This is a great video, for people getting into Anime, specifically animation part of anime. Something to note smears is the equivalent of using motion blurs. They're like an evolved version of the stretch and squash principle. Also FINALLY, someone who can differentiate between debris and Yutapon Cubes. Also, some slight corrections, CG backgrounds aren't used just because they're easy. A lot CG background are used to realize more complex storyboards. The more ambitious the story boards, the more difficult it is to draw the backgrounds. Of course there are animators who can draw both the background and foreground animation. Character acting isn't just the characters acting, it's they're movements, expressions, the way their hair moves, the way their clothing and fabrics moves and creases. There's a lot more to character acting then most people realize. Norio school animators don't necessarily use kagenashi. What you're looking for is that Norio school animators in most cases disregards the character design consistency for more fluid animation. Going kagenashi just helps in achieving that fluidity. A lot of directors use kagenashi to emphasis a certain moment or theme.
kagenashi style for me atleast from what I've seen in these couple of months, it's been hated so much, not because of it's style but because people think of it as an "unfinished animation" which for me is dumb.
that's the state of the mainstream anime community my friend. people with no knowledge or experience in animation making dumb ass assumptions. I remember morons on twitter crying AI on extremely well animated sequences, without bothering to do any research.
@@SakugaObscuriousi remember one particular Gear 5 Luffy scene getting absolutely annihilated on twitter by people crying AI but it just wasnt lol. It was a messy style and it just had THAT many frames it seemed like AI to some people
@@TheBlueLockIsReal11 wanna know something cool about that scene? It was animated by Shinya Ohira and Akihito Ota. Ohira is a legendary animator all the way from the early 90s. He pioneered the Ohira School of animation. The same style that Ota takes inspiration from decades later. In fact, I remember a tweet from Ota, that one of his dreams has come true as he got to work with his idol. Ohira, btw does NOT work for most TV animation projects. In fact a lot of his contribution are for films. He is the only animator who didn't need to change his animation style while working with Hayao Miyazaki. One Piece Gear 5 is his TV appearance in nearly half a decade. Dumbasses at Twitter can't even comprehend the level of reverence animators have for this man.
@@SakugaObscurious and then after one piece and boy heron, he work again for some cut in dandadan op "science saru" i have watched leak op before officialy release and check it staff from aNN website
It seems that u made some mistakes(acc to the other comments) but ignoring that, this was some very entertaining content. So yeah keep up the great work
Insanely good and instructive!!! At least for the less involved in the technical side of animations audience, it really is wonderfully explained. And the visual examples are awesome. Keep up the good job! Thank you ^^
You put into words what I like so much about Trigger anime- Kanada style! I also almost screamed when I saw Kai Ikarashi mentioned afterwards, lol. I’m totally using this technique in my senior film. Muchas gracias both to you and to Yoshinori Kanada-sensei 🙏
I felt like correcting but I think you meant dps (drawings per sec) FPS is like the limit of drawings per sec, dps is the amount of drawings per sec 10:35
thera a technique called png animation matered by studio 8bit and they are going to have guiness world record of the most slideshow animation in a season
I mean rotoscope can be used on 3d models, there are ton of artist whom have done this in the past as it gives a good reference for how objects are in 3d space, however often it uses IRL camera stunts because its often faster to do.
