Post by Liquid_Boss on Mar 5, 2024 18:26:29 GMT
It's everywhere now, and I really can't stand it. It basically just used to be Kemono Friends and small hard-to-animate things.
Some people do it better than other. However, even in the good ones (like Frieren), it can be extremely jank sometimes.
That is to say that 3DCG often has two primary drawbacks. The first is it tends to be very wooden, making the characters move more like dolls than living beings. Secondly, following from this, it then makes it difficult to display emotion. For the wooden motion, it most visible in the limbs.
Simple 2D animation is definitely weird. It does all sorts of unrealistic stretching, twisting, etc. You may say it's weird, and there are some bizarre examples, but it's rarely absolutely jarring. You don't expect them to act realistically. However, when you model something, it suddenly becomes more grounded.
This isn't me just picking on the Japanese animators. You see it in Western media when there's a switch from traditional cell animation to pure digital.
On one of my usual trips to the Uncanny Valley...
A little of it comes from the "uncanny valley." How many shows have you seen where a character grows or stretches weirdly to convey anger, excitement, or some other raw emotion? It can be funny or unreal, enhancing things. Now, imagine that on any 3D model. It looks weird. Given that the use of models limits your options for expression, it limits the characters and how they express things to the audience.
Given that models look more human, we inherently expect them to act more human. It makes low frame rates and wooden motions all the more noticeable. We start to notice things about how the characters move, if they have weight to their motions or if their faces seem to simple. The more real something is, the more it's expected to conform to reality. That's just normal pattern recognition.
A big issue
These could definitely be remedied. However, most Japanese studios just don't have the type of budget or experience to use 3DCG appropriately. There are some small Japanese animators out there who definitely can use 3DCG well. They take the time and effort to make their model stretch and conform to fully express themselves.
Production deadlines and budgets severely hinder most productions from doing fluid and weighty 3D animations. However, it's also much cheaper and less-skilled than traditional animation houses. So, it's become widespread.
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There's no real point. I'm just rambling.
Enjoy some good amateur JP 3D animation. It's obviously taking some notes from Dreamworks.
Some people do it better than other. However, even in the good ones (like Frieren), it can be extremely jank sometimes.
That is to say that 3DCG often has two primary drawbacks. The first is it tends to be very wooden, making the characters move more like dolls than living beings. Secondly, following from this, it then makes it difficult to display emotion. For the wooden motion, it most visible in the limbs.
Simple 2D animation is definitely weird. It does all sorts of unrealistic stretching, twisting, etc. You may say it's weird, and there are some bizarre examples, but it's rarely absolutely jarring. You don't expect them to act realistically. However, when you model something, it suddenly becomes more grounded.
This isn't me just picking on the Japanese animators. You see it in Western media when there's a switch from traditional cell animation to pure digital.
On one of my usual trips to the Uncanny Valley...
A little of it comes from the "uncanny valley." How many shows have you seen where a character grows or stretches weirdly to convey anger, excitement, or some other raw emotion? It can be funny or unreal, enhancing things. Now, imagine that on any 3D model. It looks weird. Given that the use of models limits your options for expression, it limits the characters and how they express things to the audience.
Given that models look more human, we inherently expect them to act more human. It makes low frame rates and wooden motions all the more noticeable. We start to notice things about how the characters move, if they have weight to their motions or if their faces seem to simple. The more real something is, the more it's expected to conform to reality. That's just normal pattern recognition.
A big issue
These could definitely be remedied. However, most Japanese studios just don't have the type of budget or experience to use 3DCG appropriately. There are some small Japanese animators out there who definitely can use 3DCG well. They take the time and effort to make their model stretch and conform to fully express themselves.
Production deadlines and budgets severely hinder most productions from doing fluid and weighty 3D animations. However, it's also much cheaper and less-skilled than traditional animation houses. So, it's become widespread.
--------------------------------------------------------------
There's no real point. I'm just rambling.
Enjoy some good amateur JP 3D animation. It's obviously taking some notes from Dreamworks.