What's the technical reason why 3D software is pretty shit at imitating 2D?
>>57571215
I not going to get into the details of transformation and projection of differing dimensions. So here an interesting link
http://paulbourke.net/geometry/transformationprojection/
from a simple Google search which you can apply to find the answer to such an important question.
You may also want to look up "rotoscope" to learn how 2D imitates 3D.
It's not, 3D live2D and other stuff has been around for a while. In the end the animu art style just doesn't sell well in vydia.
https://www.youtube.com/watch?v=fYhSIOnhh94
>>57571215
you just picked a bad example anon
https://sketchfab.com/models/5dcebcfaedbd4e7b8a27bd1ae55f1ac3
Some styles have a hard time translating to 3D.
>>57571215
It depends on the use case. A good chunk of animation today does employ some 3d rendering. You'll see this most often as cars, or environments.
Before if you wanted to animate a scene of a character running a long distance you either had to full paint the background for it or do a trick where you used a repeating background. Now Its common to see cities, forests, roads fully render.
But to get to the heart of the matter, most 2d drawings don't have a 3d space representation. Particularly when you switch from front to side view. Live 2d initially got around that by projecting flat images on to segments of curved surfaces to make 3d look 2d. But its something you have to work within its limitations. Not all animation fits.
Another issue is like the other guy said, projects between tradition animation and 3d animations are different. 2d animation relies on vanishing points, 3d animation uses cameras and FOV. it's possible to mimic it, but most don't.
3d is getting there, I think paperman is proof of that.
>>57571215
rei best girl fug off you faggot
>>57571215
Reoko-sama looks perfect in 3D.
>>57571215
2d allows animators to more easily exaggerate movement/expression with extreme smears or squash&stretch, which would be hard to do or downright impossible without breaking the animation rig.
Smear frames also allow for low framerate animation to look decent, so you can use variable framerate for effect. Low framerate 3d looks like shit, QED berserk 2016 (though that had other problems as well)
Clothing, especially shading and folds can be hard to get to look right when cel shading.
Drawn frames much more variance because they're done by hand.
it's /v/ but take a look at guilty gear xrd.
All 3d (unreal engine) but it looks like 2d.
There was even an article in some magazine covering the techniques involved to get it to "look right"
https://i.4cdn.org/wsg/1477779833347.webm
https://i.4cdn.org/wsg/1477779309567.webm