alright, let me get some of the more obvious ones out the way. kutsuna lightning, style thing yutapon cubes, style thing kanada style, literally in the name but nowadays it's used by some animators inspired by kanada to portray the chaos in action/fight scenes in a time efficient manner. background animation is just a given, if your characters are moving throughout the space then you need to draw it with the perspective changing as a real camera would. Most times illustrated backgrounds are used is when the scene doesn't change significantly. I wouldn't describe it AS background animation, as your strawman said it's a category not a technique. itano circus isn't as much of a technique as it is a homage to the "original," which changes with every new popular mecha anime that comes out. The most recent example being gurren lagann, which was inspired by evangelion as gainax worked on both before the splinter off into studio trigger. which evangelion was inspired by gundam, so on and so forth till you get to the ACTUAL original which is correct in the video. character acting is a given kagenashi, time efficient and style thing. mostly known from naruto because of the stark difference in how fight scenes were done between naruto and naruto shippuden. I much prefer the shippuden style and it should've carried over into garbage boruto, but that's for another day. ebata walk, style thing umakoshi eye, most of the time it's connected to an obari so it's much more like a connection of scenes. with obari comes umakoshi so we can get that sweet sweet one piece run time into the next episode and recap lmao timing is just an animation thing in general, to get skilled at animation you have to be good at timing. and that's about it, from an animator to casual anime fan, you did alright.
You forgot to mentioning long frame animation Like slime or god of high school When you can distinguish the transition of the frame but that the style love your Chanel ❤
leggo you finally tried one of those "every [ ] explained in x minutes" I've been waiting for one about animation techniques because it's something I like learning casually about 🙏
If you want an animator,that does incredible work on timing,I suggest kenichiro aoki his shots shows a massive showcase in timing like in garou vs tank top master and his other works
the god of highschool actually uses motiion capture instead of rotoscope, it's like creating a 3d layout (i think) of the movements the real life actors make and then using those movements to make the animation
motion capture in gaming tracks movement of points placed on the actor which are then interpreted into a 3d model. either way it's still rotoscoping, as long as it is the movements recorded by a live actor traced over and a character design is applied to it meaning it's still rotoscoped. this way with motion capturing they can turn the camera whichever way they want and still keep the first ever take of that action despite it only being shot in one angle.
layout is the first stage where the drawings actually move. its to mappa out the movements and the backgrounds with simple rough drawings or some artist could draw it abit more detailed. but Genga is drawing the keyframes with a more detailed drawing without actually finishing the animation yet thats where another person draws inbetween the keyframes so its looks more smoother
@@mockhtar7739 sry for the late respond but 2nd KA are the same thing as doing genga work but they're just another person doing that same thing. if the key animator cant get the work done on time they can have other animators which is the 2nd KA to finish the genga. basically if the animator who made the layout did also do the genga but if theres other animator helping with key animating the same cuts/sequence thats 2nd KA.
There are quite a bit of mistakes, missing information, and straight up disinformation. I understand your videos are trying to appeal to the masses, but please give some correct info without your own personal opinions or assumptions.
@@sinchisanHere we go. Regarding Kutsuna lighting, I wouldnt describe it as zig-zagging, but rather as a wobbly beam that sort of "glides" across the ground. I think that gets the point more clearly across. Regarding smears, you state that western cartoons use multiples, implying that they don't use smears. This is not true. Plenty of western productions use both smears and multiples. Take a look at famous guides to animation that everyone uses. Alot of them details the 2 ways of conveying movement - multiples and smears. Regarding Cubic Debris and Yutapon Cubes, I think you're distinction between them is quite pointless and trivial. Yutapon Cubes only have that timing because that timing is how Nakamuras brain works when animating. See, it's not only cubes that he uses this "hold" and "release" technique. It's visible in almost every modern cut he does, even without debris. It's just how he animates. Just like Naotoshi Shida has his super distinctive timing and art, so does Yutaka Nakamura, and every other animator. Also you state in the Cubic Debris section that animators like drawing cubes because it looks cool. That's alright, I agree. But then you state in the Yutapon cubes section that it's because it's easier...? Which one is it? It would be helpful to the viewer to clarify. Also, you define in that section what "webgen" animators are, and