Monday, 25 February 2013

Hitman Reborn Animation Analysis Part 2

So it took me a while to get the video for this post done but it's not for the reasons you guys might think. It's not that there was too much good animation, although there was certainly more that the first half of the show. It's because the editing in this half was ridiculously annoying to edit around. To provide context for you, this is around the time the show started catching up to the manga so as you would imagine, they had to pad out the events quite a bit and one method was to have a sequence of nice animation with shots of other characters reacting inter-spliced into that. This means that some well animated scenes i couldn't use because they were too badly spliced between the static shots. This continued to the very last episode and when you watch the show, it's not much of a problem because you're enjoying it but from an editing standpoint, that was annoying as hell. Well enough moaning from me, the video is done for you to enjoy.

Tuesday, 5 February 2013

On-Model VS Fluidity

After having a couple of lengthy discussions on the subject of staying on model in animation with people who most of the time don't know the difference between animation and the character art, i felt i needed to make a blog post about it mostly to argue my points so i never have to talk about this subject again.