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Answerman
What's Up with the Trash Monsters in Gachiakuta?

by Jerome Mazandarani,

Answerman by Jerome Mazandarani header
Image by Otacat

Shonen Action Fan asks:

"I was really hyped to watch Gachiakuta this season, the latest splashy shonen manga adaptation from Studio Bones. I haven't read the manga, so I went into the anime cold. The trailers had me hyped, and the pilot episode didn't disappoint. I noticed online that some fans have been complaining about the quality of the animation. In particular, they argue that the contrast between the hand-drawn animation and the 3D animated trash monsters is notable. I've noticed that this is a common complaint of anime viewers. How difficult is it to blend CGI-created objects like vehicles and kaiju with hand-drawn character animation into one seamless whole?"

I've been busy watching Gachiakuta, and I've been enjoying it so far. It's a bit like Fire Force and Attack on Titan, but set in a post-apocalyptic garbage dump. I wonder if Neill Blomkamp's 2013 dystopian sci-fi movie, Elysium was one of Kei Urana's inspirations? It reminds me a lot of that movie. I found the characters compelling, and I enjoyed the world-building. It's always a good thing to see an element of social commentary in shonen anime. “Get 'em while they're young.” I actually think the animation is great, including the trash-monster scenes. Sometimes! I think people are only happy when they can bitch and moan about something good. I've definitely seen worse. Maybe the criticism is part of the depressing, manufactured ragebait economy that any great art generates these days.

Nonetheless! You raise a really interesting question about the blending of 3D and 2D animation in anime. It is quite common for viewers to note the visual inconsistencies in anime like Gachiakuta, where beautifully hand-drawn 2D characters clash with blocky or poorly integrated 3D CGI elements. These are not isolated production errors. They are symptomatic of a deeper, systemic challenge within the Japanese anime industry, which often receives insufficient attention. That's the relative lack of specialized, in-house post-production staff, particularly skilled compositors. While studios like Bones are celebrated for their creative prowess, the final, crucial step of seamlessly blending disparate digital assets is often a high-stakes, outsourced affair that can make or break a show's visual coherence.

Compositing is the process of combining separate visual elements from different sources into a single, unified image or video sequence. This technique, commonly used in filmmaking, animation, and advertising, creates the illusion that all elements are part of the same scene, allowing for the addition of effects, characters, or environments that weren't originally present.

Unlike major Western animation and VFX studios (e.g., Pixar, Industrial Light & Magic), which operate with large, vertically integrated teams, the Japanese anime production model is heavily reliant on a network of freelancers and specialized subcontracting companies. While some of the largest and most well-funded studios, such as Kyoto Animation and ufotable, have developed robust, in-house pipelines that include compositing and finishing, this is the exception, not the rule.

Most anime studios, even prominent ones like MAPPA and Studio Bones, function more like production managers. They handle the core creative work: storyboarding, character design, and key animation, but often outsource other crucial phases. This includes in-betweening, background art, and, most importantly, the final digital post-production work, like compositing and color grading. This piecemeal approach, while cost-effective and flexible, can lead to communication breakdowns and a lack of a unified visual vision, especially when a show needs to integrate complex 3D elements. The final, cohesive look is left to a third party that may not have been part of the creative process from the beginning.

Another thing about the relative lack of quality assurance in anime post-production is how uncinematic some decent anime look by the time they get to my screen. Shows like DAN DA DAN and Demon Slayer are gorgeous, from frame to frame. Real time and effort have gone into every production element, including the post-production, and that process can often start with special effects. Layer upon layer of smoke and lighting effects are implemented to give life to Zenitsu's “Thunder Breathing” technique and Tanjiro's “Water Breathing.”

Studios get credit, but post-production companies do the real magic. These unsung heroes take scattered pieces: 2D characters, 3D mecha, digital effects, and painted backgrounds, and make them look like they belong in the same universe. Some of the most notable post-production houses also double up as animation production houses in their own right.

IMAGICA Lab. is the most traditional of the big-name post-houses in Japan. They handle the heavy lifting for some of Japan's biggest anime series, polishing everything from editing to visual effects to theatrical mastering. Graphinica, another notable studio brand, splits time between producing its own series like Record of Ragnarok and providing complex 3D/2D compositing work for other studios' projects. Some notable recent credits include New PANTY & STOCKING with GARTERBELT and Rascal Does Not Dream of a Santa Claus. SANZIGEN is another name you are likely familiar with. They co-produced the 2019 Trigger and XFLAG movie, PROMARE, which is one of the finest examples of Japanese 3D anime to date, perfecting the "cel-shaded" look that makes CGI models appear hand-drawn. They're one of the best practitioners of integrating 3D objects and backgrounds into traditional 2D animation, and are one of the most in-demand digital animation service providers in the country.

These companies process massive workloads while staying completely invisible. When you see visual inconsistencies, you blame the main studio. When everything looks perfect, you credit the main studio. The post-production teams just keep grinding through impossible deadlines, turning technical nightmares into seamless final products that make the "real" studios look good.

Blending 2D and 3D isn't easy, and it is time-consuming and expensive. The specific difficulties of blending 2D and 3D animation are a technical purgatory for animators and compositors alike. When the integration is poor, it's often because of a failure to address the key issues of mismatched lighting and shading, perspective and camera movements, line weight, and outlines.

2D characters have hand-drawn shadows and highlights, while 3D models use a lighting rig to render theirs. The compositor must use digital tools to match the two, adding 2D-style cell-shading to the 3D models or even drawing new shadows and highlights on the 2D characters to make them feel like they're in the same lit space. Meanwhile, a 3D camera can move freely, but a 2D drawing is static. When a 2D character moves through a 3D background, the compositor must scale and position the character frame by frame to make sure their perspective matches the background's. If this is done incorrectly, the character will appear to "float" or slide unnaturally across the scene.

Where would anime be without lines? Traditional anime uses a variety of line weights, from thick outlines to delicate details. A 3D model, unless specifically rigged with a cel-shading filter, will have uniform, computer-generated lines. The compositor's job is to apply filters and effects to the 3D models to make their lines look more organic and hand-drawn, matching the style of the 2D characters.

The critiques of complex anime like Gachiakuta's visual consistency highlight a broader, industry-wide issue where the technical and artistic skills of compositing are undervalued and often outsourced. As anime continues to incorporate more 3D and AI-generated elements, the role of the compositor will become the most critical creative and technical position in the production pipeline. The ability to make the digital seams disappear will be the defining trait of a truly cinematic anime.


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