I thought I'd anaylize Tate's clashes from this episode to really try and put into words why I'm not a fan of them, keep in mind this is coming from a Tate fan and I think the rest of the animation he did in the episode was great, it's just the clashes I don't like.
We'll just focus on the far out ones, the close ups don't bother me all that much and the one when they are shooting down to the ocean I actually like.
Image
17 is moving around enough, but Goku is incredibly stiff looking. On top of that there are multiple frames where limbs are being stretched out way too much and it becomes incredibly obvious that it is happening since the frames are repeated multiple times in the clash.
Here's the frames that I think really ruin this clash;
[spoiler]Image
Image[/spoiler]
Stretching limbs out to make animation smoother and more dynamic is a great technique, but in a clash that is a few frames repeated over and over without any tweens I don't think it works at all.
Here is a frame that achieves the same thing I think Tate was going for, but it doesn't stick out like a sore thumb in the animation;
[spoiler]Image[/spoiler]
The next clash;
Image
In this one the clash doesn't really loop properly and it makes them look like they're snapping to a different spot when the clash loops instead of it coming together smoothly. This cut also has the same issue of limbs being stretched out too much, but it's not as noticeable because the limbs are thinner so it almost looks like they are just stretched out due to the shadows being cast by the sun right behind them.

Now for the final clash that I have a problem with;
Image
I don't know how many will agree with me, but honestly I think this cut is the worst part of the entire episode. Both characters are incredibly stiff and the limb stretching is at its worst.
[spoiler]Image
Image
and the worst offending frame for what I'm talking about;
Image[/spoiler]
There's not really any flow and their arms barely look like arms.

That's just my two cents, again I love Tate and I think the rest of his work on the episode was great, it's just that these cuts stood out to me and kinda brought things down a bit.
Jinzoningen MULE wrote:
HybridSaiyan wrote:I don't know if this is true or not, but the reason Goku doesn't use SSJ3 anymore is due to the animators being lazy? There's been lots of rumors flowing around because, in motion SSJ3 hasn't looked good at all in Super. Only Stills.
It has nothing to do with "laziness" on anyone's part. The staff are the exact opposite of lazy to have stuck around Super's hellish production as long as they have. They aren't using SS3 for one simple reason: No one wants to use SS3. Quite frankly, it's an ignorant and insulting notion.
There isn't much of a reason for it to show up much, the form is a huge drain on Ki. It still showed up once the the Future Trunks arc and in the last episode before this arc.

User avatar
Derf
Newbie
Posts: 46
Joined: Mon May 09, 2016 11:37 am

Re: Super Animation Catalogue 2.0 - Episode 86

Post by Derf » Tue Apr 18, 2017 3:11 pm

Ajay wrote:You're totally entitled to that opinion, but I do wanna take this opportunity to reiterate that this is 100% an intentional style, and absolutely not accidental. I appreciate you weren't necessarily implying that, so please take this rather lengthy post as a general topic, rather than a direct response.

*snip*
Oh absolutely, I apologize if I worded my original comment somewhat poorly. I can fully appreciate that he intentionally sacrifices rigid adherence to the model for the sake of his animation, and at the end of the day we both just need to respect that we disagree with whether or not the end results of his art looks good. I personally respect Tate's ability as an animator, but typically just don't care for how the end result looks.

I haven't watched any anime that Tate's worked on other than Dragon Ball Z, so I can't say for sure whether or not I would like his art in some other context. I can only speak for his work in Dragon Ball, unfortunately.
Last edited by Derf on Tue Apr 18, 2017 3:20 pm, edited 1 time in total.

User avatar
Jinzoningen MULE
I Live Here
Posts: 4405
Joined: Thu Mar 24, 2016 8:33 pm
Location: Salt Mines

Re: Super Animation Catalogue 2.0 - Episode 86

Post by Jinzoningen MULE » Tue Apr 18, 2017 3:17 pm

ArchedThunder wrote:*snip*
Agreed, though I have additional problems that I've noted. The overuse of direct horizontal movement. I also found #17's 3 (looped) directly vertical punches unconvincing. The overall lack of interesting angles made the whole thing seem... cardboard like? That makes absolutely no sense, but I can't think of another way of describing it than flat, and that doesn't quite cover it. Stiff wasn't a word I wanted to use, regardless, since I'm sure it would have been misunderstood, but you phrased it very well. You made my some of my criticisms much better than I could have.
Retired.

