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 67

Post by DragonBalllKaiHD » Thu Dec 01, 2016 1:37 pm

A lot of the cuts in the DB Kai opening was done by Yamamuro himself. Needless to say, it's nothing special. He had a terrible use of the camera angle and movement. The last time he had some interesting cuts was in Budokai 2 opening.

The animation supervisors can decide to join Dragon Ball Super if their schedule is free or their work on the other shows is finished. The series director and planner can decide to let additional supervisors or key animators to work on the show if they so desire. It's usually the schedule that plays the role in how a show is shaped up.
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Re: Super Animation Catalogue 2.0 - Episode 67

Post by BakaManiaHD » Thu Dec 01, 2016 1:45 pm

Why does Kitano's episode 7 looks better than his recents episodes? I mean, he only had 6 weeks to draw it right?
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Re: Super Animation Catalogue 2.0 - Episode 67

Post by Ajay » Thu Dec 01, 2016 3:34 pm

BakaManiaHD wrote:Why does Kitano's episode 7 looks better than his recents episodes? I mean, he only had 6 weeks to draw it right?
Episode 1 would have been done long before airing. He would have had a fair bit longer.
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Re: Super Animation Catalogue 2.0 - Episode 67

Post by DragonBallFan8001 » Thu Dec 01, 2016 3:47 pm

Ajay wrote:
BakaManiaHD wrote:Why does Kitano's episode 7 looks better than his recents episodes? I mean, he only had 6 weeks to draw it right?
Episode 1 would have been done long before airing. He would have had a fair bit longer.
Kitano was also not credited for key animation in the first episode, and considering there were quite a few talented animators who worked on episode 1, with Jin Inaba credited first in the list of key animators, I doubt there was much that Kitano had to correct. This would've given him even more time to work on episode 7 (if (parts of) the storyboards were finished that early, at least).

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Re: Super Animation Catalogue 2.0 - Episode 67

Post by Jinzoningen MULE » Thu Dec 01, 2016 5:19 pm

Gashif Aldi wrote:Hey guys! I'm new to this animation catalogue. I've been here since posts 198. And I thought, why not make an account to discuss with all of you. Sorry for suddenly appearing like this (also sorry if my english is bad).

So, I have a question in my head for a long time.
Who actually animated DB Kai opening?
The Saiyan Saga and Frieza Saga looked like it was animated by the same animators, some of the scenes remind me of Shida.
While Buu Saga seems pretty awesome, but not as good as the other ones.

And, why are these animators aren't working on DB Super? Atleast they should do the Opening, but the schedule might be the reason..

Except for the Yammamuro, his designs already made me bored overtime.
I haven't seen the DB Kai opening in a long time, but I'd put money on Yamamuro having been responsible for major corrections, if not, many of the drawings themselves. Also, the same animators who work on the opening also work on the shows. Not sure where you got the notion that they didn't.
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Re: Super Animation Catalogue 2.0 - Episode 67

Post by Baggie_Saiyan » Thu Dec 01, 2016 6:45 pm

So will the riddle of which bit Tate animated in the OP ever be solved?

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Re: Super Animation Catalogue 2.0 - Episode 67

Post by Jinzoningen MULE » Thu Dec 01, 2016 6:47 pm

Baggie_Saiyan wrote:So will the riddle of which bit Tate animated in the OP ever be solved?
It might be be decoded if someone took the time to meticulously sort through similar works from the same animator. I don't think anyone cares enough to do that.
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Re: Super Animation Catalogue 2.0 - Episode 67

Post by Psykomatik » Thu Dec 01, 2016 6:53 pm

Almost sure he did this:
[spoiler]Image[/spoiler]

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Re: Super Animation Catalogue 2.0 - Episode 67

Post by Ajay » Thu Dec 01, 2016 7:46 pm

Baggie_Saiyan wrote:So will the riddle of which bit Tate animated in the OP ever be solved?
The general consensus has been this part. The timing on the hand movements is very Tate-esque. But again, like the last time I brought this up, there's no way to know for sure thanks to corrections.
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Re: Super Animation Catalogue 2.0 - Episode 67

Post by JazzMazz » Thu Dec 01, 2016 10:17 pm

Yeah, I don't think we'll ever be 100% sure what he actually did.

