636 lines
32 KiB
Plaintext
636 lines
32 KiB
Plaintext
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Newsgroups: rec.arts.anime
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From: currmann@pnet51.orb.mn.org (Curtis Hoffmann)
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Subject: Cheats, Cliches, Cartoons, Anime...
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Message-ID: <By5nJq.GC9@jrd.dec.com>
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Reply-To: doi@jrd.dec.com
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Organization: Digital Equipment Corporation Japan, R&D center
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Date: Mon, 23 Nov 1992 06:04:38 GMT
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Lines: 626
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Cheats, Cliches, Cartoons, Anime...
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Version 1.4. Copyrighted November 21, 1992, by Curtis H. Hoffmann.
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Permission is granted to cross-post this file in whole to other
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computer networks (in fact, I'd be very happy if someone would crosspost
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this to Fido.) This file may be reprinted in a fanzine or newsletter
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as long as I'm notified, in exchange for a copy of the issue this
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article appears in. This article can not be altered, or reprinted in a
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for-profit magazine, without permission.
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Added in this version: Missing Bars
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The Head Job
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The Called Shot
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The Big Gun [JJ]
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The Five Man Band [JJ]
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There are many ways to cut corners in the process of creating
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animation. I'm going to try to describe some of them, as I also attempt
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to catalog the cliches used in both western and Japanese cartoons. If you
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have any comments on this file, feel free to make them. If you have
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anything to add to the list, please do so.
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Most of the names used here are my own creation, and are not in
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common usage anywhere else.
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Simple definitions:
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Anime -- Japanese produced and directed paint-on-cel animation. Has
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no inherent implications as to quality of the product.
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Cartoon -- Encompasses paint-on-cel-based animation from around the
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world, but normally is applied only to North American
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productions with little story-telling potential that are
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aimed at children.
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Added changes came from:
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Enrique Conty [EC]
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Derek Upham [DU]
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John Martin Karakash [JMK]
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jeffj@yang (ChaOs) [JJ]
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------------------------
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Animation Cheats and Cliches
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------------------------
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Shooting on 3's:
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In film, there are 24 frames per second. For video tape, there are
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30 frames.
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Really fluid animation is gained by drawing one frame of a
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character's movement per frame of film. However, this is only
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necessary when a character is moving from left to right (or right to
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left,) and the camera is panning along the background artwork. This
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prevents a strobing-effect that occurs when the background moves too far
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on the screen from one frame to the next.
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Normally, the animator can make do with one drawing per 2 frames of
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film. This is called "shooting on 2's." Most theatrical films, and
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some TV cartoons are shot on 2's, and everything looks fine.
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However, you can save money by skipping some work, and shoot 3
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frames per drawing. Many TV cartoons are shot on 3's or 4's, which
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gives a very jerky feeling to the action. Something like _Hammerman_ is
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shot at least on 4's, if not on 8's.
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Simplicity:
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The standard western cheat is to simplify the character design, so
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there are fewer lines to draw per frame. This is obvious both in the
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body features, and the clothing elements. You can also see this in
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Anpan-man, Mary Bell, and Chibi Maruko-chan.
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The Blend:
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When you have a very detailed image, like the close-up of a person's
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face, it takes a lot of time and effort to animate it smoothly.
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Instead, you can paint maybe 4 or 8 "extreme poses" and film them as
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static images. The next step is to use post-production editing to fade
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from one still to the next. Alternatively, a few in-between cels
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can be painted that have ghosts of the extremes, which gives the same
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effect, but with much less work than if every single frame had been
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created from scratch. This may cut the total number from 60 drawings,
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to 15, or 8.
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The final results may be used to heighten the emotional effect of a
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scene, or to simply stretch out the action of a complex drawing.
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Usually, you'll see this when a crying girl turns away from the hero, or
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when a top sports player dives for the ball during a crucial play.
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The Triple Repeat Attack (TRP):
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When someone gets hit hard, the camera pans by a single still of the
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attack three times, occasionally with little variations in each pan, like
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zooming in a bit further for each pass. It is very easy to over-use
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this device for even the most trivial of situations. It is very much a
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cliche, but it's also a cheat since you may only have one drawing for 10
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seconds of film.
