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How To Make Episode Characters Finish Animations Quickly

Traditional cel animation is the oldest, and historically, had been the most popular form of animation until the appearance of digital animation. In a traditionally-blithe cartoon, each frame is drawn by paw on a celluloid canvass, painted with a brush, and sent to be photographed onto pic stock. Most blitheness today, while nevertheless initially being hand-drawn on paper, has begun to utilize digital post-product blitheness techniques rather than the traditional cel and camera processes of traditional blitheness. While this digitization does salvage on materials and allows for easier editing, the overall procedure and stringent production schedules remain nigh unchanged. In 1986, when Dragon Ball first began airing on Fuji TV, digital animation did not exist and the majority of the franchise was animated in the traditional manner on celluloid sheets. In recent years the Dragon Ball franchise has entered the digital age, with numerous features, theatrical films, and a new Television series all being digitally animated using modern technology.

It should be noted that although this guide specifically pertains to the animation of episodes, the theatrical films underwent roughly the same animation process, although films are typically held to much higher quality standards than annihilation produced for a boob tube broadcast. This guide also specifically pertains to the animation production practices used past Toei Animation. Though the animation process is fairly standard throughout the industry, each blitheness studio'southward procedure is slightly unique.

Traditional Cel Blitheness

Traditional animation is a technique in which each frame is drawn past hand on clear celluloid sheets and placed over a static background image to create a composite image. This process can be divided up into several bones stages, although this guide will embrace those aspects beyond but that of the animation itself. This overview will take a look at the traditional cel animation used by Toei Blitheness up until 2002 to produce an animated TV serial, from its original concept to the concluding product.

Stage 1: Planning and Scriptwriting

The process begins with a planning meeting between the episode's principal product staff, which includes the episode's writer, manager, and the series' producers. Together they piece of work out the episode'south principal details based on the overall plot of the series set up by the series composer and director. During the coming together it is established how much of the source textile, if any, should be covered in this specific episode or over the course of numerous episodes. Based on this meeting, the scenario writer volition produce a handwritten rough script for the episode, which includes dialogue and very cursory management on what will visually be occurring.

The series' main production staff review the crude script and make whatsoever necessary edits, corrections, or adjustments. A rough script will typically undergo three or four revisions before existence finalized and passed on to the episode director. Beyond this signal there volition exist very few, if any, changes to the script.

Series Director Daisuke Nishio Property a Dragon Ball Z Production Coming together

Prior to outset the animation stage, a production coming together is held to hash out and strategize an episode'southward production. The series director relays the product schedule every bit prepare forth past the production supervisor, identifies the available animation staff that will be used to animate the episode, and delegates the main tasks among the banana director and production progression staff. The appropriate production material is also distributed, such as whatever reference materials, character designs, or scripts. The production staff then begins making the necessary arrangements in society to commencement the actual blitheness production procedure.

Stage 2: Storyboard

Based on the terminal script, the episode manager creates a storyboard, which is a rough set of sketches detailing the entire episode — essentially a visual script. The standard practice at Toei Animation is to have the episode director describe the episode's storyboard themselves, which is often why the storyboard credit is typically non listed on Toei Animation productions. On occasion someone other than the episode director — such as some other director, the assistant director, or a talented key animator — will create the storyboard based on the episode director's instructions and a separate storyboard credit is included aslope the episode manager credit to denote this change in the production process. This is typically seen when the episode managing director is strapped for time or is otherwise a bad creative person.

The storyboard divides the episodes up into scenes, and so further into the individual cuts that contain the scene. The managing director determines how many cuts volition exist needed to create a specific scene, and and then times out each cut to ensure that the episode will not run over the allotted broadcast fourth dimension. Information technology is also non uncommon for a storyboard to have no specified scenes and be entirely comprised of cuts. The scenes and cuts are identified numerically in sequential order as they appear on the storyboard, and these identification numbers are carried throughout the entire production process.

Additional management is also included on the storyboard across that provided in the last script explaining what is happening in the scene, such equally the movement of the characters, audio furnishings, camera instructions, and any other important notes or elements. Some directors will merely provide crude sketches, while others volition draw in much greater item. Overall, the storyboard sketches do not necessarily reflect how the concluding epitome will look, but are more than and then used as a template for how the characters volition be positioned, and whatever other basic elements of a given scene. It is important to notation that an episode'southward storyboard must be finalized earlier whatever other work tin continue, equally the remainder of the production process is based on the storyboard.

Stage three: Layouts

With the storyboard completed, the managing director assigns the storyboard's cuts to individual central animators. On occasion a specific storyboard sequence will have been drawn with a particular animator in heed, and this may be the only cut they are assigned, but typically a key animator will be assigned a sequence of cuts. The majority of the cuts volition be assigned based on the talent of the available animators, with some existence particularly skilled at drawing action scenes, while others may specialize in drawing explosions. Afterward all of the cuts have been assigned, the director holds an animation meeting to provide some guidance to the key animators on how they envision things should look and to answer any questions they may have about the storyboard. To avoid any complications further in the process, it is crucial that the animators sympathise the story and the managing director's vision prior to any actual blitheness being produced.

