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EPISODE 1:
Aloha, fellow Sakuga Seedlings!
Welcome to my case study series, Brain Vomit.
Name’s
Tuchimuchi Yoshinori – or just Tuchi...
And I enjoy animation. Especially animation from the eastern archipelago of Japan, also called “Anime”
In this series, right here, I’ll be exploring Japanese Animation Production and enlightening this growing community and myself to the power they have in this expansive animated medium.
In this episode, we will focus on Defining Anime, Production Roles that go into creating anime and more!!
I welcome you all to join me on this exploration into Anime.
Without a moment’s hesitation, let’s start with the crust and make our way downward!!
What is Anime?
Anime (アニメ) the word, is moniker for Japanese Animation.
Anime, the art form, is a style of Limited Animation that came into prominence during the rise of Disney in the 1960’s, although Japanese animation dates back to the beginning of the 20th century. The most prominent and well known anime began from Osamu Tezuka -- known for Astro Boy, Black Jack and Kimba the White Lion -- creating new techniques after being inspired to simplify Disney’s rigorous animation aesthetics.
As manga began to be noticed as the popular thing in the 70s, anime began to shift from a Disney imitation to a new style of its own.
Sakuga (作画) is a catch-all term in Anime, where a certain scene or event’s production value and animation quality exceed the usual fare. It’s often these moments that enraptured our eyes to anime and got us interested. This can be anything from effects, to characters to background animation! Sakuga is limitless in it’s potential EPICNESS!!
Here are some awesome examples by Web Animator’s Yotsube and Bahi JD!
I know, it’s pretty damn cool. And Sakuga, there is actually a word for it! Literally translated from “Creating Pictures”. The name for this community that I call “Sakuga Seedlings” comes from the pun of “Saku” also being read as “to Bloom”.
(Source)
Some of the most famous anime were created by the world renowned Studio Ghibli and Hayao Miyazaki.
But other important, often forgotten legends are:
Hideaki Anno, Katsuhiro Otomo, Mamoru Hosoda and Makoto Shinkai.
If you haven’t heard of these guys, check them out. I’ve linked to their wikipedia articles in their names, so feel free to click on them and get a basic gist of what these guys are about.
In a future episode I plan to go over each and every one of them!
Next, I know you all saw that word “Limited Animation”...
Q: What is Japanese Limited Animation?
Unlike most Disney animation -- or Full Animation, where every frame is painstakingly drawn to create an almost true to life smooth motion -- Limited Animation is a style that takes advantage of the limited frames, partial frame changing and movement to create visually stimulating works. This is a much cheaper method and can be used to varying results.
Most Western TV cartoons and pretty much all anime is Limited Animation.
Full Animation is In an environment in which redraws most every frame are MANDATORY to create as realistic/fluid as possible movement. Unlike it though, limited animation often breaks traditional norms by keeping redraws to a restriction (often by getting creative with animation styles and shortcuts), but allowing for a more dynamic visual spectrum, as they are, ironically, not limited by realistic standards of full movement.
Many techniques of Limited Animation can be incorporated into more Western Full-Animation as well.
Limited animation is not limited to Japanese Animation, but because that is the focus, I want to focus my attention there.
(source) (source) (source)
So let’s, compare them!
Q: Compare Limited vs Full Animation
Let us compare Disney’s Full Animation and Limited Animation.
For this example,
vs
Compare to Disney, which has very realistic perceptions of movement to Limited Animation.
Limited Animation often MUST exaggerate movements, repeat frames and manipulate the camera far beyond to get the sense of movement without frequent redraws.
It takes advantage of the mind’s magnificent ability to fill in movement on it’s own.
Note this: All of this is considered Sakuga. Pretty cool, right?
This type of animation still on paper before colored and composited is called “Genga” (原画).
No, not the Pokemon, Gengar! Nix the “R”!!
(Thank god, for now Tumblr gives have the sources -- so I can save time on listing them. As the series goes on, I’ll be grabbing actual clips and editing them in my own way, so those sources will have to be better defined...)
Q: OK. Back to Anime, How is Anime Produced?
Using the anime Shirobako as a fantastic launchpad, as well as other studies, Anime Production is built upon multiple roles and hierarchies.
(If you are at all curious about Japanese Anime Production, watch this series; It’s on Crunchyroll for free. I’m not being sponsored, but I recommend it. Linked above.)
(I will also be leaving Executives, Producers, Writers, Voice Actors and Sound Crews out of this list, which have a different important roles. But I would like to give this focus eventually along with Marketing Techniques, etc.)
For now, I’ll use basic definitions to keep things simple, but the most common roles in any anime production are:
Director: The individual in charge of keeping production staff on task and keeping the overall visual aesthetic. For Example: Akiyuki Shinbou of SHAFT fame.
Animation Director: This is the head person in charge and oversees all of the individual animation production. They are ALWAYS talented Key Animators with years of experience and have the last say on EVERY FRAME USED THE FINAL PRODUCTION. They have other responsibilities such as as Redraws and Correction.
