Anime And Manga Rants
The Asian Advantage
War of The Workstations
It's My Redundancy Style
Animation Melting Pot
The Asian Advantage?
I thought about this for a while, and I don't know any other
way to put it that would technically not be racist, so please
bear with me. People born in Asian are naturally better at drawing
in anime and manga style. Of course, it owes a great deal to the
fact that anime is a lot more popular than in the West, and thus,
more related resources are available to general public, and the
people naturally draw in the style, technique and learn through
osmoses. Of course, you already knew that, so onto the more obscure
fact that I am trying to present.
The important factor that I am referring to specifically in this
article, is whereas in North America, children are taught in school
to draw the english alphabet with a pencil or ball point pen.
For the most part, stroke technique with a dip or fountain pen
is not taught anymore. Many western artists, particularly graphic
novel artists (Remember when we could call them “Comics”
without offending anyone?) learned the techniques on their own.
Learning how to master a dip pen is no easy task, as a matter
of fact, it's great way to motivate yourself to lose more hair
through ripping it out. Having several years of your childhood
dedicated to the practice is a great start.
The difference in difficulty between drawing the letter “T”
with a pencil, and then trying to draw just about any Chinese,
Japanese, Korean or any other language's character set realistically
well with a dip pen character is fairly obvious, and with minor
exceptions, is always much more challenging. As a result of this
particular training, Asian students often leave their education
with a much sturdier grasp on line quality and stroke technique
with inking. Since it has been integrated into their minds since
childhood, it becomes second nature, and they have much less difficulty
plunging into the fray of manga and anime creation, where line
quality is next to godliness.
I’d however, like to add that many western artists and
animators have been over to overcome this difficulty. Of course,
some professionals still find it extremely painful at times, and
many people, particularly clean up artists (Who redraw a polished
version of a roughed drawing for the final viewing) have considered
committing suicide trying to have perfect line quality that some
people of Asian origin seem to completely excel at without having
a clue why. On a somewhat lighter note, as computer technology
and digital ink and become more utilized, things might become
quite a bit more balanced.
Not to conjure up the all too familiar generalization that asians
can naturally start off better from the get go, as is often though
when you see a six year old chinese kids whipping the crap out
of a person ten times their age at the piano. I don't think I
can say that it is genetics at all, more likely just cultural
influence. I am an asian born in North America trained under the
Canadian school system. I've had to learn my craft and pen technique
from scratch, and I'm still not that good.
War of the Work Stations
Anime’s strong points are often story, cinematic direction
and beautiful scene layout and character design and development,
whereas western animation, particular by Disney has extremely
fluid animation, style versatility and much larger production
budgets and accurate lip-sync. You probably already knew that
already, so I am not going to discuss stylistic differences from
this point, but rather production.
I personally was trained in the western animation system modeled
after Disney’s techniques (Which have of course, been an
industry standard), but at same time studied anime production
techniques, and it’s actually quite funny what pops up.
First of all, anime made for television most often runs on not
ones, not twos, but threes! That’s three drawings held for
8 frames each on a 24 fps rate. Animating like this in the west
on a regular basis is a good way to get fired. Of course, Japanese
productions generally have smaller budgets than their western
counterparts, so this technique saves money, unfortunately, Japanese
animators are not as well paid either. The fact that each drawing
is held for 8 frames is what gives Japanese television it’s
somewhat jerky, static look. People used to Disney animation immediately
notice this, but it seems that the more anime you watch, you more
used to it you become. Anime Movies and OAVs usually have a higher
drawing per frame rate, but it is quite rare to find an entire
anime that runs entirely on ones.
Held stills and long scenes were people just stare off into space
with their mouths moving to deliver long philosophical analogies
on the meaning of life is another technique exclusive to anime,
either by choice or convenience. It is a very cheap thing to do,
and saves a lot of money. Western animators wouldn't’t dare
do something like that, unless they were really running low on
money, it’s practically an animation taboo, for them, their
characters have to be waving their hands and singing and dancing
like a bunch of idiots to be delivering dialogue, figuratively
speaking. Of course, whereas the former can be boring and extremely
stupid looking at times, like when the animator forgets to make
the characters blink, the later can be grating on the nerves and
actually unrealistic. Even people in real life seldom move that
much when talking, not to mention the total frequent lack of eye
contact and exaggeration of thinking, which is something western
animators are proud of..You always have to show that your characters
are thinking. Of course, it's cartoon, might as well make use
of what you have to the fullest, so it's not necessarily bad if
it's for intended effect.
