>Choppy is the 2d look. 3DCG anime studios purposefully throttle the speed of the CG down because audiences think that high fps CG looks retarded.
>No they honestly do throttle the speed of 3DCG. There is a video of them working on Black Rock Shooter battle scenes at Sanzigen showing how it would look fully animated then the process they take to make it look more anime by removing frames.
>I'm not saying their 3DCG would be world beating in no shape or form just that the low frame rates you complain about are done on purpose. The Japanese have lived all their lives with that kind of animation being the primary type so I guess seeing high frame rates feels off in a Japanese show, like "this looks like western disney does not feel like anime".
I-Is this true? One of my many complaints against 3D animation is that it is for some unknown reason incredibly choppy. It also clashes immensely with the rest of the show and looks incredibly cheap. But I thought the choppiness was due to low budgets, or animation incompetency. But apparently it's done on purpose? That's even worse.
>But I thought the choppiness was due to low budgets, or animation incompetency.
There's no reason to believe that. If you can do a good looking movement in CG, less FPS would only ammounts to a little less render time, IIRC.
>Obligatory MJP webm
Remember when people complained about the high-FPS showings of The Hobbit looking really fucking weird?
It's not hard to believe if it's true that they do it in anime as well.
Considering most 3DCG used in anime can pretty much be rendered in real-time nowadays, I doubt saving on rendering time is the real motivation behind it. It's basically the same reason why pans and zooms are made choppier than they can be with digital composition: because it looks really awkward and uncomfortable when one element moves at a buttery smooth rate while everything else chops along.
Problem is a matter of how fake it looks.
Either it's too smooth and stands out as artifice, or it tries to look like traditional framerated animation and stands out as artifice.
But that's my rather uninformed opinion as a person who likes to observe the cel-CGI integration as it's progressed over the decades. I find the true secret is finding a way to bullshit the inherent artifice as an art direction choice. Make it so that it's supposed to feel off and out of place like some sort of uncanny valley but for animation framerates.
The thing with high fps anime is that jackasses use that program that escapes me to force it into 60fps and that look absolutely retarded, if the anime or battle sequence was made to look that fast then it causes no problem but forcing a anime into 60 fps looks retarded, look at how weird Sidonia looked
Kind of a carry-over from the Origin threads, but I'm noticing more and more that CG and traditional animation can both be good, but are good at different things. CG is good at fluid, fast movements, which MJP is pretty much the gold standard. However, where it has trouble and where traditional animation is generally superior is conveying a sense of weight. CG in Origin, Argevollen (some of the grunts, anyway), and most of A/Zs land stuff all kind of fails with this. Moving A/Z to space this season, and the increasing focus on more mobile mechs in Argevollen kind of help on this.
Bottom line: CG and traditional animation each have their strengths, and tend to look crappy and cheap when they are moved outside them.
Do people not realize using the Asuka fight as a comparison is bad due to how incredibly uneven and juxtapose the fight is in comparison to Rebuild which is more on model and consistent?
dafuq are you talking about
The fact that traditional animation can exaggerate or stretch things is what makes it work so well for lending weight to stuff.
"on model" and "consistent" is what gives cg the sterile weightless feeling everyone always complains about.
Please, for my sanity, be a troll.
If you need to deform a solid to give it a sense of weight you're doing something horribly wrong.
You show weight by timing the movements. Slow acceleration when it starts moving and slow deceleration when it stops.
i think the main thing that i dont like about 3dcg anime is how the other things, like background and character models looks the same as they usually are. i liked knights of sidonia because of how it looked similar to borderlands and other cel shaded games. good 3dcg is more about how everything around it looks than how it by itself looks imo.
Is that clip using SVP? It doesn't look right. Either way, Sidonia did a pretty good job handling the action scenes, especially the mechs. The problem was the character animation, which is a perfect example of what's mentioned in the OP. The models were clearly CG so lowering the number of unique frames didn't hide it at all and it probably made it look worse. The models actually look pretty decent here, where they animate them properly.