×
  • remind me tomorrow
  • remind me next week
  • never remind me
Subscribe to the ANN Newsletter • Wake up every Sunday to a curated list of ANN's most interesting posts of the week. read more

Forum - View topic
The Best Anime of 2016


Goto page Previous    Next

Note: this is the discussion thread for this article

Anime News Network Forum Index -> Site-related -> Talkback
View previous topic :: View next topic  
Author Message
Kikaioh



Joined: 01 Jun 2009
Posts: 1205
Location: Antarctica
PostPosted: Sat Dec 31, 2016 1:10 am Reply with quote
Gina Szanboti wrote:
According to the showrunners, there was no rotoscoping in YoI. Which to me makes it inherently more impressive. Smile


If you could point to a direct source, it would be appreciated. A lot of people seem to have confused "hand-drawn" to mean that rotoscoping isn't involved, and I'm not sure that that's the case with the show, given that some of the production art seems to suggest that they used computer models as the base for the hand-drawn skating sequences.

@zrnzle500 and @Starbuckets: Kyoto Animation is smooth and polished looking, but has the benefit of largely being limited to movements that can more easily be referenced in day-to-day life, which isn't as interesting. I've also watched all of OPM, most of Space Dandy and Mob Psycho, as well as various sequences from Flip Flappers, and I unfortunately wasn't much impressed by most of them. I find that, although they're well-produced, a lot of the animation lacks a weight and realness to them that makes the characters seem floaty and have less impact. That said, I've seen parts of the more recent animator expo shorts that had some impressive animation, though it's disappointing not to see as technically impressive sequences in regular TV shows or OAVs as I've seen in the past (I've seen some in GitS Arise and Gundam Unicorn that looked good though). If you all could point out some of the more recent standout examples though, I would certainly be interested to see.

@Valhern: I actually don't feel like those examples are all that impressive. They're floaty, not as certain on the perspective and motion, and a bit ways more flash than substance. For reference though, here are some examples of what I personally consider to be fairly impressive animated sequences in older works:

https://sakugabooru.com/post/show/8943
https://sakugabooru.com/post/show/4427
https://sakugabooru.com/post/show/13451
https://sakugabooru.com/post/show/28488
https://sakugabooru.com/post/show/13631


Last edited by Kikaioh on Sat Dec 31, 2016 1:12 am; edited 1 time in total
Back to top
View user's profile Send private message
Valhern



Joined: 19 Jan 2015
Posts: 916
PostPosted: Sat Dec 31, 2016 1:10 am Reply with quote
Vaisaga wrote:
Valhern wrote:
Who said I was talking about you?


VoidWitch made a similar bastardization of my post earlier, so it's kinda obvious.


But did I quote you? No, so I wasn't talking with you. If the argument I was talking about was so different from yours, how did you infer that my post was about you?
Back to top
View user's profile Send private message
Vaisaga



Joined: 07 Oct 2011
Posts: 13227
PostPosted: Sat Dec 31, 2016 1:16 am Reply with quote
Sigh. Are you really going to bring playground logic into this?
Back to top
View user's profile Send private message My Anime
Color2413



Joined: 08 Jul 2014
Posts: 49
PostPosted: Sat Dec 31, 2016 1:35 am Reply with quote
Zac -- Because you liked "Shelter" and hoped for more EDM-oriented shorts, please let me recommend " ME!ME!ME! CHRONIC" (Japan Animator's Exposition). Turn off the lights, get close to the screen, and be prepared to experience the closest thing to an acid trip as you are likely to get while stone-cold sober. It's technically hardly more than a light show (no touching characters here!), yet it's pure kinetic energy in visual form--the sort of thing that only animation can do. I dunno if it's officially available in the West, but it's worth seeking out.

While I was *thrilled* by Yuri's out-of-left-field, genre-busting success, my AOY has to be "Shouwa Genroku Rakugo Shinjuu," thanks to a script as deep as a proverbial well. And my third choice, would be "Ajin," which, if you can get past its idiosyncratic CGI look, had by far the tightest, most thrilling action script of the season.
Back to top
View user's profile Send private message
BodaciousSpacePirate
Subscriber



Joined: 17 Apr 2015
Posts: 3017
PostPosted: Sat Dec 31, 2016 1:38 am Reply with quote
Note: if you don't care about Touhou, ignore this post.