your definition is questionable. First of all, you say that they draw digitally, implying that older animators don't draw digitally, which is not true nowadays. Lots of animators, even older one, use a drawing tablet. Also, you say that webgen animators get hired off twitter based on their portfolio. That's not necessarily true, unless you want to refer to gaigen (foreigners hired today in this industry's dire state to find nigh anyone to finish genga or do nigen), which that is the case. When I think of webgen, I think more of someone like Shingo Yamashita, Ryochimou, or Kenichi Kutsuna, who were NOT hired off twitter, because at the time they joined the industry (around the 2000's), twitter wasn't very popular or didn't exist yet, at least not for PA's in Japan. Rather they were hired based on their animation projects they did in a program such as Flipnote studio, that they then posted to TH-cam or their website. Again, it's not like that for all of them, but you get my point. Rotoscoping has been discussed in others comments so I won't comment further on this. One thing I'll say is that it's quite strange to bring up ufotables use of 3D BG's for layouts and etc, when it's not really that relevant to the subject of rotoscoping, but thats minor. Regarding Kanada style, you state that he developed this style because of a lack of time in TV productions. I'm not saying your wrong, I would just like to know the source. You also state that he "animates normally" in movies because there's more time. This is wrong, and the proof of your mistake lies in your own video. When you brought up his "style" for TV animation, you show a cut he did for the Yu Yu Hakusho MOVIE, where clearly he animates in his "style" that he uses for TV. Then when you talk about his animation for movies, you show his cut in a Ghibli movie, where it looks "normal". But that's not because he wanted it to look like that. That's rather because that scene is heavily corrected by Miyazaki, as is typical for him to do in his movies. If you want a source, I'll find it for you, and get back to you. Also, can you expand how science saru is "basically almost kinda like Kanada style"? that didn't make too much sense. I understand why you would think that, because now Kameda is working on DanDaDan, and that cut that you showed where the character is running up is presumed to be him, but other than that, I'm not sure what brought you to that conclusion. Regarding BG Animation, you state that BG animation is hard to do because you have to understand "depth and perspective". This is misleading lol, because in order to animate literally ANYTHING in anime that's not a stick figure fight, you MUST have a strong grasp on depth and perspective, not just regarding animating backgrounds. Also, you state that animating backgrounds is not common nowadays (not true), and that cg backgrounds are used much more(true), and thats because of "how the anime industry works". Here I thought you would say it's because we have access to them nowadays, unlike the 90's and early 2000's, which is what I plainly believe as fact. But then you throw a curve ball and say it's because of...shitty schedules? What? What does that have to do with anything? Even shows with good schedules use CG backgrounds, like ufotable shows (as you mentioned before), and shows with shittier schedules dont use it! Regarding Itano Circus, you forgot an important point. It's only considered an Itano Circus when the camera actively follows the subject flying around being chased by projectiles. Also they seeped into "main stream" shows long before JJK. Just look on sakugabooru, and you'll see immediately what I mean. wheh, that was a long comment, and that was barely half the video. I'll comment on the other part when I watch it.
Add one more, gosso technique
The art of animating some of the most wackiest camera angles with the most wackiest posing
What are the biggest examples of this technique?
@@shadixkenzi3966was it like the one anime who forgot their glasses in the first episode
@@shadixkenzi3966 prolly sumn like jojos
Gosso neither invented or popularized keeping camera in weird angles/places.
@@nobinhocorp301 yes but he uses them in great ways
This is a great video, for people getting into Anime, specifically animation part of anime. Something to note smears is the equivalent of using motion blurs. They're like an evolved version of the stretch and squash principle. Also FINALLY, someone who can differentiate between debris and Yutapon Cubes.
Also, some slight corrections, CG backgrounds aren't used just because they're easy. A lot CG background are used to realize more complex storyboards. The more ambitious the story boards, the more difficult it is to draw the backgrounds. Of course there are animators who can draw both the background and foreground animation.
Character acting isn't just the characters acting, it's they're movements, expressions, the way their hair moves, the way their clothing and fabrics moves and creases. There's a lot more to character acting then most people realize.
Norio school animators don't necessarily use kagenashi. What you're looking for is that Norio school animators in most cases disregards the character design consistency for more fluid animation. Going kagenashi just helps in achieving that fluidity. A lot of directors use kagenashi to emphasis a certain moment or theme.
