>>138304901 Because it's all fucking based on cg. And if you're going to bring up anime cg you might as well bring up boobs while you're at it. They need more boobs to make cg better. If you've seen any game where the character has boobs it's likely they have their own gravitational field and also SWAY IN THE WIND. What is that shit about? I like boobs but come on, that makes me dislike them.
>>138305038 The boobs thing you mentioned are exactly why their cg models work. They aren't affectd by any physics at all, every single movement is manually crafted. For example, if a character points their fist towards the camera, the fist becomes huge to mimic the "errors" of 2D.
>>138305574 So you're saying the boobs are bigger because it's mimicking 3D? What i'm saying is that boobs don't sway in the wind. They don't bounce up and down when a character turns their head or breathes. The fundamental flaw is trying to do something unnecessary to something already so great. Boobs and butts are some of the best things to exist, and yet they pervert their true nature. Sickening.
>>138305798 I don't think we're on the same track here. I was trying to say that this game has doesnt have that weird swaying, because there's no boobs dedicated physics engine or anything pulling the string. EVERYTHING you see is pretty much hand made. They even go as far as to deform the models for every single frame rather than just move the limbs around. Their motto was something like "Everything must have been a made decision, not a calculation by the engine". Like damn, shit has smears and everything.
>>138306413 That just makes me wonder, aren't those dancing scenes in idol shows the equivalent of important fights in action shows? In action shows you usually see the budget being saved for those fights that have to look really good, but in idol shows, the perfomances are like the only scenes where they reosrt to cg. Do nips actually prefer 3D in their dancing scenes? Last time I remember seeing hand drawn dancing was in Kyokai no Kanata, and that shit was gorgeus, so you gotta wonder
>>138306827 Now that you mention it https://www.youtube.com/watch?v=tGgKVnEPf2c doesn't have those sweeping cameras. I still prefer this stuff though and sweeping cameras are just a matter of talent I think
>>138307319 With all that work involved, I think there are only very few works that actually do that properly because programming models to mimic anime aesthetics more faithfully is harder and more tedious than actually drawing those anime aesthetics.
>>138306765 It's easier to have lots of body movement, such as for dancing, while staying on model when using 3DCG animation. It's especially efficient as you can do things like basically repeating movements but with different viewpoints and different characters (dancing in sync). It's also easier to find staff that can do that work. If they could actually have the same work, as in the same dance choreography, done in 2D, on model, then they'd prefer the result, but it's less likely to be practical (and becomes less so the more dancing you need).
>>138304901 What I don't like about Guilty Gear XRD animation is that jarring low framerate movement "to imitate hand draw animation". It doesn't work like that, you faggots. Hire and/or learn from some real animators how to animate!
>>138307750 >It's especially efficient as you can do things like basically repeating movements but with different viewpoints and different characters (dancing in sync).
I cannot stress how much time this can save.
If you have a load of backup dancers with very similar models performing the same motions you only need to animate once dancer. Then apply that set of animations to all of them and tweak as necessary to compensate for any differences in their models.
>>138308637 The thing is, if all they do to make it look 2D is animate it as usual but keep the framerate low, shits just gonna look choppy rather than natural. You gotta craft each frame with the goal in mind
>>138308831 There is technically smoothing curves for that, but as anybody who has done entry level animation can tell you: Its really tricky to get it working properly. Unsmoothed animations is some time superior because its less choppy.
>>138312921 Do you really think anime studios would put in the same amount of effort given the time? There are both shows and movies in full CGI now and since those use cgi as their main thing and not just to patch stuff up, they really have no excuse
>>138306413 >budget meme IT actually costs appreciably more than traditional animation. The problem is that most directors switch to CG, but don't know the inner workings of things.
There are maybe three studios that can do CG well. I'd probably say Orange takes the cake, Ayylmaotable isn't bad, and Sunrise's in-house team CAN do really good, but they've got wild inconsistency issues.
People keep talking about CG but last I heard Xrd is just regular-old 3D models with visual filters to give it that look. Now, I know that's how CG is made, but then OP's question becomes "why are game studios better at making and designing 3d models than animation studios?" Which is a silly question, budget aside. Right?
>>138314846 Dude have you even read the thread? If applying a filter was all you had to do to achieve Xrds look, cg in anime wouldn't be so shit. They achieve the look by remodeling and deforming the models ind every singlen frame, leaving nothing left as a result of a computer calcuation
>>138314314 The main problem is the loss of clear movement of the leg, and less frames for the red streak. Its honestly a weird thing, and its not obvious what is best. I.E Jedi Knight would play like SHIT without the streaks left by the sabers.
You'd need to change everything about production then.
>12-24 episodes per year >12+~ months full production time (not including when it's announced/financed, but the time spend drawing) >now have to compensate sale price for that against the current 36+ episodes a year + and out sourcing they did (in both directions)
Being a GAME, there are probably far better 3D modellers in employment than there are for the few CG scenes in some anime.
It's just another time/money issue and being an established franchise. Anime studio's need to hire better CG artists, but they all probably want to work with the movie industry or games.
Still waiting for dreamworks/pixar level CG from anime (decades probably). The only hurdle left is the face, panda 3 was fucking beautiful. Just not sure how well it's suited to anime style slapstick and deformation though.
>>138318002 >still waiting for hundred-million-dollar CG from million-dollar productions This is not a matter of skill or industry culture anything, it's just not going to happen unless someone revolutionizes CG so it's cheap as hell.
With that artstyle in a game. I just hope it could spread to anime studios. But that's fuck huge time and money.
I think it would work great, but if there's so much 'purposeful deformation', there's only a few situations it would be better than 2D, and they already seem to use it for that stuff (keeping mechs, large objects on model with perspective change), just not to the same detail or skill as game animators.
This just proves that you can, with CG keep the look we are after, it doesn't need to all go dreamworks level of attempted photorealism in the backgrounds, which could still be 2D. Though with the added 3D models you could do far better terrain design that's more than just a background blur or static.
Just waiting for you billionaire anon to pump money into the industry at a loss and improve it.
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