The CG 3D Anime Mystery Misery!
Intro
I remember this thought quite fondly in my 3D days
in the Spring of 2002 or so. At that time, I was modeling my first
anime style bishoujo character named Xyni-chan. It was on a dark,
stormy, after 4 in the morning kind of day at the film school,
and all I had to keep me company was my Maya workstation and enough
J-Pop to drive most sane people insane. I really liked J-Pop back
then. I was having a little trouble with my model, and for some
strange reason, there were these little hooks and wires on the
walls used to help hold up the computer desks up, and I kept on
thinking of an effective way to hang myself without having one
of the desks collapse. Well, I gave that one thought up, and decided
to look to the internet for some great giant's shoulders to stand
on for my work. I might as well have stood up on top of one of
those collapsing desks, because the only thing that I could stand
on was porn.
Okay, it's the year 2004 now, and the search results
aren't getting all that much better. Apart from the movie based
on Masamune Shirow's Appleseed* utilizing a good amount of 3D
technology and advanced cell shaders, I'm in a pretty big stump
to name some prominent, commercial level anime that uses 3D technology
for more than just giant robots. This is nifty to think about,
because although video games and even western cartoons have taken
a very large tilt of the hat to the anime style and have used
influences from it in their own 3D works, it seems to be a bubonic
plague infested desert with very few fuzzy cool oasis to stick
your head in and drown as far as 3D CG anime from Japan is concerned.
By all means, Japan isn't remotely dodging the 3D technology when
it presents itself, along with video games, it seems to be often
used for commercial work, and I have also heard that there is
an apparent trend with creating "Virtual Idols" or cute
looking anime girls that act in real time with a seiyuu behind
to voice or something to that extent. They are by far not ignoring
the technology, but I still find it extremely strange that they
seem to limit the use of it in film to a bare minimum. This is
the main focal point of this Messay, to attempt to reason why
Japan seems to produce a minimum of commercially available entirely
CG 3D television shows and feature films. I will also try to explain
a relevant definition of 3D CG anime, although it is open to interpretation
exactly what may fall under the criteria.
I've only seen still shots of 3D anime models, and
I recall hearing of like, 3 shorts created with the style and
technology, but they were so obscure, that on a later search after
the fact, I felt like I was searching for a cheese fondue in a
big flaming inferno, in other words, I couldn't find them again.
For the time being, the only anime that utilize 3D almost entirely
or completely that I have heard of are the Appleseed movie, Run=Dim,
Galerians: Rion and SD Gundam Force. I would love to mention more
3D anime, but at this time, I am standing in a big gapping hole
and have had extreme difficulty in pin pointing some specific
examples that are commercially available. In other words, I'm
screwed when it comes to finding further references as examples
for the time being.
Terminology
Anime and CG tend to be words that are incredibly
flexible.**
3D Anime is an oxymoron. By the most strict definition of anime
reserved by hardcore otaku, anime is 2D animation produced for
the Japanese by the Japanese. Anything else is "Anime-Inspired"
or "Anime-Based". I don't like to get into labeling
wars, especially for a word that apparently has 6 different definitions
depending on who you ask, but no official definition, but I think
it is important to note that 3D anime seems to be a fish out of
water from the get go. For convenience sake, I'm still going to
use the term in this document, even though it is technically incorrect,
because another word simply does not exist as of yet - unless
I make it up, and here it is:
Threedime, pronounced like:
Three-Di-Mai!
There you go, problem solved. 3D anime will just
be abbreviated as Threedime from this point in the document so
that there is no argument that 3D anime is an oxymoron.** Sure,
I could just use 3DA, but that makes just too much sense, and
if you are going to read the rest of this, threedime should fit
right in with her incoherent literal brothers and sisters. Now
onto another super happy pink definition correction.
