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Answerman - What Software Is Used In Anime Production?




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Dr.N0



Joined: 04 Oct 2012
Posts: 149
PostPosted: Fri Mar 30, 2018 11:25 am Reply with quote
In terms of digital workflows, Toonboom is making inroads: https://www.cartoonbrew.com/sponsored-by-toon-boom/toon-boom-harmony-brings-traditional-anime-life-digitally-156439.html. I remember hearing that TVPaint was also being tested. As for Dwango of nico nico fame, they are pushing OpenToonz, which was originally only used for scanning drawings, but has been able to handle all-digital work for a while: https://opentoonz.github.io/e/.
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configspace



Joined: 16 Aug 2008
Posts: 3717
PostPosted: Fri Mar 30, 2018 2:05 pm Reply with quote
The geographic breakdown for majority usage seems to be: RETAS in Japan and most of Asia, ToonBoom in North America and TVPaint in Europe. Adobe everywhere, especially After Effects.

Dr.N0 wrote:
In terms of digital workflows, Toonboom is making inroads: https://www.cartoonbrew.com/sponsored-by-toon-boom/toon-boom-harmony-brings-traditional-anime-life-digitally-156439.html. I remember hearing that TVPaint was also being tested. As for Dwango of nico nico fame, they are pushing OpenToonz, which was originally only used for scanning drawings, but has been able to handle all-digital work for a while: https://opentoonz.github.io/e/.

OpenToonz heritage from Ghibli's Toonz software is interesting, but I have not seen the rest of the industry really pick it up, despite the Japanese origin. It is as Justin mentioned, usually established companies have inertia in their favor. Opentoonz seems good for hobbyists or anyone looking for free alternative.

As far as Izumi's question specifically about Fate/Zero and Kill La Kill, the behind the scenes studio production footage shows a surprising amount of 3D used, especially for the fight or actions scenes. For Kill La Kill, some scenes for entirely done in 3D, as fast past action it is hard to distinguish between 2D and 3D if animated properly. They very rightly avoid the pitfall of other studios in 3D animation by using frame rate modulation rather than constant limited frame rate.

ufotable used a lot of 3d composition and partial 3d characters for far away shots and even for full 2D drawn animation, they used 3D for full reference. They would choreograph and animate the entire action scene in 3D with dummy characters then use those exact sequences for key frame reference if not also tweening reference.
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HuuskerDu



Joined: 29 Feb 2016
Posts: 93
Location: USA
PostPosted: Fri Mar 30, 2018 2:32 pm Reply with quote
They are still using 3D Studio and Maya? I remember those from 10+ years ago.

Given all the complaints about the poor mixing of 2D and 3D elements in so many shows you would think some new methods would be developed to better integrate them.
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Shiroi Hane
Encyclopedia Editor


Joined: 25 Oct 2003
Posts: 7580
Location: Wales
PostPosted: Fri Mar 30, 2018 6:07 pm Reply with quote
configspace wrote:
They would choreograph and animate the entire action scene in 3D with dummy characters then use those exact sequences for key frame reference if not also tweening reference.

ISTR reading that PA Works did something similar with the concert scenes in Angel Beats.
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Sakagami Tomoyo



Joined: 06 Dec 2008
Posts: 940
Location: Melbourne, VIC, Australia
PostPosted: Fri Mar 30, 2018 7:24 pm Reply with quote
HuuskerDu wrote:
Given all the complaints about the poor mixing of 2D and 3D elements in so many shows you would think some new methods would be developed to better integrate them.

I think it's less that such methods don't exist and more that frequently studios just don't have the budget/time/manpower to implement them properly.
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reanimator





PostPosted: Fri Mar 30, 2018 8:41 pm Reply with quote
HuuskerDu wrote:
They are still using 3D Studio and Maya? I remember those from 10+ years ago.

Given all the complaints about the poor mixing of 2D and 3D elements in so many shows you would think some new methods would be developed to better integrate them.


My Japanese friend once joked that Japanese companies would use Windows XP to the death if it wasn't for cyber security issue. Anyway, software upgrade/subscription costs a lot of money for small studios just scraping by and shopping for new software package is not always feasible. One reason why Japanese government recently stepped in:

animenewsnetwork.com/interest/2018-03-27/japanese-government-hopes-drawing-software-standard-bolsters-anime-production/.129416

No matter what kind of software Japanese studios use, it's the core skills of their animation team that makes or break the visuals. They may not have the latest or fanciest software, but they always pull off impressive visuals that kicks other's butt. For example, westerners say that Adobe Flash/Animate is not good software for animating 2D, but Japanese animation team Science Saru proves them wrong by pulling off impressive visuals with Flash on Devilman Crybaby.