King Jacku
Beyond Newbie
Posts: 161
Joined: Sun Jul 05, 2015 8:46 am

Re: Super Animation Catalogue 2.0 - Episode 86

Post by King Jacku » Tue Apr 18, 2017 3:59 pm

Damn, IMO Tate was so much better during the Z era! (I feel like this could be said for a lot of other animators working on Super, as well). I didn't realize he worked on some of my favorite fights!

To see how much his style has changed is crazy, but saddening at the same time. I feel like his art back in the day was much, much more visually appealing.

User avatar
Shreyas_Singh
Beyond Newbie
Posts: 144
Joined: Sat Dec 17, 2016 8:47 pm

Re: Super Animation Catalogue 2.0 - Episode 86

Post by Shreyas_Singh » Tue Apr 18, 2017 4:02 pm

King Jacku wrote:Damn, IMO Tate was so much better during the Z era! (I feel like this could be said for a lot of other animators working on Super, as well). I didn't realize he worked on some of my favorite fights!

To see how much his style has changed is crazy, but saddening at the same time. I feel like his art back in the day was much, much more visually appealing.
I guess old Tate appealing to most people cuz it's by the books and more on model and less abstract and loose like modern Tate. To each their own, I personally prefer the crazy stuff he's doing now, some people prefer more grounded animation. (Eg: Higashide)
Feel free to correct me if I say something wrong.

User avatar
kinisking
I Live Here
Posts: 4987
Joined: Sun Nov 22, 2015 2:21 pm
Location: United States.

Re: Super Animation Catalogue 2.0 - Episode 86

Post by kinisking » Tue Apr 18, 2017 4:29 pm

Another problem with these repeated frames is the time can't see what the hell is going on. I didn't even know Goku was lunching 17 in the face and vice versa in that last one. The repeated frames in episode 80 were much easier too comprehend. Even in episode 79, when Boo and Basil were fighting in repeated frames, I didn't really see what was happening. It's a waste. I feel like if they slowed it down just a little bit it would benefit greatly. It would even take up more screen time so there would be less to animate.
Jinzoningen MULE wrote: Maybe I should start making it a point not to comment when I'm not sure of something. Too many people know what they're talking about around here.
Disclaimer: I might get into a disagreement with you. Sometimes I might even get feisty about it. I'll never harbor negative feelings because of it though. I hope you feel the same way!
I made a bet with Alee9977 that Vegeta won't be beaten quickly by an opponent. If I lose, I switch my avatar to Vegeta getting beat by hit. If I win, he switches it to Vegeta holding Black by his hair. This will last a month.

User avatar
Mazingerdestro
Regular
Posts: 747
Joined: Thu May 19, 2016 5:42 am

Re: Super Animation Catalogue 2.0 - Episode 86

Post by Mazingerdestro » Tue Apr 18, 2017 5:16 pm

Image
This is the only part of the cut that allowed me look a little deeper in Tate's art. It looks so beautiful and demonstrates what he wants to do but probably lacks the time [spoiler]or the talent[/spoiler]to achieve. The rest of his cut is mediocre at best and I see no reason of hyping it.

When I first saw Tate's work I characterized him as a great artist that lacks professionalism and with every new episode he works, I feel like I hit the spot.
The guy has obviously a great vision for the show and after hearing about episode 5 and the work he provided, it feels like that he has a lot of pride and doesn't want Super to be lost in history due to its mediocrity in the animation department. I can imagine the him thinking "how can I make this scene look amazing, so people can understand how great this show is" and been unable to find an answer due to the series' limitations and the fact that he works on a weekly show. As a result, he tries to create crazy scenes that are usually available in shows with limited number of episodes and better productions but due to super still suffering from time restrictions, he has no time to polish his art. In general, he wants to help the show but does it wrong.
I can definitely understand why some people are fanboying over his work but at the same time I also understand why people hate it.
He provides uniqueness......but his art is not consistent with everyone else's.
There is a reason people love Higashide's work. Unlike Tate he doesn't go crazy but still he provides nice on model looking scenes that go beyond the generic "punch punch punch kamehameha" animations.
What Tate needs to do in order to be accepted by everyone is to reconsider his priorities "focusing more on on model art to please the fans" or "seek more time to provide his visions but still polish his work and draw more on model".
Of course his current record hasn't proved that he can translate his vision on paper.
Last edited by Mazingerdestro on Tue Apr 18, 2017 5:42 pm, edited 2 times in total.