An often misconceived notion is that CG automatically
means 3D. Since nobody could ever figure out what the "I"
stood for in CGI (Computer-Generated Imagery), every one decided
to just abbreviate it as CG***. CG is basically anything that
is done on a computer, including stuff that utilizes such common
applications as Photoshop, Flash, and Illustrator. It can also
mean more elite 3D technology, such as Maya, XSI or even a custom
company platform application. Technically, since the "I"
is gone now, it can also mean basically any music digitally edited/produced
or any document that is created on a computer, as well as pretty
much anything that goes through a computer to be created as a
final product, but you'll almost always hear it used in visual
production context. Anyway, I'm not a stickler for definitions,
and I would appreciate it if you don't hold me to the nail on
this one and exercise your common sense when you see fit.
Technical Issues 1: Difficulty
In Modeling
One of the factors to take into account when evaluating
why a product is not being produced is the difficulty of it to
produce, which includes technical problems and talent in the mix.
For all good reasons, people who love anime and
video games are almost always technologically inclined. Anime
has to a degree, become synonymous with the workings of the internet.
All you need to do is look for the obligatory anime avatar on
the boards that apparently exists everywhere for just about everything.
As a result or a coinciding action of this, many anime fans who
are gifted in working with 3D often do models of anime characters,
mecha and on rare occasions, even try to create their own independent
film. You see it all the time in fan work, granted, half of the
time it's malformed or a work in progress, it's undeniable that
there are people out there who have sufficient interest to at
least try it, and there is a sufficient demand to see more of
it. So what is it that is going wrong?
Ever wonder why you see so many threedime spaceships.
cars, gigantic missiles, cars, and giant robots, just about anything
other than human models? Well, here's the reason:
-Doing semi-realistic and realistic 3D Humans is
a nightmare
Even if you are a good modeler and you have some
humanoid templates set up, it can still be very challenging to
have an anime humanoid that looks about right from every angle
for film use, not to mention rigged properly and has a believable
set of animated blendshapes for facial movement.**** Then there
is the animation part where the shoes just fall apart in water,
so to speak. Still, I do not think this is the main problem. Professional
2D is a nightmarishly labour intensive task as it already is,
and spilling a little blood in the 3D realm shouldn't be too hard
by comparison, actually arguably easier and more cost effective
in the grand scheme of things. Doing an anime character in 3D
can be easier than modeling a fully realistic human, but compared
to drawing every single frame of animation realistically, the
time invested in post production to turn an abbreviated anime
character into a realistic human model is relatively little. I
do not think it is because of a lack of talent that Japan does
not produce good Threedime, granted all of talent seems to have
been attracted to the video game side. Still, I find it important
to yak about the nature of 3D work, and why it can be troublesome
at times when needed to fit the bill. What is particularly interesting
is why we are seeing the two extremes of style in 3D works in
the world. On one hand, you got your people working with extremely
simple models, a ball with legs and eyes, talking gang of vegetables
or toys can make a surprisingly good amount of entertainment in
North America. On the other hand, you got virtually photo realistic
animation used in games and certain motion pictures often produced
in by Asian talent and independents.
Technical Issues 2: Realistic
and Cartoon Abbreviation
A large mystery is why despite all evidence of popular
trends, aren't more Threedime shows for film and television not
being produced in Japan
It is extremely rare to find a midway point between
realistic and cartoony with an anime look to it in a 3D film like
you see in so many video games. You would think a trend like that
would have caught on a long time ago, but it seems that somewhere
between aiming the bow and releasing the arrow, someone shot themselves
in the eye. Now anime covers a lot of bases, but just because
it does, I'm gonna' pull out the ever cute and desirable cliche
of the big eyed bishoujo (I use the example so much, I should
just abbreviate it as BEB) as an example. Can you name one single
3D commercial animation that features a BEB? If you do, let me
know, cause it's a big huge black hole where I'm sitting (Well,
my little Xyni-chan is a 3D BEB, but she ain't getting paid just
yet), and I'm constantly wondering why. Anyway, to understand
why the Japanese don't seem to be all the rage in having full
feature films about BEBs and other anime benchmarks, you have
to understand the purpose behind the style to begin with.