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Chan-Style, or Super-Deformed Style:
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Admittedly, this is a purely Japanese technique that is mostly just a
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cliche, and not necessarily a cheat. But, the results are the same --
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less work per frame.
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Both techniques consist of drawing a normal character as if he were a
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5 year-old, with a larger head, smaller body, and chubby limbs. Most of
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the details will be lost at the same time. These are done mainly for
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slapstick comedy effect.
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The Assembly Sequence:
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You'll see the Assembly Sequence normally in a kiddie power-suit, or
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mecha show. It consists of the character (like Sailor Moon, or Metal
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Jack,) calling out something ("Make Up!" or "Jack On!") which will be
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followed by stock footage of the character standing around while the
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suit or outfit wraps itself around him. By itself, this is no big deal.
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Except, that it's the exact same sequence from one episode to the next.
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In this way, the animators save themselves about 1 to 3 minutes of
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animation per character per episode.
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It's both a cheat, and a cliche.
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---
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Also an amusing example of your 'suit up' cheat was noticed by me
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and my roommate on the Ghostbusters (NOT the Real Ghostbusters BTW). We
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calculated that over half the show was suit up/reused cels/commercials.
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Which brings me to the cheat most beloved by advertisers, the long-
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block-of-commercials-then-a-short-reminder-of-what-show-you're-watching-and-
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then-more-commercials cheat! [JMK]
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Separated eyes and mouths:
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The opposite side of the coin from Simplicity is Shading and Detail.
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Here, the animators (usually Japanese,) have added so much detail and
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color to the character's face that it's too much work to redraw it in
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each frame as the character talks.
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So, instead of redrawing the face a lot (which allows you to get a
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jaw that moves as the character speaks,) you draw the face on one cel,
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and the mouth and eyes on another. (Admittedly, western animators use
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this technique for the same reasons, but the faces in their drawings
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have much less detail to begin with.)
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Gaping Mouth Wounds:
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In TV, it's not necessary to get the lip-sync down really tightly
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when a character talks, which means that sometimes the mouth moves even
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when the character has stopped talking. This saves work, because you
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don't have someone tied up with the very time-consuming task of breaking
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the dialog down into single frames, and vowel sounds.
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The extreme case, though, is when you don't worry about the specific
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dialog matching up with the shape of the mouth. Now, you only have 4 or
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5 standard mouth positions (open, closed, partially opened, and
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yelling,) instead of the normal 7 or 10, and you just jump them around
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under the camera roughly in time with the dialog. This is common both in
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anime, and western cartoons.
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The Hold:
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When a character is thinking, or becomes stunned, he'll freeze on the
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screen. The only action comes from a camera pan in, or out. The Hold
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also occurs when one character stops talking and the other begins. Anyone
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not talking simply freezes on the screen. This saves the studio a lot of
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time and money, because the alternative is to draw separate frames with
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the character's clothes rippling in a breeze, or the character's face
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reacting to whatever is being said.
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Statue Crowds:
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Crowd scenes require a lot of work, and time that the studio can't
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afford to spend. Therefore, crowds will be treated as background
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artwork. The only element of movement comes from the camera panning
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across, and the only signs of life will be the voice actors cheering as
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voice-overs. Occasionally, mouths will be painted on separate cels for
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one or three audience members to do a little yelling on their own.
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The Cycle:
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This is a classic animation technique all studios use extensively.
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The basic idea is to put the character into a repeating action cycle,
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and just draw the first few cels necessary for it. The normal example
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is a simple walk, which only takes 7 to 12 cels for a sequence that may
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last 30 seconds. Disney is famed for its use of more complex cycles in
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its early short cartoons.
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4-colors VS 256:
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Simply by looking at most western TV animation, you can tell that the
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animators are saving themselves a lot of effort by eliminating shading,
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and reducing the number of colors in the clothing designs. Fewer colors
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means less work, fewer costs, and a more boring image. The Japanese will
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use more colors and the GMW technique at the same time.