Character Designer: The person who either creates or adapts designs for TV animation. This is Episode 2’s main message in a nutshell. But to sum it up here, it is not uncommon for Animation Directors and Character Designers to either be the same person, or a pair who have worked together on a lot of stuff.
Key Animator: The people in charge of drawing key poses (important movements and poses). There can be very few or very many depending on the production staff. We’ll get into that at a later time. These can often be Freelance Animators as well, which is very important as Studios often Freelance and can get different feels because of it.
In-Between Animator: The people who draw in-betweens to keys, connecting them all together and clean-up. These people refer to the Key Animators, while Key Animators refer to the Animation Directors.
Color Artists: Pretty straight forward, depending on whether traditionally or digitally animated, add color and shade to the basic animation. During the days of Cel-Shading, these were hand-painted, but with technology, tools like Photoshop, Toonboom and After Effects are more commonly used.
Check Artist: This person reviews each frame and checks for inconsistencies. They help the central aesthetic, style and models are on point. If not, a frame may have to be redone. When these guys mess up, we get things like this. These also can be Animation Directors themselves. Many roles can bleed into one another, if that wasn’t obvious enough. (Show example of animation error)
Background Artist: These guys design the backgrounds, whether 2D or 3D. We’ll get into this more later as well. My 3D knowledge is very limited, so I’ll do my own homework on more information on that.
Compositor: This group puts everything together, can take care of digital effects and edits such as atmospheric lighting and weather, depending on the production company. These guys create the crisp polish you’ll see in Ufotable Productions.
I know you must be thinking, these are very similar to Western Production Studios, and you’d be right.
They are very similar, as each piece is needed to produce like a well oiled machine. But there are many VERY important differences. If you know Animation History, Anime production was based on and eventually deviated from Disney’s original model.
Now that you have most of the basic pieces to understand we can begin digging in the differences from the ground up, work to each role and it’s importance and how that all comes together.
Now we can start to looking into the question of,
Q: What is different about Japanese and Western styles of animation production?
Not in the aesthetic choices, but in the setup and philosophy of animation.
It all comes down to the production at hand, but the main basic philosophy is something I like to call “Western Order and Eastern Individuality”.
This is a good start and the start of some of my liberal take on defining different parts of anime and animation -- A main point of this series was to break down and find a way of defining little things like this in a more digestible method:
So, what is the Western idea of “Order Animation”.
Well, how staff is put together is what dictates it.
If you look at any Disney frame, what do you see? Animation that is completely kept on model and shows the visions of the Director and Animation Leads based on strict values of Order and Perfection.
This is often formed by having teams for every character and aesthetic throughout the entire picture remaining as physically consistent as possible.
It’s very impressive that they can get this group of people so on point! I admire it, even if it isn’t the philosophy I prefer in my own tastes in animation and production.
Then, there is the Eastern idea of -- what I like to call -- “Individuality Animation”. This is just another way the production team is staffed and ordered. Most Key Animators have what are called Cuts -- specific scenes in each production that they are in charge of animating. Think about a Cut like cutting a camera in a film to a new scene. Many film making techniques are used in animation, this should always be kept in mind constantly.
Once again, this goes more onto which you find better in your opinion, but I tend to find these definitions slightly ironic based on their respective cultures, but there is a lot of truth to them.
Q: Now, why does this Individuality Animation interest me?
Because, it allows for every Key Animator and In-Betweener to add their own spice and flair to a scene, to the point where based on the animation, you can tell which individual worked on it.
-- AND THIS IS WHAT I LOVE!
LOOKING AT A PIECE OF ANIMATION AND BASED ON STYLISTIC AND AESTHETICAL TROPES, YOU CAN POINT OUT A SPECIFIC ANIMATOR OR ANIMATORS INSPIRED BY ONE ANOTHER!!
I believe Order Animation tries to represent a company as a whole, which is great in its own right.
While Individual Animation tries to represent the identities of those who worked on it. Which I am much more in support of and interested in. If you’ve ever met me, I am the type that remembers faces and personalities more than names and the bigger picture. With how I work and how I love to meet new people, Individuality Animation allows me to really get to the heart of an animator.
Ahem, I lost my composure there! Haha!
Next on the chopping block:
Q: Digital Animation vs Traditional Animation...
How are they addressed?
Simply, are Keyframes and In-betweens hand-drawn on paper and then scanned for clean-up and color?
Or are they drawn on digital tablet or are they 3D models?
Traditional Animation is still very common in Japanese Animation production, and most every anime you’ve seen started as hand drawn on paper.
Digital Animation uses programs such as Photoshop, Flash, ToonBoom and etc. to draw everything. Animators that focus on this medium are lovingly called Web Generation Animators. Believe it or not, one of the eldest animation studios, Tatsunoko has evolved to include many web generation animators.
(From the Studio Tatsunoko produced “Yoru no Yatterman”, hosting a wide array of web generation animation talent!)
In a later episode, I will do a more complete diegesis on Digital Animation Programs as it’s one of my favorite topics.