The whole reason why anime, manga, illustrations,
comics, cartoons, line drawings, practically anything not photo
realistic looks the way that they do was originally done with
the intent of avoiding the complicated task of drawing a realistic
looking versions of the subjects being portrayed, which takes
an enormous amount of effort. If Disney had forced it's animators
to do a photorealistic Snow White for every single frame of the
entire movie, they'd probably end up dead before finishing the
film, either by accident or by choice. With 3D animation's ability
to have a very realistic character posed in any possible way and
performing any possible action with adequate rigging, the convenience
of the abbreviated anime style becomes virtually obsolete. How
should I put this... when you got chocolate milk, why bother going
back to regular milk? Something among those lines anyway. As stated
before, the ultimate result is that threedime becomes a stylistic
choice over an efficient t ime and effort saving technique, that
is, the only reason to have it is because like the look of 2D
anime on a 3D model, not because it's gonna' save you all that
much time. To further elaborate this argument, you only needs
to look at a film such as Final Fantasy: The Spirits Within or
Final Fantasy VII: Advent Children. You would think given the
original of context of Final Fantasy as a Japanese originating
RPG, that these two films could be classified easily under full
threedime, but that is apparently not the case.
The original illustrations for Final Fantasy VII
by Tetsuya Nomura could be classified as anime style, definitely
when compared to Yoshitaka Amano's uniquely rapid and dream like
style (I love long necks and cannot lie! Hahhaah), but in Final
Fantasy VII: Advent Children, the characters look much more realistic,
taking into account that they were based on a fictional level
of character design. From what I have seen so far in the trailers,
Advent Children seems to be dynamic, dramatic and on an epic scale,
as well as possess a very distinguished cinematic quality that
anime is renown for, actually, it probably has everything that
could define an anime film, except for the fact that everyone
and everything looks realistic, which has the otaku community
choking when it comes to labeling it. Of course, you can always
say that labeling doesn't matter as long as it's good entertainment,
I agree, but you have got to wonder, if it isn't Threedime, then
what is it?. The Final Fantasy movies prove that the limiter on
animation that has plagued 2D animators for years is officially
off, one of the greatest reasons to use the traditional abbreviated
anime style is dead. Of course, watching Aki Ross' hair render
over months and months is probably as fun as watching paint race
in a swimming pool, but the render time is a technical limit that
is always being pushed with rapid progress, not a human one.
Technical Issues 3: Down
Sampling For Style
The path between an anime character and a realistic
character is surprisingly short in the grand scheme of things,
so the question is will people opt for realism over style or the
other way around?
Realistically, except for the head, hair and idealistic
body proportions that are utilized in every visual recreation
medium in the entertainment field to some extent or another, the
only reason to turn to the anime style is a route to the past
or a favoritism for the look of the BEB, which is admittedly not
universally loved by everyone. It is almost just as easy to do
a realistic human figure as an anime figure in terms of modeling,
and sometimes more difficult, so why doesn't something like Toy
Story or Shrek use full fledge realistic characters? It is because
in essence, they are still "cartoons", endowed with
a stylistic simplicity fitting of the story. Also, something like
Shrek would just look strange if they made him a hyper realistic
character and I think that would have really ruined the film.
Anime is all over the map in terms of mature variety, whereas
western animation is still primarily kiddy stomping ground, but
it seems the people creating the threedime films in Japan are
more intent on expressing more serious themes, and perhaps also
have an interest or a technological lust to see how far they can
push the their limits, which is pretty natural when you think
about it.
The less serious anime human characters were never
designed to be fully modeled and animated in 3D. Anime model kits
prove that characters can look good in three dimensions, but many
features and functions of current 3D technology highly disagree
with the anime style, particularly when animated. For example,
the huge wide gapping smilie face on an anime girl that extends
beyond the jaw line, the technique of pushing the nose or mouth
back or fourth on the centerline of the face for accented effect,
all anime symbols, like sweat drops and angry pulses are all limited
in 3D. This is simply because of 3D medium's very nature. We have
become so accustom to some techniques in 2D anime like the sweat
drop, but such effects will naturally look out of place in a 3D
environment that is closer to our own reality. If you saw a giant
sweat drop appear over someone's head in real life, then you'd
be booking your obligatory nap time with a shrink pretty dang
soon, as oppose to a cartoon or a storybook where the lack of
a third dimension clearly separates fantasy from fact. The fact
is, our society has not become accustom to seeing such illustrative
effects in a three dimensional environment, this may change with
time, but for the time being, many of the traditional anime techniques
or clichés are very unusual to see in 3D*****. This is
not even taking into account the nightmare that are cell shaders.