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Last Week's Re-Cap:
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When you have an episodic adventure series like Dragon Ball, or Dodge
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Danpei, you'll get a re-cap of the action from the previous episodes
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before the show starts up with the new stuff. This means that the
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animators are saving themselves about 3 to 5 minutes of work by
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reusing old animation with a voice-over narration.
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The Repeat Thingie:
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Occasionally, you may notice a character doing one action in one
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scene, and later doing the exact same action in an entirely different
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scene. This is a case of reusing existing cels with either a different
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background, or a different prop (changing a hammer for an ax.) Some of
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the really bad American moralistic cartoons from the '60s used this
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technique A LOT.
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Recycled Animation:
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Disney does this occasionally. When the cels are filmed for any
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given show or movie, the cels themselves will be either tossed or washed
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and reused. But, the pencil drawings will usually be stored for future
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works. This way, all that's needed is to xerox the existing artwork, and
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change the color scheme for the new scene.
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-------
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FILMATION seems to use this technique a lot. Compare He-Man, She-Ra,
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Tarzan and Star Trek some time. The poses and layouts are almost
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exactly the same (the "Close-up-with-half-face-visible", especially). [DU]
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Rotoscoping:
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Rotoscoping is done by projecting live footage under a sheet of paper to
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allow the animator to trace the picture, frame by frame, before modifying
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it. The advantage is that the animator doesn't have to figure out how a
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character moves through trial and error. The down side is that the
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result usually looks pretty cheesy (just look at any Ralph Bakshi
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movie.) While the Fleischer Brothers used rotoscoping (and created the
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process,) very artfully, it's still obvious when it's employed. Disney
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tried using rotoscoping in a number of his films, but the results
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weren't to his liking, and the animators just redrew those scenes,
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anyway.
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Note: Venus Wars did not have rotoscoping in the motorcycle scenes: that
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was an example of optical printing (adding animation over live footage.)
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Xerox:
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Originally, when a pencil drawing was cleaned up, the ink and paint
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department would trace the pencil lines onto the cels via multicolored
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inks (which allowed for more subtle shadings, and details,) before the
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paints were added. Now, it's easier to xerox the final pencils onto a
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cel. The drawback is that the xerox lines look rougher, may have breaks
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in them, and will be all in black (removing the element of subtlety.)
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-------
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A nice counterpoint to this was the work in the GIANT ROBO OVAs. From
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what my sources tell me, the final pencils are xeroxed, but then a second
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cel is overlayed on the first, and this second cel is hand-painted. The
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resulting cel-work is simply amazing. [EC]
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Speed lines:
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This is a cliche used to get a heightened emotional response, while
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also filming a static pose. When a character starts an attack, the
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background is replaced with streaks of color, or simple racing lines.
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This doesn't actually save the animators any work, and adds a little
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more work for the camera operator because the backgrounds need to be
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changed more often. But, since the background was static to begin with,
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and the main character has also become static, the speed lines help liven
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things up a bit.
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Collars and Talking Heads:
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Hanna-Barbera is notorious for this trick. Rather than redrawing the
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entire character for each frame that the mouth moves, you give the
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character a collar, and then place the head on a different cel
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underneath the body cel. The body is usually then kept stationary,
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and the head cels are changed in sequence. Although, if the character
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does walk and talk at the same time, it's still less work to animate than
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otherwise.
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Shimmering eyes:
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This is both a cliche and a cheat. Take a Hold, and just redraw some
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white highlights inside the pupils. Why draw an emotional face, if you
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don't have to?
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The 'No Face':
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One cheat that I didn't see mentioned is the 'no face' cheat. Put a
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helmet on a guy/gal/thing and you've saved yerself tons of time. Put
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him/her/it in a whole suit and voila! minimal use of shading/movement
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is required. [JMK]
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(Curtis comments: Not exactly true. Bubble Gum Crisis used this
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pretty heavily, but it still had a lot of shading on each suit. The
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primary savings come from not having to show the character blink or
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talk, and there are less details to draw the first time around.)