Nozumo Abe smears are one of the cleanest shit i've ever seen, it's so damn good.
He's so good at combine 2D and 3D, it's like he was animator from Hoyoverse
😅😂
I'm an animator and let me say that my favorite is the Kanada style or an animation style that requires less frames and a small amount of smear frames
never thought about how many techniques there were this is pretty cool
Awesome video 🎉. Please add more techniques. I also like it when animators and sources are mentioned 👍. Keep up the good work.
Its really cool to see a overview of these, please make a second one
I really love Kagenashi, now i know what that style is called!
criminal to show all that sakuga and not mention which anime it is
7:56 Shoutout to Cardcaptor Sakura: Clear Card!
kagenashi style for me atleast from what I've seen in these couple of months, it's been hated so much, not because of it's style but because people think of it as an "unfinished animation" which for me is dumb.
that's the state of the mainstream anime community my friend. people with no knowledge or experience in animation making dumb ass assumptions. I remember morons on twitter crying AI on extremely well animated sequences, without bothering to do any research.
@@SakugaObscuriousi remember one particular Gear 5 Luffy scene getting absolutely annihilated on twitter by people crying AI but it just wasnt lol. It was a messy style and it just had THAT many frames it seemed like AI to some people
@@TheBlueLockIsReal11 wanna know something cool about that scene? It was animated by Shinya Ohira and Akihito Ota.
Ohira is a legendary animator all the way from the early 90s.
He pioneered the Ohira School of animation. The same style that Ota takes inspiration from decades later. In fact, I remember a tweet from Ota, that one of his dreams has come true as he got to work with his idol.
Ohira, btw does NOT work for most TV animation projects. In fact a lot of his contribution are for films. He is the only animator who didn't need to change his animation style while working with Hayao Miyazaki. One Piece Gear 5 is his TV appearance in nearly half a decade.
Dumbasses at Twitter can't even comprehend the level of reverence animators have for this man.
@@SakugaObscurious and then after one piece and boy heron, he work again for some cut in dandadan op "science saru" i have watched leak op before officialy release and check it staff from aNN website
@@SakugaObscurious im talking about ohira - san
PEAK STUFF MA BOY KEEP IT UP🙌🙌
Thank you for your contribution to the animation community.
Rotoscoping was literally what Disney did in the earliest days of animated film so it shouldn’t be hated on tbh
It seems that u made some mistakes(acc to the other comments) but ignoring that, this was some very entertaining content. So yeah keep up the great work
Insanely good and instructive!!! At least for the less involved in the technical side of animations audience, it really is wonderfully explained. And the visual examples are awesome. Keep up the good job! Thank you ^^
This was so cool. Hope you'll do a second part!
W for using the Call of the night ost
You put into words what I like so much about Trigger anime- Kanada style! I also almost screamed when I saw Kai Ikarashi mentioned afterwards, lol. I’m totally using this technique in my senior film. Muchas gracias both to you and to Yoshinori Kanada-sensei 🙏
This was awesome! Part two, please!
Very cool. IM a hobby animator and these categories open up new topics to study or search!
Amphibi jump scared 3:20
I felt like correcting but I think you meant dps (drawings per sec)
FPS is like the limit of drawings per sec, dps is the amount of drawings per sec 10:35
I like how you use monogatari text scenes
Ill be out here learning anime animation styles like learning... Idk any good anime references
thera a technique called png animation matered by studio 8bit and they are going to have guiness world record of the most slideshow animation in a season
not a fan of how u say that 'u still need TALENT ' for the rotoscoping part. No, it's not talent, it's SKILL that comes from hardwork and dedication.
I think by talent he meant actors. Not that they are talented over skilled, but because that’s what they are referred to on film sets/productions.
NO ARIFUMI IMAI MENTION!
rotoscope only applies to tracing live action footage, not 3D models
i was put live action only but i read the sakugabooru thing wrong about rotoscpoing the 3D part. my bad.