Technical Issues 4: Cell
Shading And Stuff
Ah, cell shaders... if you have seen anime that
uses them, or video games like Zelda: The Wind Waker, Crimson
Tears, Viewtiful Joe and Jet Grind Radio, and you might think
these things are as easy to use as slapping on a preset with a
price tag as big as a bling whale on it.
Cell shaders might work for something like a fuzzy
little animal mascot or a nice round nuclear torpedo, but when
it comes to fully animated human characters, you're talking about
a margin of error as wide as the Grand Canyon. Admittedly, I have
only experimented with my own personal works in 3D and am quite
limited in knowing exactly what the limits of 3D animation are
at the head of the industry, but I know enough to know that it
almost never turns out the way you want it to. Many people are
trying to get the perfect cell shader technology, and I have faith
that in time, it will become an extremely effective tool, perhaps
even humbling 2D animation, but I do not believe that the emulation
of the old style is the only way to go. Pixar, Dreamworks and
other western animation companies have no gripes producing their
work in 3D without cell shaders in works like Toy Story, Shrek
or Ice Age or 3D television shows such as Reboot, War Planets/Shadow
Raiders (Because War and Canada don't mix) and Voltron: The Third
Dimension******, and I think the anime world shouldn't be too
fussy either. As a matter of fact, I know not of a single commercially
designed feature film entirely done in cell shading, except Appleseed
as previously mentioned, Japan or otherwise.
Cell shaded 3D usually looks like a bloody stump
of a thumb repeatedly whacked by one of those gigantic hammers
that an anime girl pulls out from under her skirt. This fact is
highly evident, made only more obvious when combined with traditional
2D cell animation within the same scene, it simply looks out of
place. The 3D animation is often too smooth, running at a fluent
frame rate on ones, juxtaposing the limited animation of the hand
drawn television animation that runs on twos or even threes. Additionally,
the color scheme tends to clash and distort because the lighting
source has to be artificially created to match the 2D layout.
I find it ironic that fusing live action with 3D CG is actually
easier to do with better results than placing 3D cell shaded objects
with 2D. That really makes you start to think about if it is a
matter of technical priorities. Traditional animation combined
with cell shaded 3D has not been as high in demand or utilization
for use in production as combining CG 3D with live action has
been, as such, less resources and interest have been allocated
to it. It may simply be that the logic that flattened cell shaded
3D is a paradox in action. The shader technology could definitely
use a lot of work, but these are technical flaws, hardly the only
reason why 3D anime films are uncommon as people who say "hen's
teeth" in this day and age.
3D anime characters do not have to utilize cell
shaders on them to make them look good, although the usual definition
blurring will occur of what the heck anime is in the first place.
Many are satisfied with their face value 3D models that look like
the anime models produced with resin and molds that come in a
kit that you assemble and paint. Those things are a Threedime
modelers best friend for reference, honest to all that is holy,
those things saved my sanity when I was working in 3D, but I digress.
For the most part, you're not going to hear people challenge the
authenticity of Threedime, there is so little go around to begin
with, that even hard core otaku in North America don't seem to
be particular fussy with chasing definitions. One very strange
thing about 3D anime style, is that while it is still waiting
to awaken in a film format, it is alive and well in video games.
Industry Comparison
Honestly, 3D anime style characters in video games
are common, and you aren't going to complain that they aren't
popular, Sure, the line of what anime style is might get blurred
because in 3D, every one looks closer to being a real human, lacking
that whole "Look at me! I'm a cartoon and have big thick
black lines around my body!" thing.
By definition, you don't need the black line thingie
to be classified as "cell shaded", just a limited palette
that makes the character look flat, but I'm trying to make a point
here without going to "Too much exception to every fricken'
rule land", so stick with me here. Characters like Ulala
of Space Channel 5 and Yuna of Final Fantasy X and X-2 fame have
achieved a very large portion of fame over the video game community,
and you don't see them showing off their big thick black lines...
okay, in the art books you do, but that's when they are 2D and
all that jazz in the spring time. There doesn't seem to be any
drop in any fan enthusiasm whether they are 2D or 3D, which make
you wonder if anime trying to utilize a cell shader is done for
purely sentimental value. Although the old time purists would
like to see 2D rule the universe for eternity if possible.