Now then, as for lip-sync, the Japanese do the animation, and
then have the voice actor/actress (Seiyuu actually) talk over
the animation. This actually works very well for international
imports, and whereas western animation can have mouths A-Z for
different vowels, anime really in general, usually only has 4
or 5 mouths for dialogue scenes (Close, Open, Really Open, and
Extremely Open), oh, and in a lot of not so realistic anime the
jaw never moves either. This makes it easy to dub anime actually...
and as much as otaku might hate horrible dubs, you got to wonder
if there is some hardcore Disney fan in Japan who got the bad
end of the bargain and has to listen to Japanese dubs on impossibly
accurate mouth animation made specifically for English dialogue.
It’s actually very ironic actually why Seiyuu have to talk
over the animation as opposed to the other way around... seeing
as how the Japanese Seiyuu is roughly, like a hundred times more
popular in Japan when compared to the average none celebrity western
voice actor in North America. Many people working on the western
animation frontier I met have a really hard time comprehending
how the Hell the Japanese manage to do it, it’s kind of
of like trying to tape your favorite song off the radio with the
volume off, and having no clue when the song starts or ends.
Speaking of taking stabs in the dark, whereas the line test machine
is as common in western 2D animation houses as water coolers (Probably
more so actually), a good deal of Japanese production houses have
actually never heard of them. Now then, personally having been
trained the western way, let me just state that working without
a line test machine, is like having to roll a giant bolder up
Mount Fuji, then strap yourself to it, and have your very best
friend push you down the little mountain. It’s often the
animators equivalent of working with a blindfold, and although
proper rolling/flipping technique will get you as far as six or
twelve frames, depending on how many hands you are using, asking
a normal western animator to work without a line test machine
is like asking him to drive his car to work without brakes, and
without life insurance to boot. By some miraculous practice, Japanese
animators have gotten used to this scenario, and perhaps it’s
because they're not as animation critical. They have managed to
not depend on the safety net that is the line tester, which is
often beside every other desk in a modern western 2D production
house or so, which I find rather impressive.
Now then, speaking of desks, the Japanese animation desk is generally
very difference from the western custom light table. The western
animation desk is most recognized with having a round frosted
Plexiglas disc that light shines through that has animation pegs
attached. This disc can be rotated and is proven to help animators
draw better from a variety of angles and is common practice. Some
discs are even "armored" and and come with heavy black
plastic to shield off light, a measuring straight edge at the
bottom and a reference point at the top for such things as perspective
drawing. In contrast, the Japanese Animators more often than not,
have a light lit drafting table and a separate peg that is movable
and not attached to any particular disc. Also, whereas western
animators have become accustom to drawing on bottom pegs due to
Disney standards, the Japanese are quite comfortable animating
on top pegs. I personally like drawing on top pegs, because it
doesn't grate your hands into cheese or get in the way of straight
edges and you can often make better use of the whole page, but
bottom pegs are better for rolling (In my opinion, rolling is
superior to flipping) and thus, is more suitable for animation.
Just as well I guess, since that seems to play up the specialty
of both camps as need be.
Other than these differences, the production order between the
two is very similar. Of course, when western studios need someone
to do their grunt work for significantly cheaper, they often send
their work to Singapore, Taiwan, Korea or Japan. There is still
yet another difference, currently, western animators use more
computers in their animation, kinda ironic, cause 2D is going
down to hell in North America and even major productions studios
like Disney and Dreamworks are shuffling their cards in favor
of 3D.
It's My Redundancy Style
If the world revolved around the art style of cute anime girls
and the obligatory cute animal mascot, then I would be set for
life on one very stable career path...
Case in point, it doesn't.
A surprisingly number of people like to draw these things almost
as much as I do, and the current trends are only speeding up the
rate... But is it possible that this over saturation will end
up beaching the artistic bling whale on the shores of ”Every
Damn Thing Looks The Same Land?”... Probably...
Somewhere in between the mountains of fan art, the hoards of
wannabes and the professionals, the general public of North America
have come to a long well established conclusion that all anime/manga
looks the same... And can you really blame them? Stack 10 pictures
of anime girls with cat ears in a row and ask a person off the
street if they can tell the difference in words and you will see
what I mean. Words might be able to explain what a picture cannot,
but if they still aren't enough to tell the difference, then something
is definitely wrong. I will frequently use the bishoujo anime
stereotype as an example in this write up, as it is the most prominent
one to outside anime fans, but there are many more examples, such
as bishounen, obligatory animal mascots and giant robots.
You can always give the "a critical eye can tell the difference"
argument, like I always have, but if everybody in the world had
a critical eye, we artists would definitely be making a lot less
money, cause nobody needs a talent that everybody has. A critical
eye can tell the most obscure of details, but not everyone has
one, so we have to resort to a more universal bag of tricks in
order to convey the uniqueness of our style.