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Re-used sounds:
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A number of people have commented on the fact that the sound tech will
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steal sound effects from movies like Aliens, and Star Wars, for certain
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situations, rather than create an entirely new sound himself. I haven't
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noticed this myself, but there's a growing consensus that this happens a
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lot. The reasons should be obvious.
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Photo Backgrounds:
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This is a common manga technigue. The result is a highly realistic
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background image that looks like it was xeroxed before being
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photocopied. It provides the illusion of added depth to the manga,
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while saving the artist a lot of work.
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-----------------------
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Anime Cliches
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-----------------------
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The Multiple-Character-Single-Gasp Reaction:
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I find this to be one of the more annoying time-consuming Japanese
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cliches. It's very simple -- something startling will happen, or a
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character will get smashed up. Then, the camera will pull in for a
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close up of each of the other characters -- one at a time -- as they
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gasp or speak the guy's name. This has been happening too often in
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Dragon Ball Z. The result is to force a heightened sense of suspense,
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and to stretch out a fight scene while doing a small amount of work.
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Example -- Piccilo will get punched into the ground. The camera then
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cuts to a close-up of #18, who will gasp. Now, cut to #17, who will
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gasp. Then, cut to #16 for a gasp. Next, cut to Kiririn to gasp. And
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continue down the line until you run out of characters. Repeat this
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operation 2 or 4 times per battle per episode.
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The Raging Flames/Crashing Surf:
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An alternative to Speed Lines -- when a character gets overly
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emotional, or "highly charged," the background will be replaced by
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roaring flames or surf. This is just an intensity-building device, used
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extensively by Rumiko Takahashi.
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The Slash Split Screen:
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Another cliche, related to the Multi-Character-Single-Gasp Reaction,
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the difference being that the MCSGR is sequential, and the S^3 is
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more-or-less simultaneous. When the main character is hit, the first
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reaction will appear in the top portion of the screen, the second
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reaction appears on the bottom, and the remaining reactions will be in
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the middle of the screen. _Dodge Danpei_ uses this technique. Bubble
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Gum Crisis does the same thing, but usually when the Knight Sabers are
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preparing to go into battle and all of them say "roger," or "Knight
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Sabers -- Go!"
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Tokyo Feet:
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This is a term coined by Larry Greenfield to describe the cloud of feet
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and sweat (sometimes tears) that surrounsd a character when he goes into
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panic-mode. There is no longer a relation between the character's feet
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and the ground, as the character just slides back and forth on the screen.
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Again, the result is also less work per frame.
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The Temple Vein:
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Especially in manga. When a character gets stressed-out, or angry,
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a cross-like outline of a 4-way vein intersection will pop up on their
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forehead. Sometimes, this gets carried to extremes, as in the manga
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where an identical vein pops up three different places on the back of a
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guy's hand. (Real veins don't act like that.)
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"Poits":
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In the wonderful world of the Japanese language, several words exist
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that are nothing more than sound effects (like "niko," for the sound of
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a smile.) When you're watching anime played for laughs, a wide-eyed
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character blinking in surprise will make a "poit", or "pika" sound
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(occurs a lot in Urusei Yatsura, and Kimengumi High School.) And, in
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Project A-ko, when C-ko smiles in front of the class, she says "Niko."
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Trick Dreams:
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A common story device used to hook the viewer's attention. Employed
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heavily in Kimagure Orange Road. Basically, something really bad or
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really good will happen to the star right at the beginning of the
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episode, only to turn out to be a dream.
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Rain Shimmers:
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Not necessarily a cliche or cheat, but a commonly used special effect
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in anime. There's a lot of rain in the spring and fall in Japan, so
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rain has become an accepted plot device (plus, when bad events happen to
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the principle characters, rain will start falling to symbolize their
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plight.) To show that the rain is hitting trees, people, or animals, a
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light halo will shimmer around the tops, heads, and shoulders. A
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separate set or 4 or 5 cels will be used for this, if the characters are
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just standing and talking.
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The Background Cameo:
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One of the most prized anime devices for fans.