So, Zac's inclusion of "Shelter" in his list this year got me thinking of other anime music videos... no, not AMVs, but professional or semi-professional videos commissioned by doujin music artists to promote their songs on NicoNico. In particularly, I thought the "First Memory/Next Memory" video that Joyful and Silve did for the Akatsuki Records x Liz Triangle collaboration album was really well done, and if I was including stuff other than TV shows in my top five, it would easily make it in this year.

Then, I remembered that the doujin anime studio Kyoto Fantasy Troupe announced earlier this year that they had cast Kana Hanazawa and Eri Kitamura as the leads in their fan-adaptation of Team Shanghai Alice's "Secret Sealing Club" concept albums. It struck me that if something like that ends up coming out, it would probably end up being in someone's top five next year, assuming they include non-professional works in their list.


Last edited by BodaciousSpacePirate on Sat Dec 31, 2016 1:39 am; edited 1 time in total
Back to top
View user's profile Send private message
Valhern



Joined: 19 Jan 2015
Posts: 916
PostPosted: Sat Dec 31, 2016 1:38 am Reply with quote
Vaisaga wrote:
Sigh. Are you really going to bring playground logic into this?


Dude, I literally was not talking about you, didn't even read your posts, I don't know how to explain it to you, you alone implied that my post was about your argument, it simply wasn't.

Kikaioh wrote:
@Valhern: I actually don't feel like those examples are all that impressive. They're floaty, not as certain on the perspective and motion, and a bit ways more flash than substance. For reference though, here are some examples of what I personally consider to be fairly impressive animated sequences in older works:

https://sakugabooru.com/post/show/8943
https://sakugabooru.com/post/show/4427
https://sakugabooru.com/post/show/13451
https://sakugabooru.com/post/show/28488
https://sakugabooru.com/post/show/13631


Those sequences are completely different in style, there's literally no point of comparison there. I think you might be confusing Mitsuo Iso's and Hiroyuki Okiura's realistic to semi-realistic mecha animation and character acting, which I won't lie, I love it, but it's a completely different style. Those styles do rely heavily on how gravity affects the movements and they're constantly trying to make everything life-like, even if it's not even a real thing, which is awesome.

The kind of animation I shared goes in a completely different route. The "weight" is distributed in a different way, since it relies on the timing of "floaty" animation so that weight is landed with more strenght, it's not particularly careful on how bodies actually would react to those situations since it's supposed to be fantasy-like and irrealistic.

They do have their different strenghts as well. The first type of animation is particularly clear and solid, it's bent on showing you all the cool details, and very carefully laying out an intricate sequence. Comparitvely, the other ones want to guide the viewer through different perspectives, the timing varies from fast to slow to fast, depending on how they want to impress the viewer, compared to a relatively "even" pace of other scenes.

I do see your point though, the first style of animation, while not dead, might have shifted in a slightly different direction, present sometimes only in mecha animation in its more pure form.


Last edited by Valhern on Sat Dec 31, 2016 1:40 am; edited 1 time in total
Back to top
View user's profile Send private message
zrnzle500



Joined: 04 Oct 2014
Posts: 3767
PostPosted: Sat Dec 31, 2016 1:39 am Reply with quote
@Kikaioh I'd say KyoAni's mastery of realistic movement is rather impressive but it's not like more flashy and creative stuff is outside their area of expertise

More generally, here are some that I found searching by popularity over the last year

https://sakugabooru.com/post/show/25142
https://sakugabooru.com/post/show/25148
https://sakugabooru.com/post/show/21810
https://sakugabooru.com/post/show/24446
https://sakugabooru.com/post/show/26532
https://sakugabooru.com/post/show/23510
https://sakugabooru.com/post/show/21307
Back to top
View user's profile Send private message
Starbuckets



Joined: 02 Aug 2016
Posts: 87
PostPosted: Sat Dec 31, 2016 1:44 am Reply with quote
Kikaioh wrote:
snip
Honeslty it just seems to like you favor a certain type of realistic animation over more experimental stuff, and that's perfectly alright. But going as far as to dismiss what came out in recent years as unambitious or uncreative? Yeah no, I really don't get it.

