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Old 2010-09-01, 09:01   Link #26
Great Commandy One
*Graphic Designer
Join Date: Oct 2006
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Originally Posted by fertygo View Post
Animations work is always about adapting.
Concept --> Actual works, that its. simple.
Its can be like realistic people if the concept's want the animator draw it like so. you want to say the animator can't draw similar object looks like certain people work ?
As someone who has worked on simple animation for a short while now (mostly in Macromedia Flash Player and Adobe Imageready) there's an understandable reason why concept art traditionally is not translated 100% into animation: the simple fact that it is animated.

Traditional 2D Cell animation in essence is a series of still shots that are superimposed on top of each other in rapid sequence to give the illusion of movement. There are two types of frames necessary to animate a scene: Key Frames, which are the main art stills for that scene, and the in-between transition Frames (aka "Tweens" ) which is the series of stills that portray the animation of the scene from one to state to another. In a 10 second animated sequence for example the keyframes would be say, a person standing, and then the person sitting. The tweens would then be the series of frames that show how the person transitions from standing to sitting position.

Now the important thing to remember is that even in a short animated sequence, you need a large number of frames to animate the scene smoothly and not appear choppy. You'll need at least 25 or so frames per second (minimum industry standard) to portray a scene with at least decent quality, and you'll need a much higher number of tweens if you want to make the animation as smooth as movie animation.

Even at 25 frames per second of animation, that means that for a single second of animation you'll need at least 25 individually drawn frames with small differences between them in order to animate the scene properly - frame 1 could be a hand, then frame two would be the hand moved a millimeter to the right, and frame three another millimeter, and so on... Unless you don't want your animation to look like a poorly made flash animation you'll need to draw each individual frame with the proper perspective, coloring, lighting and other variables that are affected by the slight movement of each frame.

Now imagine trying to draw Game-CG or still art quality drawings across 25 different frames. Considering that one game-CG drawing will set a person back about several hours of work just on the drawing and then coloring, imagine having to make 25 of them... and that's just from a single minute of animation.

Imagine having to maintain that quality over 25 minutes of animation. That's:

- 25 frames per second x 60 seconds in a minute = 1,500 frames per minute. With your average anime episode being 24 minutes long, that's 1,500 frames times 24 minutes.

Which adds up to 36,000 FRAMES!!!

36,000 frames if we're going 25 FPS - 36,000 frames of still images devoted solely to animating an entire episode. And making said 36,000 frames for animation isn't easy, let alone at the level of quality found in concept art or game-CG's.

Of course no TV anime ever reaches that number of frames in an episode, due to the prevalence of various animation shortcuts and optimization methods that exist to help reduce the number of frames - for example the famous "panning", where a still scene is simply moved from one end to the other, or only animating the lead elements while keeping the backgrounds intact which is a classic cost-cutting measure. Still, the immense amount of work that goes into an animation is staggering, and given the weekly or monthly deadlines for animation projects this means that you can't expect them to have decent quality animation without an equally decent number of paid staff and large finances.

You can either have an animation that's good quality but short and slow to produce, or a long animation released fast but with so-so quality. The only way you can get an animation that's fast, long, and with good quality animation is if you have a MASSIVE budget to actually pull it off - which few animation titles have managed to get, and is harder to get now with the world economy being what it is.

Hence there's a reason why the super-detailed concept art shown in the trailers will not be the exact art - because the difficulty of animating a sequence means they need to tone down on the art style to make it easier to animate, hence why the "animation art" shown for anime typically has lesser detail than concept or promotional art. And this doesn't take into account stuff like the fact that the character designer normally isn't responsible for animation and stuff, hence the characters in animation are typically drawn by another artist.


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