Right question should be is how much time and effort that Japanese put to make their stuff look good. Or what kind of preparation had to be done to pull off the feat. What kind of skills/techniques do they practice that we don't do? Anyone can download the same software that Japanese studios use, but he/she cannot pull off a same quality visual in 3 months, let alone a year without
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AnimeFan188



Joined: 20 Mar 2016
Posts: 11
PostPosted: Fri Mar 30, 2018 11:21 pm Reply with quote
HuuskerDu wrote:
Anyway, software upgrade/subscription costs a lot of money for small studios just scraping by and shopping for new software package is not always feasible.



Since "Mary & The Witch's Flower" was made with free OpenToonz Animation Software:

animenewsnetwork.com/interest/2017-08-24/mary-and-the-witch-flower-1st-film-to-use-free-opentoonz-animation-software/.120508


I wonder if OpenToonz will become more popular with budget-conscious studios in the
future?
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grooven



Joined: 16 Aug 2006
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Location: Canada
PostPosted: Fri Mar 30, 2018 11:42 pm Reply with quote
HuuskerDu wrote:
They are still using 3D Studio and Maya? I remember those from 10+ years ago.
You do know that those are the standards for the world now, right? Soft Image is gone. And most studios use Maya anyway. 3DS Max has some good stuff, but for animating Maya is mostly used.
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configspace



Joined: 16 Aug 2008
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PostPosted: Sat Mar 31, 2018 2:06 am Reply with quote
Shiroi Hane wrote:
configspace wrote:
They would choreograph and animate the entire action scene in 3D with dummy characters then use those exact sequences for key frame reference if not also tweening reference.

ISTR reading that PA Works did something similar with the concert scenes in Angel Beats.

That's cool if they did. Some of the musical anime just use straight 3D for the hand shots. But I would've figured PA works recorded the band in real life then referenced the same 2D sequences from that footage.
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Shiroi Hane
Encyclopedia Editor


Joined: 25 Oct 2003
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PostPosted: Sat Mar 31, 2018 8:04 pm Reply with quote
Well, and again I’m going from vague memories, I think they started with live action footage which was then reproduced in CGI before being hand animated. I’ve not had any luck digging up anything to confirm either way.
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liquidblueocean



Joined: 02 Jan 2011
Posts: 25
PostPosted: Sun Apr 01, 2018 6:39 pm Reply with quote
The article mentions "Adobe Media Composer" but there is no such thing. Maybe you meant the old cruddy software called "Media Composer" by Avid?
DaVinci Resolve is also very good.


Last edited by liquidblueocean on Sun Apr 01, 2018 10:11 pm; edited 1 time in total
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configspace



Joined: 16 Aug 2008
Posts: 3717
PostPosted: Sun Apr 01, 2018 6:50 pm Reply with quote
Shiroi Hane wrote:
Well, and again I’m going from vague memories, I think they started with live action footage which was then reproduced in CGI before being hand animated. I’ve not had any luck digging up anything to confirm either way.

I think I found what you are referring to. They did actually use both.

raw unsubtitled form, bad video quality, but complete version:
https://www.youtube.com/watch?v=izGJdIiuq_I

- live concert for reference detail at
https://youtu.be/izGJdIiuq_I?t=31m52s

- live singer for Iwasawa Masami character animation reference shots at
https://youtu.be/izGJdIiuq_I?t=39m55s

- 3D CG usage for stage, environment, camera action, dummy model stand-ins, instrument
https://youtu.be/izGJdIiuq_I?t=1h8m30s

english subtitled version (part 3/3), but abridged--missing singer character animation reference shot comparison segment:
https://www.youtube.com/watch?v=-dssjOzXOvg

Going back to my earlier post about Izumi's questions regarding Fate/ series and ufotable, see:
Fate/stay night: Heaven's Feel Movie Animation Material:
https://www.youtube.com/watch?v=3kt5djaqA_A
- how 3D environment and 3D choreography and dummy characters are used for 2D character animation reference

ufotable Digital Team Demo Reel 2013:
https://www.youtube.com/watch?v=SecVyXaX19A
- for similar 3D -> 2D usage in Kara no Kyoukai / Garden of Sinners

and regarding Kill La Kill, I finally found these online. These were the studio production bonus DVDs Aniplex included in their high-priced Kill La Kill limited edition bluray sets, stuff that comes with JP blurays but that we never get now, except occasionally through Aniplex:

The Making of Kill La Kill (Part 1/3) (English Subbed) 【キルラキルのドキュメンタリー 】:
https://www.youtube.com/watch?v=J5LbtfuJlJ8

The Making of Kill La Kill (Part 2/3) (English Subbed) 【キルラキルのドキュメンタリー 】:
https://www.youtube.com/watch?v=P17l7VlWBE8

The Making of Kill La Kill (Part 3/3) (English Subbed) 【キルラキルのドキュメンタリー 】:
https://www.youtube.com/watch?v=3VBRjW3z3TA
- this is how they used 3DS Max with Pencil plugin for cellshading/anime rendering. However, in this case, the 3D was used straight and not as reference or only backgrounds
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