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Because it takes a long time for an animator to finish a sequence or
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background, said animator will add silly things to make their job more
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fun. Such as the Star Trek USS Enterprise blueprints in _The Nolandia
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Affair_, and the appearance of The Dirty Pair's Kei in a background shot
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in the _Fist of the Northstar_ movie. A little of this shows up in _The
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Simpsons,_ but is more common in anime movies and OAV's than TV shows.
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Jumping Talkers:
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When a Japanese studio has a medium-range shot of a talking
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character, they'll redraw the entire figure even though only the mouth
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is moving. This is not an easy operation, because the body has to be
|
||
|
copied and painted without variations, and the cycle cels have to be
|
||
|
registered exactly. So, when a character bounces up and down as they
|
||
|
speak, you know that the registration slipped. Nadia is a featured
|
||
|
Jumper in Nadia: Secret of Blue Water.
|
||
|
This phenomenom is not really a cliche or a cheat, but it is peculiar
|
||
|
to anime.
|
||
|
|
||
|
Tear Floods:
|
||
|
Yet another Japanese cliche used instead of animating an actual
|
||
|
emotion. Several series (like Kimengumi High School) have parodied this
|
||
|
cliche, with characters holding buckets to catch someone else's flood.
|
||
|
|
||
|
The Tear Pendulums:
|
||
|
One of the stranger cliches, also a twist on the Tear Flood. When
|
||
|
you get hit in the head, tears well up in your eyes. You may even get a
|
||
|
a little tear running down your cheeks a bit. Well, this teardrop looks
|
||
|
almost like a ball on the end of a string. Take this image 10 steps
|
||
|
further, and you get a white pingpong ball swinging from a white stick
|
||
|
under each eye. This device occurs a LOT in manga, and some silly anime
|
||
|
(most notably, Ranma 1/2.) (It took me a long time to figure out what
|
||
|
these things were.)
|
||
|
|
||
|
Snot-Nosed Kids:
|
||
|
In Japan, it's not polite to blow your nose in public -- instead,
|
||
|
you're just supposed to keep sniffing until you have the chance to "do
|
||
|
your business in private." Because of this, colds (the cold-sufferer
|
||
|
will voluntarily wear a face mask to keep from infecting other people in
|
||
|
public,) sneezing on people, and runny noses are commonly used as gags
|
||
|
in manga, and in anime to a lesser extent. The standard joke is to show
|
||
|
an uncultured kid, or a frightned man, as someone with snot running down
|
||
|
his lip (and frequently into his mouth.)
|
||
|
|
||
|
The Nose Bubble:
|
||
|
A related gag to the S-NK, is the simple rendering of someone soundly
|
||
|
asleep, blowing snot bubbles through their nose. This is the visual
|
||
|
clue that tells you that this people is sleeping, and is commonly
|
||
|
accompanied by lip-, or chin-, drool.
|
||
|
|
||
|
The Sweat Drop:
|
||
|
You'll also see this in manga when a character gets nervous,
|
||
|
apprehensive, or scared. A large teardrop will appear somewhere on the
|
||
|
character (many times, on the back of the head.) Occasionally, the
|
||
|
sweat drop will be placed on a separate cel, and slid down the
|
||
|
character's face (the face is in a Hold.) It's easier than animating
|
||
|
the face for those emotions.
|
||
|
|
||
|
The Stunned Fall-Over:
|
||
|
One more Japanese cliche. When someone says something stupid or
|
||
|
unexpected, everyone else will fall flat on their face or back. In many
|
||
|
cases, one character will fall over, and then reappear with The Bandage
|
||
|
on their forehead.
|
||
|
|
||
|
The Writhing Face:
|
||
|
To show intense emotion (usually frustration or anger,) the animator
|
||
|
will draw the face in two extreme poses (with maybe one in-between pose
|
||
|
for filler) with the teeth grinding and eyes opening or closing. These
|
||
|
few cels are alternated under the camera to give the impression of the
|
||
|
desired emotion, but the actual effect is to make the character's eyes
|
||
|
and mouth writhe around on his face. Happens extensively in Dragon
|
||
|
Ball Z.