3D anime is definitely in demand, so that factor
is out of the question. There may be purists and all that fun
stuff, but there is so little 3D animation now, that I have yet
to meet a person who is screaming "Butcher!" at the
3D industry for over saturating the anime market with 3D like
the 2D purists in North America are doing in the light of the
decline of 2D feature films on the feature film front in favor
of 3D. 3D animation is more efficient, much cheaper (especially
for a series where the same models can be used over and over again),
and it can easily override one of conventional television anime's
biggest weaknesses, that is, limited animation. With all this
going for it, it is hard to understand why very few commercial
3D anime films have been produced. Surely it cannot be the limits
of technology alone, video games have proven that at the very
least, a crude approximation can be produced. Toy Story didn't
have all the cards running for it when it came out, even afte
r Pixar experimented with multiple small shorts and video games
have proven more than enough that it could be done using any level
of technology since 3D was commonly utilized in entertainment.
It would have been unthinkable to produce a semi realistic film
entirely in CG at the time, but Final Fantasy: The Spirits Within,
as much as I love tearing that movie apart, did prove that the
possibility is definitely there. Video games have by far proven
that 3D FMVs with anime like characters can be produced with breath
taking results. Many video games have done very nice character
modeling and FMVs, especially Xenosaga, Phantasy Star Online,
and pretty much any 3D game by Square Enix, and most every single
fighting game produced in 3D, especially the Dead or Alive, Soul
Caliber, and Virtual Fighter series.
It might be ironic to consider that North America
has turned to 3D because the 2D animation realm was proving troublesome,
an industry that is healthier in Japan than North America in terms
of overall acceptance despite it's own problems, but has proven
to excel at it as far as the passive entertainment realm is concerned.
By all means, Japan has the technological zeal to become proficient
in 3D animation for film work, and they have proven to great extents
what they are ultimately capable in terms of quality in many different
areas, but they seem to lack the flame of failure in the 2D industry
to motivate them to try alternatives on a wide scale on the wide
screen in the name of quantity. Perhaps that is the main reason,
perhaps it is not, there are more things to consider than I could
mention in this document without further research, but for the
time, I will attempt to deduce the main reason.
Conclusion
I believe that the primary reason for the lack of
3D anime style is this:
The Japanese have seen enough manga and anime style
as it is. As broad as it is, they never really pigeon holed it
as the big eyed, high to heaven hair, sweat drop invested romp
that we in North America do. It is no longer an end all means
style to them, heck, they don't even classify it so singularly
as the North American otaku do. The huge gapping void that exists
between the recognition of anime and the how they are different
from cartoons only really exists outside of Japan. Back in the
early Saturn and Playstation days, threedime was used in video
games for convenience and to lesson polygon count, much like how
in 2D, anime and manga were designed to be an abbreviated reality.
This was necessary at the time, and works much better in terms
of efficiency for game purposes, but these limits are ever expanding,
especially in full FMV production. With a feature film, the limits
of poly count and other potential limiters that exist in video
game creation are blown right open a nd the difference between
investing in a full blown realistic 3D model and an anime character
are much smaller and are done in the preproduction stages, as
opposed to drawing every single frame realistically, which could
haunt you for an entire series, which would be extremely nasty.
It is my personal belief that the primary reason that there is
so little actual 3D anime is because the abbreviated anime style
has lost one of it's greatest advantages - it's purpose of lessening
the work load, and the Japanese may not hold a particular sentimental
attachment to the typical anime style as a American otaku community
might, as it is more scarce and still possesses it's novel appeal,
as the anime scene in North America is still relatively new. perhaps
they are even more motivated to defy it. I wonder what the Japanese
anime otaku think about all this.
Where as anime has become a well loved style in
North America with a certain lasting aesthetic appeal to it, the
Japanese probably have seen an over abundance of it in time, and
have no general reason not to experiment with something else.