User avatar
Amir
Beyond-the-Beyond Newbie
Posts: 433
Joined: Wed Sep 30, 2015 9:17 am

Re: Super Animation Catalogue 2.0 - Episode 86

Post by Amir » Tue Apr 18, 2017 5:17 pm

I see everyone here attacking people that call Tate "nothing special" or "not that good" with that argument that it's just his style and he does it intentionally so it's not that his work is mediocre, it's just not to the indevidual's personal taste. While that may be true that Tate goes crazy in his animation intentionally the same can be said about Yamamuro.

Yamamuro is criticized here a lot because his characters designs are too bland looking with too much shading and the ugly highlights...or that his animation is "stiff", the camera work is boring and bad like his cut in ROF when Piccolo was destroying Frieza's soldiers. Yes that is true but how would you feel if I told you that he also does it on purpose and that's how he likes to animate, with flat angles and putting highlights in his designs? It's not that he is bad, it's that you don't like his "style".
Because when people criticize Yamamuro I don't see people making the same comments about style preference.

Many people hate Tate's art work and the way everything is exaggerated, lacks details, incredibly off model, wonky and sloppy and there is a lot more. For the sake of
simplicity I'd say just as much as people hate Yamamuro's designs and current animation. Hell by that logic we can always say that something that looks bad to me is actually good but just not my style.
Look at Kitano, his art looks bad and his animation is slow with constant spacing that doesn't change when a characters starts a movement, being in a middle of one or finish it with no easing and flow and not to mention it looks choppy as hell. That's his style right? You guys just don't like it.

There's a reason many people criticize Tate, because apparently too many people dislike his style and that makes them ignorant with little to no understanding of animation, or they come up with BS arguments that Tate didn't have enough time because everyone else in Super does have right? But when people criticize Yamamuro they are the experts who understand how on model art is not everything about animation etc...

I don't buy all of that, if something bad to me I'd say it's bad, and I don't care if you call that "style". Tate to me failed many times in this series and as for ep 86, his cut was a step up and it was solid, but nowhere near as good as "the best animator in Super" ultra hyped savior that people make him to be. His cut in ep86 had good things but also substantialy bad things. So with all things considered I'd say he is not that amazing.

This post is not meant to provoke people but tbh it bothers me to see that "style" argument all the time.

User avatar
cuartas
Beyond Newbie
Posts: 286
Joined: Tue Jun 14, 2016 1:16 am

Re: Super Animation Catalogue 2.0 - Episode 86

Post by cuartas » Tue Apr 18, 2017 6:11 pm

ArchedThunder wrote:*snip*
Perfect, that make in long words what most of us were looking

Just to add that there's no camera angles, characters rotating or anything else remarkable, ep 80 gohan vs lavenda it's the best example of how repeated frames should look like

User avatar
Ajay
Moderator
Posts: 6221
Joined: Sun May 26, 2013 6:15 pm
Location: Surrey, UK
Contact:

Re: Super Animation Catalogue 2.0 - Episode 86

Post by Ajay » Tue Apr 18, 2017 6:13 pm

Amir wrote:Yamamuro is criticized here a lot because his characters designs are too bland looking with too much shading and the ugly highlights...or that his animation is "stiff", the camera work is boring and bad like his cut in ROF when Piccolo was destroying Frieza's soldiers. Yes that is true but how would you feel if I told you that he also does it on purpose and that's how he likes to animate, with flat angles and putting highlights in his designs? It's not that he is bad, it's that you don't like his "style".
Because when people criticize Yamamuro I don't see people making the same comments about style preference.

Many people hate Tate's art work and the way everything is exaggerated, lacks details, incredibly off model, wonky and sloppy and there is a lot more. For the sake of
simplicity I'd say just as much as people hate Yamamuro's designs and current animation. Hell by that logic we can always say that something that looks bad to me is actually good but just not my style.
Look at Kitano, his art looks bad and his animation is slow with constant spacing that doesn't change when a characters starts a movement, being in a middle of one or finish it with no easing and flow and not to mention it looks choppy as hell. That's his style right? You guys just don't like it.