The key animators and then create layouts, or more than detailed versions of the image for that cutting in the storyboard, for each of their assigned cuts. In dissimilarity to the storyboard, layouts are drawn accurately every bit to how the concluding production should expect. The layout volition serve as a blueprint for the following stages of animation, mapping out how the characters and scenery should exist framed, as well as depicting the exact details of how the characters are to be positioned.

Stage 4: Revisions

After the episode manager reviews the layouts for inconsistencies and content, they are sent to the animation supervisor to review the artistic attributes. The animation supervisor is responsible for overseeing all aspects of fundamental animation, including the layouts. If a layout is also poorly drawn, or strays from the grapheme blueprint, the animation supervisor will revise information technology with the appropriate corrections. When the layouts take been approved by both the episode director and blitheness supervisor, they are photocopied and the originals are sent to the art department to begin work on the background art.

Stage 5: Central Animation

With their layouts approved, the central animators begin cartoon the episode'due south key frames, which is arguably the most important stage in the animation procedure, equally these are the frames that volition ultimately create each scene. The central artwork is highly detailed and indicative of how the eventual animation cel should look, consummate with details on coloring, shadows, highlights, motility (if it applies), and any other necessary info needed for creating the final product. While there are many people that have a mitt in creating the terminal version of every cut of animation, information technology is the key animator who creates the personality of that cut. The key animator is responsible for drawing and timing the about important frames of a detail shot, which define the main sequences of motility. Visual examples of this tin can exist seen below in blithe versions of the central frames of Super Saiyan Goku's battle with Freeza and Vegeta'south sacrifice against Majin Boo.

The primal animator volition also provide all of the timing for the key and in-between frames in a cut, creating a timing canvas for the in-betwixt animators to reference (additional data on this below). In some scenes there volition be multiple moving elements, such as main characters, background characters, vehicles, smoke, falling rocks, etc. The key animator must identify these elements and plan out the entire scene in accelerate to determine how many cels will be required to animate these elements. This is achieved by layering the cels, with each layer being identified. In the instance below the frame is identified as "A2", meaning it is the 2d frame in the "A" layer of this specific shot. It too includes a timing chart for the movement of Jail cell's hands. The timing chart indicates how many in-between frames will be needed to get from key frame A1 to A2 — in this case eight (eight) frames — and the timing of these in-between frames in relation to the key frames.

With so many different animators working on a unmarried episode, each with their own artistic styles and skills, it is the job of the blitheness supervisor to oversee and correct the key animation, substantially shaping the overall look of the episode. If a set of frames diverge too far from the episode's overall mode or the character designs, the animation supervisor will revise them and add together corrective notes. Since all other frames and coloring will be based on these completed primal frames, these elements volition naturally take on the look of how the animation supervisor corrected the cardinal frames. The key animator will and so make these corrections to their frames and re-submit them for review. In one case all of the frames from a cut or scene have been canonical by the blitheness supervisor, they are sent to the principal animator for final review.

On occasion the animation supervisor will step in to provide a few shots that are either difficult to describe, or to help encounter the production deadline, just there are also some blitheness supervisors that volition provide key art for nearly an entire episode. There are also times where a key animator's frames may stray from the overall wait of the episode, but are then well fatigued that the animation supervisor will non right them. Across this indicate, the animation supervisor has no other roles, as he is only in charge of key animation. After this phase, the main animator is in charge of checking and overseeing the residue of the blitheness procedure.

Stage 6: In-Betwixt Blitheness

Afterward the key animation drawings have been checked and canonical, they are sent to the in-between animation artists to begin drawing the frames missing in-between the key animation frames. This is done based on the timing sheet created past the primal animator, which indicates how many in-between frames will be needed to get from ane key frame to the next. In some instances when an element in the animation is not linear, such every bit the motility of an arm, tail, or head, the key animator will include a timing chart to indicate the timing and placement of that element'due south movement in-betwixt the cardinal frames. The in-between animator is likewise responsible for cleaning upward the lines of the central frames and preparing the drawings to be passed on to the next department, the finishing department.

Unlike central blitheness, in-between blitheness does non provide much leeway for personal expression. The in-between artist will depict the missing frames as instructed past the central animator, and nothing more. However, in-between frames do require considerable skill in their ain right. Poorly drawn in-between blitheness can ruin a shot of perfectly adept key animation, while expert in-between animation can considerably improve mediocre key animation. Traditionally, animators in Japan volition go through a period of apprenticeship as in-between animators earlier ascending to cardinal animator.