The irony seems to be that they lack a sufficient motivation to
do a full scale revolution from the actual 2D format, other than
simply a sign of the times. Perhaps the problem is also monetary
and resource allocated, video game companies might have more talent
and equipment outfitted than their passive entertainment counterparts
in the 3D field. I imagine it would be very difficult for a traditional
2D studio to switch entirely to 3D. It was a branch off of Square
Enix (Just Square at the time of Final Fantasy: The Spirits Within)
that has worked on the two Final Fantasy movies after all. Square
Enix is known to be the most powerful driving force of creating
RPGs on console systems, the game genre most often associated
with anime enthusias ts, famous for their incredible FMVs. It
is no mystery that they branched into the film industry, but I
wonder why so few other companies in Japan seems to be jumping
on the bandwagon. I personally love my 2D anime the way it is,
but the lack of 3D films seems to have an eerie feel to it, I
find it most interesting. It was once said that if a lot of the
great manga artists in history were given a camera instead of
a pen, they would have shot movies instead. I get the feeling
that if Japan did start creating 3D CG films, that the majority
of them would take on more realistic properties that contrast
with their western counterparts. Whether a universally accepted
Threedime classification will develop is anyone's guess as of
now, but I think it is a great opportunity for expansion, I would
like to be a part of it and find it all very exciting myself.
Although it is still early in the game for the time, and the world
of 3D CG is relatively new, I have extremely high faith that there
are some incredible things to come just pass the horizon.
Eternal Footnotes of Bottomless
Humility
*Appleseed was originally a manga by Masamune Shirow
and then made in a OAV later on. The new Appleseed movie is credited
with being the first fully 3D CG Anime feature film ever to be
attempted. Although I was personally impressed by the film at
the time I saw it's trailer, many of my colleagues have negative
opinions about it. I am still looking to see specifically what
they saw. I find it interesting that with this release, there
is a possibility that Japan will take on a more cell shaded 3D
CG mentality to contrast with the West's cartoony, yet full shaded
style, providing yet another generation of animation variety between
the two. Of course, I like to keep track on the big guys in between
the two as well.
**As with all acronyms, CGI and and CG have multiple
different interpretations. A lot them very hilarious and very
nasty. Of course, anime has a load of different meaning as well
that range from the very loose definition of "Mature Cartoons"
to the very strict definition of "2D Japanese Animation created
for Japanese by Japanese endowed with Japanese characteristics".
*** Because anime itself doesn't have a final definition,
threedime doesn't either. In other words, something like Shrek
could be technically classified as threedime because it parodies
the Matrix which is anime inspired at some point. In other words,
the definition of threedime falls apart in water. So just use
it to mean something along the lines of the 3D version of Anime,
like common sense would dictate. Then again, common sense dictates
a lot of things. Still, typing a search for "3D Anime"
is not exactly the most kid friendly thing you can do, so I think
if people ever were to seriously work on some productions, a new
word would be very convenient on search engines to duck an onslaught
of hentai sites. I was going to originally use "Tridime"
but apparently, that's already a word in another language.
****The hardest part about modeling a Threedime
character is undoubtedly the face, everything else is child's
play compared to it, yes, even the dreaded hands are easier to
do in 3D. The worst of the worst right after a fully animated
mouth is the nose. In 2D, you can get a cute look by just slapping
on a little slanted line or a dot. In 3D, that simply doesn't
work, it ruins every thing to just take a vertex and stick it
out like you might think would be the logical equivalent in 3D.
It is because of this reason that a lot of anime style modelers
take an all or nothing approach, that is, they either give a flat
face and use texture maps, or they completely deck it out and
give it an anatomically correct details and the texture map is
just icing on the shoe (The lack of a texture and bump map can
often be the only thing that separates the anime character from
a realistic one if the proportions are correct). Trying to do
the midway point is very difficult, and the first thing that almost
always looks wrong in Threedime is the nose and mouth. This is
made several times more evident when you animate using blendshapes.