|
||
|
|
||
|
Super Deformed Ugly:
|
||
|
This seems to be the counter-point to the "super-deformed' style,
|
||
|
where the character is made to look more cute. In SDU, the eyes get
|
||
|
deformed, the mouth contorts in a "jaw on the ground, while slurping a
|
||
|
lemon" grin, and shade lines will appear around the eyes, and bridge of
|
||
|
the nose (either the character is blushing, suffering from burning eyes,
|
||
|
or has smelled something REAL BAD,) and there will be an over-all
|
||
|
simplifying of features. Although a lesser form of this is used heavily
|
||
|
in Yawara, the true SDU appears in college "bad boys and girls" manga.
|
||
|
|
||
|
Behhhh:
|
||
|
One of the best cliches, you'll get this when one character is acting
|
||
|
uppity, and the other "dis's" him. One finger pulls down the lower lid
|
||
|
of one eye, the tongue is stuck out, and the character says "behhhhh".
|
||
|
Very common in anime and manga.
|
||
|
|
||
|
Fake Fighting:
|
||
|
Again, when a character gets uppity, another one will smash him in
|
||
|
the head with a fist, a bat, book, or shoe. This normally looks pretty
|
||
|
painful, but has no lasting effects. Characters may even get into
|
||
|
full-blown brawls, and be covered in lumps from head to toe, but will
|
||
|
completely recover in the next panel or frame.
|
||
|
|
||
|
The Bandage:
|
||
|
When someone gets bopped in a Fake Fight, they will immediately
|
||
|
receive a bandage in the next frame. Which will disappear as soon as
|
||
|
the joke is over.
|
||
|
|
||
|
The Head Job:
|
||
|
Another bizarre visual device. When an animal/beastperson gets very
|
||
|
excited/angry, it will attack you. Normally, on the arms, hands, feet,
|
||
|
or legs, if this is a western story. In anime and manga, this beast
|
||
|
will attach itself to the top back part of your head, and will hang
|
||
|
there for the length of the scene. Examples of this can be found in
|
||
|
_Dragon Half_, _Ushio and Tori_, and _Dragon Ball_. Sometimes, the
|
||
|
person's entire head will be engulfed. Normally, like Fake Fighting,
|
||
|
the beast will not leave a permanent mark on you (In Dragon Ball, a
|
||
|
ghoul does this to Kuririn during battle, leaving a circle of blood
|
||
|
fountains on Kuririn's scalp, and requiring the use of bandages during
|
||
|
several episodes before Kuririn can recover.)
|
||
|
|
||
|
The Called Shot:
|
||
|
Of all of the anime cliches, the Called Shot has to be the most
|
||
|
disliked, and embarrassing, to the new fans. Basically, the character
|
||
|
will strike a pose, or wield a certain weapon, and call out the name of
|
||
|
whatever attack he or she will now use. "Dragon Punch!" "Flaming Iris
|
||
|
Sword!" or "Buster Shield!"
|
||
|
One of the main reasons this action is employed so heavily in anime
|
||
|
and manga is simply that the audience has no other way of knowing what
|
||
|
the hell the character is doing, otherwise. Further, there is something
|
||
|
of a history behind this action -- including Kamen Rider and Ultra Man
|
||
|
-- and that is the fact that so many martial arts techniques have such
|
||
|
names. "Round House Kick," "Side Snap," "Inside Leg Throw," and "Tiger
|
||
|
Claw." And, an observer unfamiliar with a particular martial arts
|
||
|
school, would be completely clueless when one technique is used, or
|
||
|
another.
|
||
|
To western audiences, this is merely a silly thing -- "Why don't these
|
||
|
guys just trash each other and get it over with? Who cares what the
|
||
|
technique is called? I just wanna watch these bozos kick each other's
|
||
|
butts."
|
||
|
A variant of this is used in Hokuto no Ken, where the attack is made,
|
||
|
and then the name of the technique is emblazoned on the screen over a
|
||
|
still painting of the hero.