On a side note, the preview for next episode looks like it'll be more expressive, like this weeks, than having lots of interesting movement. Hopefully Futoshi isn't working on this episode and is instead doing other stuff for the next arc.

Also, if someone hasn't beaten me to it, welcome to Kanzenshuu Gashif Aldi.

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Re: Super Animation Catalogue 2.0 - Episode 67

Post by nite_jay » Thu Dec 01, 2016 10:20 pm

JazzMazz wrote:
ArchedThunder wrote:
JazzMazz wrote:Does anyone else think that what we consider mediocre in this arc, is at the very least comparable to the mediocre episodes of Z or is that a totally baseless opinion. In terms of animation quality of course.
Art quality yes, animation is more debatable though. Z typically had relatively fluid animation on even its ugliest episodes. We'd have to define what's mediocre and what's bad for that comparison.
If I were going to try define what mediocre for a series like Z and super means, I would say it would be episodes that look ugly and are a lot stiffer than the norm Z maintained (since thats what we're measuring Super against).
This would be a good example of an average action episode for Z.

I don't think that example is fair at all. That's definitely one of the better looking action sequences in Z. I think this is a little more fair, because it uses a lot of repeated frames but the art is still consistently good, and the fight is at least easy to follow.

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Re: Super Animation Catalogue 2.0 - Episode 67

Post by JazzMazz » Thu Dec 01, 2016 10:35 pm

nite_jay wrote:
JazzMazz wrote:
ArchedThunder wrote: Art quality yes, animation is more debatable though. Z typically had relatively fluid animation on even its ugliest episodes. We'd have to define what's mediocre and what's bad for that comparison.
If I were going to try define what mediocre for a series like Z and super means, I would say it would be episodes that look ugly and are a lot stiffer than the norm Z maintained (since thats what we're measuring Super against).
This would be a good example of an average action episode for Z.

I don't think that example is fair at all. That's definitely one of the better looking action sequences in Z.
I agree that it is definitely one of the more polished fights, but I believe it does display the average level Z put into it's action scenes most of the time.
It does fall in line with the quality of a lot of fights in the series.
It's not like the scene I demonstrated didn't also use a lot of repeat frames either.

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Re: Super Animation Catalogue 2.0 - Episode 67

Post by nite_jay » Thu Dec 01, 2016 10:45 pm

JazzMazz wrote:
nite_jay wrote:
JazzMazz wrote: If I were going to try define what mediocre for a series like Z and super means, I would say it would be episodes that look ugly and are a lot stiffer than the norm Z maintained (since thats what we're measuring Super against).
This would be a good example of an average action episode for Z.

I don't think that example is fair at all. That's definitely one of the better looking action sequences in Z.
I agree that it is definitely one of the more polished fights, but I believe it does display the average level Z put into it's action scenes most of the time.
It does fall in line with the quality of a lot of fights in the series.
I still think those are a little bit too high echelon for Z's standards for it to be considered "average", but agree to disagree I guess lol.

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Re: Super Animation Catalogue 2.0 - Episode 67

Post by JazzMazz » Fri Dec 02, 2016 1:17 am

nite_jay wrote:
JazzMazz wrote:
nite_jay wrote:

I don't think that example is fair at all. That's definitely one of the better looking action sequences in Z.
I agree that it is definitely one of the more polished fights, but I believe it does display the average level Z put into it's action scenes most of the time.
It does fall in line with the quality of a lot of fights in the series.
I still think those are a little bit too high echelon for Z's standards for it to be considered "average", but agree to disagree I guess lol.
Most of these aren't even all that great. The strongest thing about all of them is really solid character art. Otherwise, most of the time the motion is indicated with a shaking still and speed lines.

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Re: Super Animation Catalogue 2.0 - Episode 67

Post by SaiyanGod117 » Fri Dec 02, 2016 1:29 am

I've noticed after Frieza Saga the animation in DBZ is a lot more conservative and the use of repeated frames is used more. The art improves consinderably, but the animation seems less fluid.