To me sequences like this one (https://sakugabooru.com/post/show/10596) or that one (https://sakugabooru.com/post/show/25148) have all the sense of weight and/or impact you seem to believe is lacking recent animation, despite heavily using smears and in Mob's case, not hesitating to deform the character in order to better convey the brutality of the hits he's taking.
Back to top
View user's profile Send private message
Vaisaga



Joined: 07 Oct 2011
Posts: 13227
PostPosted: Sat Dec 31, 2016 2:08 am Reply with quote
Valhern wrote:
Dude, I literally was not talking about you, didn't even read your posts, I don't know how to explain it to you, you alone implied that my post was about your argument, it simply wasn't.


If it really was just a coincidence, then I apologise. But no one else in this thread has made that argument or an argument that could be misinterpreted that way, so I don't know where you got it from.
Back to top
View user's profile Send private message My Anime
Kikaioh



Joined: 01 Jun 2009
Posts: 1205
Location: Antarctica
PostPosted: Sat Dec 31, 2016 2:30 am Reply with quote
Valhern wrote:
Those sequences are completely different in style, there's literally no point of comparison there. I think you might be confusing Mitsuo Iso's and Hiroyuki Okiura's realistic to semi-realistic mecha animation and character acting, which I won't lie, I love it, but it's a completely different style. Those styles do rely heavily on how gravity affects the movements and they're constantly trying to make everything life-like, even if it's not even a real thing, which is awesome.

The kind of animation I shared goes in a completely different route. The "weight" is distributed in a different way, since it relies on the timing of "floaty" animation so that weight is landed with more strenght, it's not particularly careful on how bodies actually would react to those situations since it's supposed to be fantasy-like and irrealistic.

They do have their different strenghts as well. The first type of animation is particularly clear and solid, it's bent on showing you all the cool details, and very carefully laying out an intricate sequence. Comparitvely, the other ones want to guide the viewer through different perspectives, the timing varies from fast to slow to fast, depending on how they want to impress the viewer, compared to a relatively "even" pace of other scenes.

I do see your point though, the first style of animation, while not dead, might have shifted in a slightly different direction, present sometimes only in mecha animation in its more pure form.


Personally speaking as an artist, I don't think it's just a matter of style, at least when it comes to comparing the technical impressiveness of the different animated sequences. The more "real" style is grounded in the physics of the natural world, and as a result it's much more difficult to convincingly pull off. Not only are such sequences bound by gravity, but they're also affected by realness of motion coupled with varying perspectives, which is immensely challenging to render. The sequences you showed could be described as more "experimental" or "abstract", but it's the fact that they're unrestricted and open to the artists imagination that makes them less impressive in comparison, as the artists only need to accurately display a motion (which they certainly can do well in the modern day), but not necessarily convincingly capture any affecting laws of nature. It's like comparing renaissance paintings to abstract art --- while I suppose you can say there's a subjective likability between the two, there's more of a technical impressiveness to rendering works bound by the former's restrictive nature that's not inherently present in the latter (I feel this way about many of the examples you posted, @zrnzle500). Also as you touched on, the sheer attention to fluidity and detail in some of the older works generally isn't as present in modern works by comparison.

Here are some examples of modern work that I think effectively capture that realness of motion that I find impressive:

https://sakugabooru.com/post/show/17414
https://sakugabooru.com/post/show/11799

Starbuckets wrote:
Kikaioh wrote:
snip
Honeslty it just seems to like you favor a certain type of realistic animation over more experimental stuff, and that's perfectly alright. But going as far as to dismiss what came out in recent years as unambitious or uncreative? Yeah no, I really don't get it.

To me sequences like this one (https://sakugabooru.com/post/show/10596) or that one (https://sakugabooru.com/post/show/25148) have all the sense of weight and/or impact you seem to believe is lacking recent animation, despite heavily using smears and in Mob's case, not hesitating to deform the character in order to better convey the brutality of the hits he's taking.