You can also use the exception to every rule factor, and show
them examples of vast differences in styles which clearly do exist.
Ya' ain't gonna' get hard edges, graphic renditions and dynamic
poses in Hello Kitty, folks. Unfortunately, if everybody knew
better, than the world would really be a better place, but most
don't, and most do not care, so we have to make due with what
we have.
To individual artists, different unique styles have been the
only thing keeping them a float in the industry, and some animated
shows thrive on it. Take a show like Simpsons for example, you
can flip through a hundred animated shows in a hundred seconds,
and chances are, you still would be able to recognize it when
you see it, can you say the same for your favorite anime lined
up next to 99 other ones? This unique visual characterization
is the soul of the artist and the product, so when everything
starts to look right about the same, it becomes worrisome.
People cannot really add on characteristics and techniques to
their style that they do not like. Actually, I suppose you can,
but that's sometimes called selling out, which is okay if you
are trying to actually make a living, but that's besides the point,
it is best to avoid it if you aren't getting paid to do it.
A lot of people love the look of a cute anime girl, and that
becomes their style route toward their path of development. Whereas
western cartoons are more abstract and exaggerated, anime in general,
between it's genres, tends to be more realistic, and since humans
really do start looking the same after a while in real life, they
will start looking even more like each other in anime. You can
only have so many different variations of hair styles and color
and body types. Well, it is actually infinite most likely, but
after a while, they start looking the same. It is difficult though...
if you really like drawing in a style that looks like everyone
else's, how are you suppose to express your uniqueness in style
without taking on elements that you do not like? Characters with
personality and distinctiveness play an important part in defining
any story, but if the style is good, the characters will be better.
There was an old lesson that I learned from a video game called
Rise of Nations. At the beginning, all the races are very unique,
the Japanese build houses that look like Japanese houses and farm
rice and the English build english looking cottages and farm wheat.
This is great, and really adds to the feel of the game, but when
all of the technology and advancements in the game are refined
and developed, everyone starts building things that look exactly
the same, and the differences between the races starts to disappear.
I like to call this the "Rise of Nations" rule. That
is, the better you technically get at drawing semi-realistic things,
the more uniqueness your work loses.
Since the big eyed bishoujo is such a lovable sight, a lot of
people try to draw them, and to a degree, there is a variation
in style, but it is not as much as what western cartoon characters
are able to portray. Sure the talking animals are annoying, the
little kids in those school cartoons look like hot steamy dog
crap, it's kiddy fare and intellectually idiotic, but in the end,
you are still going be able to tell your Rockies apart from your
Bullwinkles.
Basically, in North American, people are used to telling characters
by more obvious things than facial traits and hair color... like,
oh, how many legs you have or if you come from Planet Mycron and
have a microwave sticking out of your head. I'm not sure if the
Japanese feel it as badly as we do, but North Americans really
do think that all anime characters look the same, which is kind
of a surprise, because we are used to watching live action, and
if you think about it, humans of the same race and gender couldn't
have really more than a 20% of a difference overall between us
in appearance if you considered that most of us have two legs,
two arms and a head somewhere on our shoulders.
Animation Melting Pot
The irony with the new growing trends of North America accepting
anime and manga as the rebirth of cartoons and comics is that
many are unaware that anime and manga themselves have gone through
much stagnation and might have actually almost run their full
course in their current incarnation. With advances in 3D animation
and Flash culture, it is more than likely for anime to have a
full revolution of its own in the next few years. I like to believe
that this will be a union between the East, and the West, not
just the right hand tossing in ideas and possibilities while the
left sorts through the trash bin, but both working in unison.
Artists must take action and stop carelessly labeling everything
that they can as novel, and start working with some solid art
direction and intent.
In many cases, humanoid anime characters have at least semi-accurate
proportions and are a generally a mix of curvy and hard edges,
most similar to their real life counterparts. This might be great
on the eyes and a feast for still shots, but this is not all that
animation potentially has to offer. The strongest point of animations,
both 2D and 3D, is that it can do what no camera and cast can,
it creates life upon it’s own... for that life to be a mere
shadow of reality brings me nothing but disappointment. However,
seldom does this occur, but it is often forgotten.