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Re: Super Animation Catalogue 2.0 - Episode 67

Post by ArchedThunder » Fri Dec 02, 2016 1:34 am

SaiyanGod117 wrote:I've noticed after Frieza Saga the animation in DBZ is a lot more conservative and the use of repeated frames is used more. The art improves consinderably, but the animation seems less fluid.
The Androids arc has some of the worst art in the series.

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Re: Super Animation Catalogue 2.0 - Episode 67

Post by JazzMazz » Fri Dec 02, 2016 1:35 am

SaiyanGod117 wrote:I've noticed after Frieza Saga the animation in DBZ is a lot more conservative and the use of repeated frames is used more. The art improves consinderably, but the animation seems less fluid.
Eh, thats not necessarily true. There is a lot of really great stuff littered through all the arcs. I do agree though that the art quality did improve for a time after the frieza arc. However, the I think halfway into the android saga, things went sour and stayed that way for a good while.

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Re: Super Animation Catalogue 2.0 - Episode 67

Post by Gashif Aldi » Fri Dec 02, 2016 2:29 am

DragonBalllKaiHD wrote:A lot of the cuts in the DB Kai opening was done by Yamamuro himself. Needless to say, it's nothing special. He had a terrible use of the camera angle and movement. The last time he had some interesting cuts was in Budokai 2 opening.

The animation supervisors can decide to join Dragon Ball Super if their schedule is free or their work on the other shows is finished. The series director and planner can decide to let additional supervisors or key animators to work on the show if they so desire. It's usually the schedule that plays the role in how a show is shaped up.
Really?! I thought it was animated by Yasuhiro Nowata, but when I search it on Google. There's no answer or anything that related to that guy. The scene where Frieza and Goku fight is pretty good in the OP. But, is there any information on who's animating the Opening other than Yammamuro?
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Re: Super Animation Catalogue 2.0 - Episode 67

Post by SaiyanGod117 » Fri Dec 02, 2016 2:46 am

ArchedThunder wrote:
SaiyanGod117 wrote:I've noticed after Frieza Saga the animation in DBZ is a lot more conservative and the use of repeated frames is used more. The art improves consinderably, but the animation seems less fluid.
The Androids arc has some of the worst art in the series.
True, but it pulled through for the important scenes like Gohans's transformation, Super Vegeta, and Goku vs Cell. Despite that, I'm mainly talking about the Buu Saga art which still holds up till this day, Yamamuro should really go back to those designs.
JazzMazz wrote:
SaiyanGod117 wrote:I've noticed after Frieza Saga the animation in DBZ is a lot more conservative and the use of repeated frames is used more. The art improves consinderably, but the animation seems less fluid.
Eh, thats not necessarily true. There is a lot of really great stuff littered through all the arcs. I do agree though that the art quality did improve for a time after the frieza arc. However, the I think halfway into the android saga, things went sour and stayed that way for a good while.

Yeah, some stuff could have been given more attention to detail.

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Re: Super Animation Catalogue 2.0 - Episode 67

Post by JazzMazz » Fri Dec 02, 2016 3:09 am

SaiyanGod117 wrote:
ArchedThunder wrote:
SaiyanGod117 wrote:I've noticed after Frieza Saga the animation in DBZ is a lot more conservative and the use of repeated frames is used more. The art improves consinderably, but the animation seems less fluid.
The Androids arc has some of the worst art in the series.
True, but it pulled through for the important scenes like Gohans's transformation, Super Vegeta, and Goku vs Cell. Despite that, I'm mainly talking about the Buu Saga art which still holds up till this day, Yamamuro should really go back to those designs.
Yeah, the Buu arc was when everything was pretty consistent when it needed to be. The Gotenks fight looked pretty bad, and so did some of the battles in the tournament as well as Majin Vegeta fight. Besides that, the Buu arc definitely had a lot of really solid artwork.

On a side note is this Goku? At a glance I thought it was Gohan, but if it is Goku, what and why?
[spoiler]Image[/spoiler]

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