It's not so much favoring realistic over experimental, it's that I think the former is more technically impressive than the latter. And when I say that animation in current years doesn't seem as ambitious or creative, I'm not talking about the shows themselves or the actual ideas behind certain sequences, but more in the animators trying to work outside of the comfort zone of experimentalism. There's a sort of stale "sameness" to the approach that a lot of the more high-production animated sequences use in modern works --- things like "brief motion, sudden quick movement, slow motion, zig-zagging", that I'm seeing in lots of different attempts at making good animated sequences. I suppose I'm more interested in the actual interaction of characters with their environments in quirky ways, that don't necessarily involve just human motion, but objects and backgrounds in complex/interconnected scenarios, that don't necessarily involve magical spells, explosions, etc. For example, the opening for Metal Fighters Miku has a fairly complex shot with characters landing on a giant statue, switching zoom and perspective, and while the fluidity isn't necessarily impressive, I think it's an ambitious sort of sequence to try and render, that doesn't quite rely on popular animation tropes to guide its progression: https://sakugabooru.com/post/show/13497 There's also a scene in YUA, involving policewomen in hot pursuit, stopping their car using footpower, which I think is interesting conceptually in combining the human interaction with both an object (a vehicle) and the background: https://sakugabooru.com/post/show/13457
Back to top
View user's profile Send private message
Gina Szanboti



Joined: 03 Aug 2008
Posts: 11356
PostPosted: Sat Dec 31, 2016 3:03 am Reply with quote
Kikaioh wrote:
Gina Szanboti wrote:
According to the showrunners, there was no rotoscoping in YoI. Which to me makes it inherently more impressive. Smile

If you could point to a direct source, it would be appreciated. A lot of people seem to have confused "hand-drawn" to mean that rotoscoping isn't involved, and I'm not sure that that's the case with the show, given that some of the production art seems to suggest that they used computer models as the base for the hand-drawn skating sequences.

But that's not rotoscoping, at least not in the sense of tracing over filmed images. Even in that link, the skating is clearly drawn with the cg models as guidelines and not traced.

Anyway
http://storyunlocker.com/2016/09/01/yuri-on-ice-production-presentation/ wrote:
Again, regarding the depiction of figure skating, Yamamoto stated: “We used up an awful lot of sheets. Everything is hand drawn without the use of 3D.” She revealed her obsession: “We asked Miyamoto Kenji-sensei to choreograph all show programs. We are recording all of those.”
Back to top
View user's profile Send private message
Kikaioh



Joined: 01 Jun 2009
Posts: 1205
Location: Antarctica
PostPosted: Sat Dec 31, 2016 3:10 am Reply with quote
Gina Szanboti wrote:
Kikaioh wrote:
If you could point to a direct source, it would be appreciated. A lot of people seem to have confused "hand-drawn" to mean that rotoscoping isn't involved, and I'm not sure that that's the case with the show, given that some of the production art seems to suggest that they used computer models as the base for the hand-drawn skating sequences.

But that's not rotoscoping, at least not in the sense of tracing over filmed images. Even in that link, the skating is clearly drawn with the cg models as guidelines and not traced.

Anyway
http://storyunlocker.com/2016/09/01/yuri-on-ice-production-presentation/ wrote:
Again, regarding the depiction of figure skating, Yamamoto stated: “We used up an awful lot of sheets. Everything is hand drawn without the use of 3D.” She revealed her obsession: “We asked Miyamoto Kenji-sensei to choreograph all show programs. We are recording all of those.”


Ah well, technically I consider it rotoscoping, even if it's not necessarily traced. Using CG models to render both the movement and perspective that forms the basis of the hand-drawn animation takes away almost entirely from the greatest challenge of rendering those sequences. And I take it that Yamamoto was simply stating that the animated sequences were fully drawn by hand, and that none of the sequences on display are actually of computer models, which is how I originally interpreted the statement.
Back to top
View user's profile Send private message
vonPeterhof



Joined: 10 Nov 2014
Posts: 729
PostPosted: Sat Dec 31, 2016 3:50 am Reply with quote
Vaisaga wrote:
musouka wrote:
Gee, it's too bad you have no possible way of deciding the show's merits except assuming people added "+2 for homosexuality".


Except some people did? Zac and I'm sure many like him ranked it high because it meant a lot to him personally. That is completely removed from the quality of the show.
Kinda late to the party, but this bit jumped out at me, even though I'm not particularly invested in YoI as a vehicle for LGBTQ representation*. You're making it sound like getting viewers personally invested in an aspect of a show takes no skill or effort whatsoever. If that were the case all that it would take to make a character relatable to, say, stamp collectors, would be to have them randomly say "Oh, and I collect stamps, by the way" during an unrelated conversation and then never bring it up again. There would also be no complaints about things like tokenism, problematic representation and offensive stereotypes if just stating (or implying) that a character is gay were enough to make the show personally meaningful to actual gay people. This might not be something that matters to everyone, but it's certainly something that can be handled poorly and not something to be taken for granted. So I'm not sure how you can state that it has nothing to do with quality (I'm assuming we're not having another one of those "objective quality/biased reviews" debates, or are we?)