3D Animation is a new sensation that started an arise in anime at the start of the 2010’s. All of these anime are produced in 3D animation softwares, but are produced using techniques descended from Limited Animation. Look as series like Guilty Gear Xrd and Black Rock Shooter for some amazing examples of this.
(Guilty Gear Xrd belongs to Arc System Works. It is on PS3, PS4 and Steam PC, Go play it! The GDC also produced this great video on how the 3D Cel-Shaded style was used to imitate sprite anime form the previous entries! It’s about an hour long, but super informative!!)
Mixed Media is often used, where anime can be produced using all three methods for different reasons, be it backgrounds or the animator had a preferred way of animating. Most modern anime uses a form of mixed media from Pokemon XYZ’s 3D Camera to To Aru Majutsu no Index’s 3D Background design. It’s more common than you’d think.
(Most noticeable at 0:39 and 0:58. Look how the ground around Ash’s feet is swiveling in a new way. Or how the camera follows Pikachu to Pangoro and Honedge. Fun Fact: Quick Attack is ineffective on Honedge, it’s a Ghost type!)
(Pokemon XY belongs to OLM, Game Freak, Nintendo and Creatures Inc., OLM actually means Oriental Light and Magic, inspired from Industrial Light and Magic, known for Cinematic VFX.)
But these can be used in a myriad of creative ways to make each cut feel distinct depending on which animators are behind the wheel.
Since I’m focusing on Japanese Animation Philosophy, as it’s what I know better and prefer, I will focus on that through most of my future studies.
However, you are free to use whichever method you want!
The great thing about art and animation is that you have a choice in how you go about doing it. I wholeheartedly believe in having whatever style interests you and making the most of your creativity.
If I can help bring in a new interest or skill set into your work, or just entertain you with my geekiness about anime, then it will all be worth it.
Who knows, you may be surprised at what we discuss!
I’ll call this episode a wrap for now! Next time we’ll be discussing the basic principles of animation.
If you haven’t gotten a copy of the Animator’s Survival Guide, I highly recommend finding a copy of it! It’s a must-have for animators of all skill levels, even amateur ones like me.
I’ll see you all next time!!
ON THE NEXT BRAIN VOMIT!!
EPISODE 2: ANIMATION PRINCIPLES ARE THE MOON PRINCESSES?!!
STAY TUNED NEXT SATURDAY AT 7PM EST FOR NEXT EXPEDITION INTO SAKUGA GOODNESS!!
DON’T MISS IT, OR I’LL HAVE TO PUNISH YOU!!
Remember: Always bloom proudly,
– TUCHI OUT!!!
How to slice bread like a pro. Download the SOURCE FILE to this animation (Includes a video walk through) - works on all versions of Flash
Let’s talk about Animation
Recently I have been having twitter back & forth discussions with Sean Thomas the director of The Legend Of Korra and Cannon Busters, Sean Thomas regularly talks about the differences in workflow between western and eastern animation companies and one thing that had always stood out to me was how much more technically impressive eastern animators were (and in many cases still are) than their western counterparts,
See most eastern animation is produced at the rate that it is released, Most of the time on a week by week basis, occasionally over larger breaks of time when it comes to things like OVA’s and sometimes they take seven years (Redline) so while western animators often have to deal with a large amount of work for a short period of time before release their eastern counterparts are working up until the hour of broadcast, and that is a literal case, 2016′s Hit series Yuri on Ice!! is completely different in the official crunchyroll/funaimation release compared to the Fansubs because for the staff at elation required more time to translate the episode than the fansubbers would, this led to a sharp increase in torrents of the series due to the much higher quality and this was only possible due to the way eastern production works,
Western production is much more uniform and from my perspective it can take some amazing animators and lower them, Andrew Chesworth is likely one of the most talented western animators currently alive, the way that he is able to integrate 2D animation into a live action setting is above the level that occurred with the animated component in Who Framed Rodger Rabbit and that is considered to be the pinnacle of commercially released 2D-Live action Hybrid (Andrew Chesworths 2D live action was an advertisement and you can find it on his blog) and in terms of more traditional 2D animation his animated short Palm Springs he showcases some of the most technical animation that the west has to offer, yet he is saddled as a 3D animator who performs short very expressive cuts for Disney films,
Eastern Animation is much more clear about the way it divides its staff, and this fits into the way that production cycles work, by making all staff need to work at a faster speed simply to release an episode makes all staff become more technically proficient and this is what leads to some of the most talented animators alive like Koh and Yoh Yoshinari along with the likes of Yutaka Nakamura, BAHIJD and many others these are some of the most talented and technically proficient animators currently alive,
I think the primary divide between western and eastern animation is that the west strives for uniformity between all staff while the east sorts animation talent by narrative importance (Unless it’s A-1 pictures) and this leads to some interesting places with the way that animated productions turn out,
Follow me
Twitter: @Jojimatthews
Learn More About Animators/Animation
https://sakugabooru.com
http://www.artofandrewchesworth.com (Andrew Chesworth portfolio)
http://andrewchesworth.blogspot.com.au (Has Links to other artists)

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
sketch
原画 Key-Animation - 「Sonny Boy」 Episode # 12