I don’t know exactly what you had in mind when you used the
word Anime and Animation interchangeably. But some people have come to label
the word Anime as a Japanese style Art-form, rather than seeing it as a truncated
form of the word Animation itself. But generally,
I think that all the 12 principles of animation were fashioned after Traditional
styles and as technology began to evolve come 2D & 3D, some subsets of Computer
Generated Imagery, (CGI). So no doubt, animating in these later styles will
also follow these principles. However since some computer applications are
vector based, achieving some results in 3D can be faster because they follow both
Mathematical and computational approaches.
NARUTO |
Take for example, the 11th principle, which focuses on Solid drawing, in 2D achieving the right Volume, Weight and Balance is done by either shooting a reference and Rotoscoping the images frame by frame, or relying on the ingenuity of the artists to draw the objects from various angles. However in 3Ds or any Stop-motion animation, the models are first solidly built before commencing animation. Then animating the objects from all angles become faster. Even for some studios that claim to do only Traditional or 2D Anime, we sometimes see some lightly rendered 3D objects with pen outlines scattered at the backgrounds. This redundant task of manually achieving Solid drawings has been mitigated using 2- 3D hybrids for faster results.
BIG HERO 6 |
I believe that all other Animation principles can be easily
applied to both 2 and 3 D concurrently; it all depends on the creative
talents of the animation team and the type VFX applied to make the final kill. But
note that creating a perfect 3D model from all angles is more time consuming
than when you approach it on a 2d drawing platform, this is because you have
more 3D wire frames to work on. Also in terms of rendering, 3D requires more
computational processing than the other.
Regards:
TOONY TITBIT
Regards:
TOONY TITBIT
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