|
||
|
|
||
|
The Big Gun:
|
||
|
Doesn't have to be a gun, but it's a big "mega-nuke" attack that
|
||
|
usually takes out anyone it's aimed at. Often has incredible special
|
||
|
effects. A downside of this is that they tend to be overused. (Like in
|
||
|
Voltron - every episode, without fail...) Examples: "Form Blazing
|
||
|
Sword!" from Voltron, the Wave Motion Cannon from Star Blazers, the
|
||
|
SDF-1 Main Gun from Macross, Captain Planet himself from Captain Planet
|
||
|
and the Planeteers, and what we like to call the "Mandala attack" from
|
||
|
Shurato. [JJ]
|
||
|
|
||
|
Missing Bars:
|
||
|
This is a rather interesting artistic technique where a character is
|
||
|
behind a fence, or in a prison, and the bars or chain links that would
|
||
|
normally hide the face simply are not drawn in. Shows up in various
|
||
|
manga.
|
||
|
|
||
|
-----------------------
|
||
|
Animation Flaws
|
||
|
-----------------------
|
||
|
|
||
|
NOTE: There are many ways a studio can err in its work -- skipping a
|
||
|
frame or two of motion, flipping the frames so that a couple are out of
|
||
|
sequence, using the wrong colors on one or two cels, screwing up cel
|
||
|
registration, and so on. The following error(s) revolve around the
|
||
|
specific skills (or lack thereof) used in animating a scene or
|
||
|
character, that can be seen consistently in the productions of one or
|
||
|
more studios.
|
||
|
|
||
|
The Flat Mouth:
|
||
|
Kissing, eating, blowing whistles, and anything else that requires
|
||
|
using the mouth. When you watch anime, you'll notice that the
|
||
|
characters' mouths just lie flat on the cel, without deforming properly
|
||
|
to adaption to the actions they are taking. It's most obvious when a
|
||
|
character is eating -- the food comes up to the mouth, the lips surround
|
||
|
a bit of the food, the food just disappears, and the character makes
|
||
|
chewing motions. It's the surest sign that you're watching a cartoon,
|
||
|
and is a consistent flaw even in the most well-made productions.
|
||
|
Western cartoons have a similar flaw, but generally avoid the problem
|
||
|
entirely.
|
||
|
|
||
|
-----------------------
|
||
|
Scriptwriting Cliches
|
||
|
-----------------------
|
||
|
|
||
|
NOTE: These are cliches that appear in other forms of entertainment and
|
||
|
storytelling, and aren't peculiar only to animation.
|
||
|
|
||
|
Knuckle Cracking:
|
||
|
As everyone knows, when a huge, strong guy is about to beat the crap
|
||
|
out of a victim, he will crack his knuckles as a part of flexing his
|
||
|
hands. This has been turned into an anime cliche, and extended to the
|
||
|
point where REALLY vicious guys crack the muscles and joints in their
|
||
|
neck. Real people can not do this. Do not try this at home on your
|
||
|
little sister.
|
||
|
|
||
|
The Flashback:
|
||
|
Standard cliche in anime, used to fill in story details that the
|
||
|
audience doesn't already know, but which will immediately justify the
|
||
|
character's next actions. A very common plot device used in episodic
|
||
|
serials.
|
||
|
|
||
|
Ripping the Disguise:
|
||
|
A previously unknown character is doing all sorts of amazing feats.
|
||
|
At an appropriately dramatic scene, the character grabs at his/her
|
||
|
shoulder and PULLS. Cloth flies in front of the camera, and when it
|
||
|
settles down we see one of the regular characters in his/her usual garb.
|
||
|
The previous outfit/physical features were a disguise. [EC]
|
||
|
This is used with variations in all western forms of entertainment.
|
||
|
|
||
|
Cute Bastards:
|
||
|
One of the worst developments to come out of the western world. To
|
||
|
make a show appeal to small children, an otherwise unnecessary character
|
||
|
will be added to the line-up. This character will be cute, appealing,
|
||
|
and utterly loathsome to adults. Scrappy-Doo is an excellent example of
|
||
|
this. If carried to extremes, the entire cast will be thus
|
||
|
metamorphised, as in The Muppet Babies, and the new version of Tom and
|
||
|
Jerry.