As I speak now, North America has been adopting anime-inspired
techniques and methods into it's entertainment works, and I think
that's a good thing. Being a conservative artist is never a good
idea, because someone will always do what you didn't, and you
will regret it. Then again, as I mentioned in The Mega-Manga Americanime
Madness Messay Essay, this can be viewed negatively as everyone
trying to jump out onto the manga/anime buzzword bandwagon, weighing
it down till it collapses into a former shadow of itself. Historically
in art, being conservative has never paid off, but when it comes
to marketing and making money, over saturation and medium integrity
can make a lot of artists who do not adapt quite a bit poorer.
When you really think about it though, anime may be beautiful,
captivating and tell an actually good story, but western animation
still utilization things that can only be done in animation better,
such as exaggerated antics, wild takes, more fluid animation,
and of course, a general lack of reality. Anime defies the laws
of gravity and logic at regular intervals to, but doesn't normally
push it the way that western animation has traditionally been
able to. Powering up and launching a killer energy blast at a
planet is believable, but having a ten ton anvil coincidentally
land on a target with a coyote under it, who still manages to
live before the cliff collapses and reappears a second later good
as new, isn't. Perhaps this is because anime directors have traditionally
had minds along the lines of a cinematic film maker, whereas classic
western cartoons were just trying to have a good time with multiple
quick gags Anime's cinematic quality is something to be appreciated,
but it does seem to be a waste not to take advantage of the exclusive
benefits of the medium.
Unfortunately, the styles between anime and western animation
completely clash. Imagine trying to get a serious story about
civil revolution and two lovers facing execution when anvils fall
from the sky and anybody that dies comes back to life three seconds
later. Then again, since this isn't often done, it might just
be the new style that people are looking for. Of course, the technical
details clash as well. Anime has higher line mileage per frame
than Western animation in general, but it is limited animation
whereas it's western counterpart is fluid.You could make some
real good stuff if you combined these two traits, but it would
be costly, especially in this age of 3D where costs can be significantly
reduced.
Of course, I am using old western animation stereotypes in this
document, but many of the recent trends in the last five years
at the very least have been influenced by anime in some form or
another, even if it is something as simple as having speed lines
during action sequences like in Power Puff girls, Speaking of
which, I would like to mention that I did a radio interview debunking
it as being classified as anime in Vancouver during my film school
days. I was a bit of an elitist otaku back then, but I thought
it would be interesting to mention. To this day, I never heard
the actual recording though, I had two friends with me contributing
comments and ideas to the interviewer as well. I think that was
sometime in the year 2002, but it seems like a lifetime ago. Those
were the days when I thought that the difference between anime
and western animation were a Grand Canyon apart. You eventually
learn better.
I think it is necessary, for North America to drop the animation
labeling limiter in the interest of pursuing the entire spectrum
of animation. That is, return the splitting connotations of anime,
cartoon and animation back into one solid category to utilize
a broader audience and a larger arsenal of techniques and methodologies.
Still, it never is really that simple, is it? No, this will probably
never happen, but that is okay, because labeling does not matter
when artists have their own unique style. I am extremely happy
to say that the Flash revolution is playing an extremely important
part in this. Style should be a natural thing in the development
of a show or an artist.
The fact is, so many professional western comic and 2D animation
artists are so worried about trying to save their potentially
sinking ship from the shock of the 3D, anime and Flash revolutions
at the same time, that they’re not exactly hesitating to
throw everything that they had gained overboard. This is perhaps
a bit of an exaggeration, a more conservative way of describing
it would be merely jumping on the bandwagon, but there is a very
prominent truth that at all three revolutions are having a very
strong effect on the traditional 2D industry, and there is a potential
risk that many of the traditional skills and techniques invented
in the early days of western animation may be made obscure and
forgotten. Such examples are the various surreal “takes”
and antics revolutionized by Tex Avery, or the experimental, almost
abstract work of Marv Newland, who was also my favorite instructor
when I attended the Vancouver Film School.
Traditional 2D may be close to almost running it's full course
in it's current incarnation, but the skills are transferable to
3D. In 3D, complex models can be created and rigged, and it is
by far more cost effective and labor efficient. A lot of people
like to say that computer generated graphics and cell shaded technology
will never replaced 2D, but I feel that this is just conservative
defense in the face of diversity. Technology and human evolution
of the none giant wing popping out of your back variety are constantly
accelerating. If the entire video game empire essentially evolved
from Pong to almost movie quality in less than 30 years, imagine
where we will be in another 30 years. Computers are not a replacements
for talented artists, they are a tool, and any artist that is
good with a pencil, can potentially become even better with a
computer. Times are changing, and we need to as well.You can never
really say that a style is better, especially in the face of technological
advancements, but it does perform the much needed task of being
an extension of the soul. Of course, you realize pretty soon that
your soul ain 't gonna put food on your table, so whatever the
river smacks you up against is what you get, I guess.