Is it safe to say that Superjail is the best animated TV series of all time?
This shit is just so good.
Superjail is ugly. It's artstyle is ugly, I hate the character designs, and the plot is just shit happening trying to look trippy. The only way you could make it watchable is if you're drunk or high, and if you need drugs or alcohol to make a show watchable, you're doing it wrong.
Seriously, that giant forehead guy and the tranny guard make me want to puke whenever they're on screen.
Superjail is shit.
Man that's smooth.
It wouldn't surprise me if it was canceled because of budget reasons.
I wouldn't go that far, but it is the most well-animated adult cartoon TV series of all time. And it is very near and dear to my heart because of this.
Seriously, every other show may as well be animated with paper cutout & pin dolls for how well they're animated. Family Guy, Metalocalypse, Archer, Bojack, etc etc etc
>inb4 someone points out that that animation technique is literally how South Park started.
I rest my case
Superjail has a lot of elaborate & lively stuff, but I'm sticking by Aeon Flux as probably the most well-animated adult cartoon TV show. Very detailed three-dimensional characters who often move fluidly, engage in lively action sequences, etc.
It's kind of an apples-and-oranges comparison between the 2 shows though since they put effort into different places. Both show tremendous skill & effort, but personally I prefer the more polished look of Aeon Flux.
>Lilo and Stich the series
That's actually pretty clever. The experiments somewhat replicate the collector effect of pokémon. I remember really liking that show as a kid for the sake of seeing the different experiments.
because Mystery Incorporated was the fashion police
The alarm clock scene just got me thinking...
Dear /co/, is there an animated TV series where the protagonist constantly gets high, like as soon as he/she/it wakes up?
Even then, the quality of the artwork and animation was never consistent.
Finally I have an opportunity to dump some of my Superjail gifs. Some of these scenes have already appeared in the OP's demo reel.
>tfw I was drunk one night around 2am when this came on, I was too drunk to understand what anyone was saying and thought the show was really werid
If anything, superjail was unique.
I liked it because it was ugly and disgusting and pushed boundaries for weird shit cartoons have done on tv but most of the time the show was just stupid mindless entertainment.
>Using that image
>As if it were indicative of good animation
Jesus. Look at the whip as she swings it. If it were a big ass ball n' chain, maybe it'd move like that.
Look at Pearl's kick, there was absolutely no weight to it, no recoil, no anything.
Her twirling the spear was just her hand held open toward the camera and it just spinning in front of her palm.
At least use that one .gif/.webm of Garnet's mega gauntlet things. Or that fan made one with Jasper and try to pretend it was on the show.
People could spend all day listing anime with vastly better animation, art and cinematography.
Many people seem to live in a bubble of American animation and don't know how low quality it really is.
No, they must certainly do have better animation.
You're probably thinking, like most people, that animation is all about the framerate and smoothness, i.e. Disney-style animation. But it isn't. There's way more to it than that.
Character design and lighting aren't somehow separate from the animation. Character design has a huge impact on how difficult and time-consuming the animation is, and how good it looks. The lighting has to be added there by the animator too.
So you really think they are better because of the designs and lighting effects? Let's face it: almost all Japanese animation is sub-par, with only intention to look appealing to attract small minded consumers (such as yourself) to its mass produced goodness, which only takes a few months to mock up some assets, trace locations, and apply various computer effects. None of this pays real attention to detail or attempts to figure what the definition of 'animation' is (movement). All of the best methods to find out what moves best, what has the best weight, etc, was found out and guidelined in the 12 principles of animation over 80 years ago. I don't think anyone anyone who knows this would take your opinion seriously.
You are the one who brought up character design and lighting.
Here are some of the components of animation.
The more detailed the design is, the harder it is to animate and the better it looks. Anime emphasizes detailed designs, i.e. detailed drawings, while American animation does not (stuff like Steven Universe is as dead simple as it gets). With detailed designs you also have to take into account the physicality of the clothes, so that they appear to be physical objects separate from the character and move realistically. As opposed to just being painted on. Detailed hair of course also poses its challenges.
Some things are a lot harder to animate than others. A basic walk cycle is easy compared to complex fight choreography or dancing (and even walking can be difficult if you get creative with the camera work). Effects animation like debris, explosions and smoke can also be very difficult, as can anatomically detailed animation (e.g. https://sakuga.yshi.org/post/show/4283/ ). With movement you also have to consider (depending on the animation style, anyway), realistic weight and momentum and energy transfer.
What we see again and again in American animation is stage or theatre-like animation where the characters just move left and right on the screen. This is rather easy (and really boring) compared to odd camera angles, rapid changes in angles, low angles, foreshortening, three-dimensional camera movement (with or without animated scenery), and characters moving through the scene in a three-dimensional way.
>lighting and shading
Adds to the quality and realism of the animation and characters, and of course makes it more difficult and time-consuming to draw.
Disney used simple character design, simple camera work, and simple shading (or no shading), and their movies revolved almost entirely around singing, dancing and physical comedy. Their character acting consisted of exaggerated, flashy and arc-like motions, and constant motion. Disney was drawing animation rather than animating drawings, like anime does. It worked for Disney because of the kind of movies they did, but it would never work for anime because anime is about telling all kinds of stories in all kinds of ways, and because the basic animation style is realistic rather than theatrical.
I don't think Disney also had much in the way of effects and mecha animation. And they were also known to use and even recycle rotoscoping, which really taints their work.
And another thing I forgot to say.
>Let's face it: almost all Japanese animation is sub-par, with only intention to look appealing to attract small minded consumers (such as yourself) to its mass produced goodness
These "small-minded consumers" formed the sakuga fandom, and I don't think anything like it exists in the West.
Here are two sakuga sites:
Yes, sure looks like "small-minded consumerism" to me.
Also, all animation is "mass produced." Disney isn't any less mass produced than anime. It would be difficult to show a movie around the country and the entire world if they didn't make lots of copies.
Again, do you really expect me to take you seriously if you don't know what the 12 principals of animation are, and instead think it's better to start ranting about how character design and camera angles more important?
Really think about this question for a few minutes instead of wasting your time with all this other redundant stuff.
So your argument is that Disney wrote the 12 principles of animation, and... then what? How is that supposed to be an argument for anything?
The thing about Disney's animation is that it's like a hammer. If all you're doing is pounding in nails (making a Disney movie), then it's good. If you want to do something else, like cut a board or sand something down (make anime), you're fucked. And of course, if all you have is a hammer then everything looks like a nail.
Animation in anime is basically very streamlined cinematic realism. In a live action movie, a character who's still and not doing anything would at least have some minute movements like swaying, breathing and shifting weight, but those are eliminated in anime because they take up valuable production time without adding much. Theatrical, Disney-like movement is also out of the question, not just because it's expensive but because it doesn't fit.
When you get used to it, your brain interprets it not as a lack of animation but as a lack of motion. They are standing or sitting still, like people normally would, and that's why they are not moving. By changing camera angles and inserting bits of animation at the right times, the scene can be made to look more dynamic than it technically is.
In Disney and Disney-derived animation, the whole focus is on the "performance" of the characters, like you were watching a stage show. This is very different from the cinematic approach of anime. Character movement is more realistic, and not the sole focus. A well-composed shot could be used instead for example.
>no mention of Gumball
The guidelines aren't only for Disney movies though. They've been used for nearly a century on special effects, acting, drawn art and all other animation.