I mean rotoscope can be used on 3d models, there are ton of artist whom have done this in the past as it gives a good reference for how objects are in 3d space, however often it uses IRL camera stunts because its often faster to do.
Live action is 3D models technically
You're implying that Live Action is not 3D
alright, let me get some of the more obvious ones out the way.
kutsuna lightning, style thing
yutapon cubes, style thing
kanada style, literally in the name but nowadays it's used by some animators inspired by kanada to portray the chaos in action/fight scenes in a time efficient manner.
background animation is just a given, if your characters are moving throughout the space then you need to draw it with the perspective changing as a real camera would. Most times illustrated backgrounds are used is when the scene doesn't change significantly. I wouldn't describe it AS background animation, as your strawman said it's a category not a technique.
itano circus isn't as much of a technique as it is a homage to the "original," which changes with every new popular mecha anime that comes out. The most recent example being gurren lagann, which was inspired by evangelion as gainax worked on both before the splinter off into studio trigger. which evangelion was inspired by gundam, so on and so forth till you get to the ACTUAL original which is correct in the video.
character acting is a given
kagenashi, time efficient and style thing. mostly known from naruto because of the stark difference in how fight scenes were done between naruto and naruto shippuden. I much prefer the shippuden style and it should've carried over into garbage boruto, but that's for another day.
ebata walk, style thing
umakoshi eye, most of the time it's connected to an obari so it's much more like a connection of scenes. with obari comes umakoshi so we can get that sweet sweet one piece run time into the next episode and recap lmao
timing is just an animation thing in general, to get skilled at animation you have to be good at timing.
and that's about it, from an animator to casual anime fan, you did alright.
Drop the part 2 bro❤
You forgot to mentioning long frame animation
Like slime or god of high school
When you can distinguish the transition of the frame but that the style
love your Chanel ❤
Can you please do a video on different animation styles, including that of anime and Painted CGI (style used in the SpiderVerse films)?
My favorite timing is vasto lorde vs ulquiorra the TV fight not the movie fight which was GRAND as well. But didn't have the timing the series had.
0:04 I wasn't ready
Yeah, make a part 2.
Huh kyojin?!
Rumbling rumbling AAAaaarumbling i sweeaaaarrrrr!
Coming for you.
my goat
I really want to see the obari punch countered one day because it has such a long tell it feels silly
Yo. When you do another videos, can you put the anime that was in the clip? Some of these are like my vibe.
Tatakae! Iczer 1... You are talking my dialect... 👌🏻
Ima need the sauce for all these anime, they look fire
Great video man!
this video is amazign!!!
Everyone be copying Arkinedo
Thank u. This will help me alot when animating!
Is there a list of all the anime shown here I wanna go and watch some of these because the cuts shown are amazing
Inam a suckered for the eye trails
great video
Densetsu Kyojin Ideon... My man...
leggo you finally tried one of those "every [ ] explained in x minutes"
I've been waiting for one about animation techniques because it's something I like learning casually about 🙏
Interesting...
Keep up the great work man!
Ayanokouji vs ryuuen gang's is rotoscoping to
7:01 sanae spotted
Very good video, thank you for the information.
My autistic ass read the title as "Every anime technique, EVER" And immeditely i thought. "Aint no way man listed all thst in a 12 min video"😭🙏
If you want an animator,that does incredible work on timing,I suggest kenichiro aoki his shots shows a massive showcase in timing like in garou vs tank top master and his other works
Holy shit 10:22 that one Demonslayer clip made everything else look like childs play 😂😂
whats the website to find all the info in one place?
12:17 WHAT SHOW IS THIS WTF??
You mean Konosuba. It's peak comedy, go watch it 😂
7:59 Show name?