There's a reason many people criticize Tate, because apparently too many people dislike his style and that makes them ignorant with little to no understanding of animation, or they come up with BS arguments that Tate didn't have enough time because everyone else in Super does have right? But when people criticize Yamamuro they are the experts who understand how on model art is not everything about animation etc...

I don't buy all of that, if something bad to me I'd say it's bad, and I don't care if you call that "style". Tate to me failed many times in this series and as for ep 86, his cut was a step up and it was solid, but nowhere near as good as "the best animator in Super" ultra hyped savior that people make him to be. His cut in ep86 had good things but also substantialy bad things. So with all things considered I'd say he is not that amazing.

This post is not meant to provoke people but tbh it bothers me to see that "style" argument all the time.
I addressed this in my post. Again, I feel like you're looking for some 'gotcha' moment, and it just doesn't exist. Acknowledging and understanding someone's style doesn't mean you have to like it, and I don't bring it up with the intention of invalidating every criticism with accusations of 'not getting it', but when I see posts that claim demonstrably solid constructions are 'sloppy' or 'bad', it's clearly not coming from a place of understanding. It doesn't fit their tastes, but they won't voice that without falling back on hyperbole or aggressive remarks.

Yes, Yamamuro very much prefers stiffer, grounded animation, and his character designs reflect that approach. That's his style - I get that - but just in the same way I don't expect people to like Tate after understanding him, I don't much care for Yamamuro either. His work isn't actually bad; he very obviously has a clear understanding of the human body, I just don't care for how he uses that understanding. To me, it's bland and unappealing. If someone wants to turn around to me and say, "You know, Tate just doesn't do it for me. I don't like his approach.", then I'd disagree, but I wouldn't be upset. I just cannot abide claims that he's no good - it's evidently false. That doesn't mean everything he does is exempt from criticism; I've pointed to many examples of him totally missing the mark and producing poor work, but that goes for any animator.

Yukihiro Kitano is a totally different case from Yamamuro and Tate. Unlike those two, you can see very clear construction problems with his drawings. In episodes like 67, you can see the difference between his poorly drawn work and a 'loose' style. His animation is very bottom weighted - everything moves like characters have a weight strapped around their waist, and that makes for awkward animation because there's a clear misunderstanding of how weight is distributed in the human body. There's no indication that he's trying to break into some sort of style - it's just plain old 'standard' animation done poorly. Loose animation can be done poorly, too. Again, you aren't excused from criticism because of your style - that's not the point I'm making.

The argument of not having enough time isn't 'BS'. Yes, the schedule affects absolutely everyone, but how many animators are actually doing what Tate does? He is consistently the top credited key animator on his episodes, and that's on top of supervising everyone else under him. Heck, we learnt this week that his approach to supervision isn't too dissimilar from Yamamuro's, in fact. That's a lot of work! In the instances where his work has been poor, it's not a coincidence that he was busy working on other productions. Poor old Higashide is constantly handing in unfinished roughs that are endlessly corrected just to be able to keep up with his workload, and this is an animator who appears have remarkable speed. Yong-ce Tu had one week to get his work done a few episodes back, and it was only just completed because Shimanuki stepped in to help. The schedule is a real issue affecting everyone.

Not everybody works at the same speed, either. It's why solo animators like Yashima are so valuable. Could you argue that Tate bites off more than he can chew? Sure, I suppose it's possible, but we have no verifiable context for that. For all we know, directors are telling him, "Ganbare, Tate-san! We're counting on you!" while he busts his ass. And again, the excuse of 'time' doesn't just apply to Tate. Kitano's not a great animator, but his work's significantly affected by time, too. The guy's constantly thrown under the bus, and we do account for that. It's just... he doesn't actually bring anything particularly interesting when he does have time, either. That's a key difference.

I'm not looking for a no-fun zone in this thread. My friends and I are constantly making silly jokes about Tate and his traits on Discord and Twitter. I've made more jabs about Yamamuro than probably anyone on this planet. They're not mean-spirited though, and I'm certainly not bringing them into this thread when passing genuine judgement on their work. We don't really ask for much on Kanzenshuu, but at the very least, we do expect folks to do their research, be reasonable, and if they have any criticisms, concerns, or questions, we hope that they're done so in a reasonable and respectable manner.
Follow me on Twitter for countless shitposts.

Deadtuber.

Post Reply