*For the record, as a Russian who grew up in Kazakhstan I give the show 8/10 for Russian representation and 6/10 for Kazakh(stani) representation - the latter is kinda generous considering how underdeveloped Otabek remained by the end, but him not being literally Borat goes a long way in earning my goodwill Very Happy I also saw a bit of my brother (a former competitive figure skater) in some of the characters, but since I know embarrassingly little about figure skating myself I can't judge it accurately as a representation of the sport.
Back to top
View user's profile Send private message My Anime My Manga
Gina Szanboti



Joined: 03 Aug 2008
Posts: 11356
PostPosted: Sat Dec 31, 2016 4:16 am Reply with quote
vonPeterhof wrote:
I'm assuming we're not having another one of those "objective quality/biased reviews" debates, or are we?

Unfortunately I think that we are, except for some reason praising a series because it speaks to you in the area of gay representation is somehow "not objective," while in every other aspect a series is kudo-worthy for engaging your emotions, no questions asked.

This discussion reminds me of the calls for the judge in CA's Prop 8 case to recuse himself because, as a gay man his bias was somehow a given and he could not be trusted to distance himself from the issue and apply the law correctly, while a straight judge was automatically be assumed to be unbiased, despite the basis of the argument against marriage equality being how it would negatively impact heterosexual people. Or more recently Trump trying to get a Mexican-American judge off his court case because of "obvious" bias.
Back to top
View user's profile Send private message
Starbuckets



Joined: 02 Aug 2016
Posts: 87
PostPosted: Sat Dec 31, 2016 5:02 am Reply with quote
Kikaioh wrote:
I suppose I'm more interested in the actual interaction of characters with their environments in quirky ways, that don't necessarily involve just human motion, but objects and backgrounds in complex/interconnected scenarios, that don't necessarily involve magical spells, explosions, etc. For example, the opening for Metal Fighters Miku has a fairly complex shot with characters landing on a giant statue, switching zoom and perspective, and while the fluidity isn't necessarily impressive, I think it's an ambitious sort of sequence to try and render, that doesn't quite rely on popular animation tropes to guide its progression: https://sakugabooru.com/post/show/13497 There's also a scene in YUA, involving policewomen in hot pursuit, stopping their car using footpower, which I think is interesting conceptually in combining the human interaction with both an object (a vehicle) and the background: https://sakugabooru.com/post/show/13457
Well, I'm certainly not the most qualified to discuss in depth about japanimation and its evolution over time but what you seem to be looking for is most certainly present in those works you labelled as unimpressive and many others.

Here's what I think are examples of excellent background animation coupled with dynamic camera work that do not rely on any of the tropes you mention in your post:
https://sakugabooru.com/post/show/24378
https://sakugabooru.com/post/show/4797
https://sakugabooru.com/post/show/24381
https://sakugabooru.com/post/show/24853
And this one in particular that struck me as completely ridiculous in its quality the first time I saw it : https://sakugabooru.com/post/show/24379. You'd have a really hard time to convince me that this kind of cut of feels commonplace or doesn't distinguish itself from what you're used to in terms of recent animation.

Seriously, I really don't see this supposed dearth of inventiveness or originality in the way animators play around with the medium. I also feel there's a contradiction somewhere in there when associating experimentalism with the idea of a comfort zone. If anything, not being afraid to push animation in different, new directions through experimentation is anything but "safe" and in the best of cases give birth to some truly impressive works that will be revisited for the years to come (for eg. Space Dandy).

Also, on a loosely related note, I wouldn't be so quick to dismiss Eupho's animation as "less interesting" or "less impressive", especially when the animation of the instruments is about as demanding as any 2D mecha animation out there.
Back to top
View user's profile Send private message
Display posts from previous:   
Reply to topic    Anime News Network Forum Index -> Site-related -> Talkback All times are GMT - 5 Hours
Goto page Previous    Next
Page 19 of 22

 


Powered by phpBB © 2001, 2005 phpBB Group