|
||
|
------
|
||
|
Can you say "Slimer and the Ghostbusters"?
|
||
|
What's interesting is that Scooby-Doo may be an example of this as
|
||
|
well. I'd read a long time back (can't remember the source, now) that
|
||
|
the Scooby-Doo concept had originated in Great Britan. It was then a
|
||
|
series with the Mods (Fred and Daphne) versus the Beatniks (Shaggy and
|
||
|
Velma) racing to solve various mysterys; Scooby was a minor character.
|
||
|
When they took the concept to the U.S., they cutified it. [DU]
|
||
|
|
||
|
Narrative Voice-Overs:
|
||
|
Both a plot device, and a cheat. The plot element of a NVO is
|
||
|
obvious -- to fill in details for the audience, rather than to make
|
||
|
those details a part of the story leading up to that point. The cheat
|
||
|
comes in because the action on the screen will turn into a Hold with a
|
||
|
camera pan or pull out. In animation, the work is shifted from the
|
||
|
animators to the cameraman and the narrator.
|
||
|
|
||
|
Too Many Commercials:
|
||
|
Refer to the note by JMK at the end of the Assembly Sequence entry.
|
||
|
|
||
|
The Five Man Band:
|
||
|
(This is an anime cliche that a friend of mine calls "5 character theory".
|
||
|
As far as I know, the first instance of this is in Science Ninja Team
|
||
|
Gatchaman, aka Battle of the Planets. Since then, it's appeared in shows
|
||
|
like Voltron, Mospeada aka Robotech III, several live action shows, and
|
||
|
even movies, like Star Wars. The five character types are:) [JJ]
|
||
|
The Hero:
|
||
|
Upstanding, idealistic, handsome. Usually the protagonist of the
|
||
|
show, although people tend to think that The Other Guy is far cooler.
|
||
|
Examples include Luke Skywalker, Fred from Scooby-Doo, and Scott
|
||
|
Bernard in Robotech III.
|
||
|
The Big Guy:
|
||
|
Big, and strong. Sometimes dumb, but usually turns out to be very
|
||
|
friendly. Examples: Chewbacca, Lunk from Robotech III, Ryooma from
|
||
|
Shurato.
|
||
|
The Other Guy:
|
||
|
Usually cool and disreputable. If someone has facial hair, it's
|
||
|
probably him. Quite often the most effective person on the team.
|
||
|
Lancer from Robotech III and Han Solo are classic Other Guys.
|
||
|
The Chick:
|
||
|
The token female on the team. Sometimes she knows what she's doing,
|
||
|
but not always. Princess Leia, the princess from Voltron, Daphne from
|
||
|
Scooby-Doo. Sometimes, The Chick is an androgynous or homosexual male,
|
||
|
like Reiga from Shurato.
|
||
|
The Pet:
|
||
|
Usually annoying to anyone who has entered puberty (and thus discovered
|
||
|
The Chick) Frequently incompetent. The 'droids from Star Wars,
|
||
|
Cheop (sp?) from Battle of the Planets, Pidge from Voltron, the
|
||
|
Copper Kid from Silverhawks, and Scooby-Doo from his own show.
|
||
|
The Mentor:
|
||
|
This is an optional archetype. Often appears to guide the characters,
|
||
|
provide advice, or train them. The classic example is Obi-Wan Kenobi.
|
||
|
Also, Dungeonmaster from Dungeons & Dragons, Stargazer from
|
||
|
Silverhawks, the King from Voltron, Vishnu from Shurato, Saori from
|
||
|
St. Seiya. [JJ]
|
||
|
|
||
|
-------------------------------------
|
||
|
|
||
|
If there are any other cheats or cliches, I haven't noticed them yet.
|
||
|
I'll add them to the list if someone else mentions them to me.
|
||
|
|
||
|
|
||
|
-- Curtis H. Hoffmann
|
||
|
Nov. 21, 1992
|
||
|
|