❤
the god of highschool actually uses motiion capture instead of rotoscope, it's like creating a 3d layout (i think) of the movements the real life actors make and then using those movements to make the animation
motion capture in gaming tracks movement of points placed on the actor which are then interpreted into a 3d model. either way it's still rotoscoping, as long as it is the movements recorded by a live actor traced over and a character design is applied to it meaning it's still rotoscoped. this way with motion capturing they can turn the camera whichever way they want and still keep the first ever take of that action despite it only being shot in one angle.
12:50 I hate it.i'll comment and like it.😅😅
What's the difference between Layout and Genga
layout is the first stage where the drawings actually move. its to mappa out the movements and the backgrounds with simple rough drawings or some artist could draw it abit more detailed. but Genga is drawing the keyframes with a more detailed drawing without actually finishing the animation yet thats where another person draws inbetween the keyframes so its looks more smoother
@@sinchisan okay i get that genga is like a clean-up or detailing process so what's 2ndka evwn do now ?
@@mockhtar7739 sry for the late respond but 2nd KA are the same thing as doing genga work but they're just another person doing that same thing. if the key animator cant get the work done on time they can have other animators which is the 2nd KA to finish the genga. basically if the animator who made the layout did also do the genga but if theres other animator helping with key animating the same cuts/sequence thats 2nd KA.
@@sinchisan Appreciate the information man. Thanks
What anime is this? 2:29
As someone who learnt western animation techniques really interesting seeing Japanese techniques especially when got into anime long ago but after
My eyes were hurting
At 1:14 what were are you saying?
“A lot of _____ animators…”
Sorry I just couldn’t figure out what you said.
Webgen he explained that webgen animators are those who animate digitally
what website are you using at 7:19?
Sakugabooru
Is that cure butterfly's eye in the thumbnail
OMAGAGAGAIVMFNAKA I THOUGHT THE SAME SO I CLICKED ON THE VIDEO
7:59 what anime is this??? please! i NEED to know
th-cam.com/video/LTrubfjUjlc/w-d-xo.html i think its just a PV for a manga
@@sinchisan sadge
Please if anyone see this i would like to know the anime on 3:06
Please put the title of the anime
I hope another big name animator gets an animation technique named after them.
amazing~~
Thanks for making these, very relatable to my past college research
What’s the anime at 1:48?
The Detective is already dead
Boku no pico
2:29 show?
blade smash pv
@@sinchisan cheers
nice
a lot of your sentences end going upwards it sounds like you're asking a question
PLEASE start adding little titles to let people know the names of the animes shown, some of these look so cool
Nice
do a part two
I thought yhey were called yutapon cubes by Nakamura
Yutapon is nakamura
Can you link the anime shown on the clips in this video?
brooooooo how to find those animes now??
umm look for it
There are quite a bit of mistakes, missing information, and straight up disinformation. I understand your videos are trying to appeal to the masses, but please give some correct info without your own personal opinions or assumptions.
can you elaborate because most of these are explained in sakugabooru and i go off that?
@@sinchisan the rotoscope part
@@Zinokaro Rotoscope is tracing over live footage it doesn't include 3d mapping (that's the only one I can identify)
@@animefights9210 Okay 👍
@@sinchisanHere we go. Regarding Kutsuna lighting, I wouldnt describe it as zig-zagging, but rather as a wobbly beam that sort of "glides" across the ground. I think that gets the point more clearly across.
Regarding smears, you state that western cartoons use multiples, implying that they don't use smears. This is not true. Plenty of western productions use both smears and multiples. Take a look at famous guides to animation that everyone uses. Alot of them details the 2 ways of conveying movement - multiples and smears.
Regarding Cubic Debris and Yutapon Cubes, I think you're distinction between them is quite pointless and trivial. Yutapon Cubes only have that timing because that timing is how Nakamuras brain works when animating. See, it's not only cubes that he uses this "hold" and "release" technique. It's visible in almost every modern cut he does, even without debris. It's just how he animates. Just like Naotoshi Shida has his super distinctive timing and art, so does Yutaka Nakamura, and every other animator.