Blendshapes are basically key point model templates that can be
used in animation to transform one shape into another and are
the standard for animating facial movements, they have other names,
but I have learned to call them Blendshapes. They can be used
for morphs and animation between simple objects like a Dragon
Quest slime or a talking meat bun as well. In any case, an abbreviated
anime character has no facial muscles per say, as such, something
like a wide grin would look unnatural since there are no facial
muscles to indicate movement. It's not so horrible if you are
doing a hard edge male character, but try doing a soft, delicate
bishoujo and welcome to Hell. The balancing act between what details
to put in and which to omit for cute effect in 3D can make a grown
man cry. It looks okay in 2D because of the lack of detail and
a fully shaded gradient, and you can alter it for each individual
angle or frame if need be for optimized results, but in 3D, it
sticks out like a upside down totem pole in Alaska in the spring
time. This is perhaps what makes midway point anime characters
so extremely difficult to do. There is a basic rule with 3D films,
the more realistic they look, the more mistakes you can find.
Then there is the hair, not the hardest part, but enough to give
you a migraine or two to decide if you want a realistic look with
the most evil rendering times that you can imagine or geometrical
hair that is easy to render, but quite extremely painful to animate
manually.
Mechanical things are significantly easier to do
in 3D. 3D is practically designed to do straight, artificial and
mechanical things with ease, and easier to animate as well. It
can do simple animal mascot characters as well, but modeling a
believable humanoid is pretty much as challenging as 3D can get,
not to mention texturing, rigging and animating it. You don't
have to animate the mouth of a giant robot, and unless you are
really going postal on the details, it doesn't have muscles that
contract when it's limbs bend. You can also literally copy and
paste your way to success using assorted mecha parts that you
create based on Gundam modeling kits and catalogs. Honestly, make
a catalog of 3D robot parts, you know, of the usual arm, leg,
and head variety and you can make a great 3D custom giant robot
model in under an hour, perhaps even under a minute if you have
programmed a script or created a program to mainstream the process,
like in the Armored Core series. You can even change the textures
and color scheme for an even bigger selection, and unlike a human,
the parts don't have to connect exactly to form a figure. Hey,
if Voltron can do it, so can you. Then again, since humans pretty
much all look the same as well within a tolerable degree of race
and gender, you can pretty much just cut and sew heads on them
as well, so making a vast quantity of them isn't a problem. Quality
control on the other hand, is a different story all together when
it comes to our fellow biped. Since humans exist in real life,
even the everyman can tell from direct reference when there's
just something not right with a digital interpretation, on the
other hand, assorted giant robots of city wide destruction fame
don't exactly walk up to your door to deliver pizza everyday,
so there is really very little to complain about should you see
one on screen.
*****A colleague of mine who was far superior to
myself in both 2D and 3D (I think my 3D anime girl was cuter than
his though, hahaha) tried to do a sweat drop in 3D in his film
using blend shapes, I personally think it was one of the main
things that ruined the film because it seemed to lack the iconic
potency of the 2D version and was a key point in the punchline
of the short. when you work with 3D works, do not rely on anime
or cartoon icons like pulses, sweat drops and exclamation marks
unless they are super imposed on post production, it just seems
to look wrong the other way, but it seems to cheapens the film
if you do it in post production.
****** I take great interest in the irony of Voltron:
The Third Dimension. The original Voltron was originally produced
as two separate, but related series in Japan, but later brought
to North America and went the way that all anime back then went
when it hit our shores - to the editing table. Despite this, it
was a cult favorite, and apparently so popular that there were
a couple of episodes that were produced exclusively for the North
American story line, one of the greatest "You got to be fricken'
kidding me" stories in anime importing history.
In any case World Events Productions purchased the
license for the original series in North America, and I believe
that they decided to create Voltron: The Third Dimension independently
in 1998, as I could not find any ties to Japan in any way. A lot
of people who aren't particularly loyal to the original like it,
but it is a cold day in Hell when an American company produces
one of the first 3D animation series based off of an anime before
Japan even got a swing at the bat. Whether I'd classify it as
Threedime or not seems to very difficult in light of this reasoning.
That is, it does not look entirely like 2D anime style, but since
there were next to no Threedime originating from Japan other than
novel experimental films (That probably exist, even though I don't
know of any), fan art and video games, a definitive reference
point is missing.