Also you state in the Cubic Debris section that animators like drawing cubes because it looks cool. That's alright, I agree. But then you state in the Yutapon cubes section that it's because it's easier...? Which one is it? It would be helpful to the viewer to clarify.
Also, you define in that section what "webgen" animators are, and your definition is questionable. First of all, you say that they draw digitally, implying that older animators don't draw digitally, which is not true nowadays. Lots of animators, even older one, use a drawing tablet. Also, you say that webgen animators get hired off twitter based on their portfolio. That's not necessarily true, unless you want to refer to gaigen (foreigners hired today in this industry's dire state to find nigh anyone to finish genga or do nigen), which that is the case. When I think of webgen, I think more of someone like Shingo Yamashita, Ryochimou, or Kenichi Kutsuna, who were NOT hired off twitter, because at the time they joined the industry (around the 2000's), twitter wasn't very popular or didn't exist yet, at least not for PA's in Japan. Rather they were hired based on their animation projects they did in a program such as Flipnote studio, that they then posted to TH-cam or their website. Again, it's not like that for all of them, but you get my point.
Rotoscoping has been discussed in others comments so I won't comment further on this. One thing I'll say is that it's quite strange to bring up ufotables use of 3D BG's for layouts and etc, when it's not really that relevant to the subject of rotoscoping, but thats minor.
Regarding Kanada style, you state that he developed this style because of a lack of time in TV productions. I'm not saying your wrong, I would just like to know the source.
You also state that he "animates normally" in movies because there's more time. This is wrong, and the proof of your mistake lies in your own video. When you brought up his "style" for TV animation, you show a cut he did for the Yu Yu Hakusho MOVIE, where clearly he animates in his "style" that he uses for TV. Then when you talk about his animation for movies, you show his cut in a Ghibli movie, where it looks "normal". But that's not because he wanted it to look like that. That's rather because that scene is heavily corrected by Miyazaki, as is typical for him to do in his movies. If you want a source, I'll find it for you, and get back to you.
Also, can you expand how science saru is "basically almost kinda like Kanada style"? that didn't make too much sense. I understand why you would think that, because now Kameda is working on DanDaDan, and that cut that you showed where the character is running up is presumed to be him, but other than that, I'm not sure what brought you to that conclusion.
Regarding BG Animation, you state that BG animation is hard to do because you have to understand "depth and perspective". This is misleading lol, because in order to animate literally ANYTHING in anime that's not a stick figure fight, you MUST have a strong grasp on depth and perspective, not just regarding animating backgrounds.
Also, you state that animating backgrounds is not common nowadays (not true), and that cg backgrounds are used much more(true), and thats because of "how the anime industry works". Here I thought you would say it's because we have access to them nowadays, unlike the 90's and early 2000's, which is what I plainly believe as fact. But then you throw a curve ball and say it's because of...shitty schedules? What? What does that have to do with anything? Even shows with good schedules use CG backgrounds, like ufotable shows (as you mentioned before), and shows with shittier schedules dont use it!
Regarding Itano Circus, you forgot an important point. It's only considered an Itano Circus when the camera actively follows the subject flying around being chased by projectiles. Also they seeped into "main stream" shows long before JJK. Just look on sakugabooru, and you'll see immediately what I mean.
wheh, that was a long comment, and that was barely half the video. I'll comment on the other part when I watch it.
Was 1:32 beyblade?? It looked sick
no it was black clover
Studio bones is amazing
......
i was animating when i saw this video
12:48 i found amane kanata
What anime is this? 11:53
spy x family part 2
@@sinchisan oh fuck
Hahaa
Whats the show at 1.11?
concrete revolutio choujin gensou
@@sinchisan thankyou!
Now i know what missing in some episode of one piece, its a lack of chatacter acting
Bro idc just milk out one more part ik you are good at milking
'Content'
The kings of timing are Kazuto Nakazawa and Masayuki Kunihiro