Kayoko Ōno Drawing In-Between Frames

Completed in-between blitheness is then inspected by the master animator, or in-between checker, to make sure that at that place are no gaps or awkward movements. If there are no issues during animation testing, then the in-between animator volition update the timing sail with the final cel numbering (detailed in Phase 8). At this betoken, the overall artwork portion of animation production is over, as none of it will receive any additional revisions or corrections. In total, an average animated Goggle box episode of the time was comprised of roughly 3,000 to 5,000 private drawings.

Stage 7: Finishing Touches, Special Effects, and Backgrounds

The completed blitheness is then sent to the finishing department, where a replica of each drawing is painted onto a clear celluloid (cel) sheet by a finishing touches artist. Using a backlit animation desk-bound, a blank cel is placed over top of the artwork and the blackness outlining is traced onto the cel. This tracing was washed by hand for Dragon Ball and Dragon Ball Z, but was later accomplished in Dragon Ball GT using Xerography technology, a dry photocopying technique.

Yōko Ōbori Tracing In-Betwixt Frames Onto Cels

Once the outline ink dries, color paint is applied to the reverse side of the cel based on the color palette established by the color coordinator and episode director, or as specifically chosen out by the fundamental animator. Below is a completed cel, from the original key artwork to finished pigment, of Mister Satan drawn by Studio Cockpit for Dragon Ball Z episode 174.

While the animation cels are existence produced, special effects artists brainstorm creating specialized cels to finish off each scene with additional item and effects, such equally shadow, fire, fume, or in the instance of Dragon Ball, free energy and ki techniques. The techniques used to create such effects include drybrushing, airbrushing, charcoal, grease pencils, backlit animation or, during shooting, the photographer can utilise multiple exposures with diverse diffusing screens, filters, or gels.

While the animation is being completed, scene backgrounds are painted by artists who specialize in a fashion more reminiscent of traditional canvas painting. Different painting cels, painting background art is usually a very long and hard process, due to the artistic qualities and details of each background. The background art, which is created based on the layouts submitted past the fundamental animators, is overseen past the art director. The fine art director, who is often involved with an episode's production from the storyboard and layout stages, volition create rough sketches or art boards of the backgrounds before delegating them to different groundwork artists.

Stage 8: Photography and Initial Editing

When a cutting of animation is completed, its cels and all of their respective reference materials are packaged together and sent to the photographer. Each scene is accompanied past a timing canvas, as updated by the in-betwixt animator, which lists all of the animation cels that make up the specific cut and instructs the photographer how to photo each shot. Each line on the timing sheet represents a single frame. With the film being played at a frame rate of 24 frames per second (fps), it takes 24 frames/photographs to create a single second of animated footage. The case time canvass below, which lists three key frames and four in-between frames, represents only ane second of footage.

Framing the cel is very important, since if it is not framed correctly several problems may arise, including parts of the image being on the screen that are not intended to exist seen, such equally the edge of the cel paint (rare, merely it has been known to happen). A more than common problem is "jitter"; if one frame happens to be photographed as well high up in contrast to the concluding frame photographed, the stop result will exist that the frame appears to bound every bit the blitheness is running. Although traditional cel animation generally has a much richer and deeper look than virtually digital animation, its 1 truthful downfall is occasional poor photography, which results in shaking animation.

Based on the cutting'south timing sheet, the photographer'southward assistant will hand the appropriate cels needed for a specific frame to the photographer, who and so places them over the static background art on the camera stand and frames the shot according to the key animator's original layout sketch. Special attention must be paid to shots that are comprised of multiple cels, as the cels must exist layered on top of ane another in the proper order. The cels are always placed in alphabetical guild, such that the "A" layer cels volition ever be placed first, directly over the background art, with the "B" layers being placed on pinnacle of the "A" layers, and and so on. A piece of glass is lowered onto the cels in order to flatten any irregularities, and the composite image is then photographed by a special animation camera. This procedure is repeated until the unabridged cutting has been photographed onto a roll of 16mm movie, which is then labeled and sent to Toei Chemical science for evolution.

After the 16mm film negative is developed, it is sent to the editor for processing. Since each cut of animation is photographed equally it is completed, many cuts are received out of order and on different rolls of movie. It is the editor'southward chore to sort through all of the footage, placing each cut in the proper order as originally identified on the episode'due south storyboard. Afterward inspecting the film for whatever misaligned shots, discrepancies, or imperfections, the editor then splices and joins these photographed sequences of 16mm film together into a single film reel, creating the episode's "motion-picture show master". It should exist noted that the picture editor is different traditional editors in Western film making and have no real artistic control, as no additional footage beyond what is called for in the episode's storyboard is created.

Stage 9: Dialogue, Audio Effects, and Musical Score

Toei Animation uses a vocalisation-over procedure known every bit "Afterward Recording" (アフレコ), pregnant that the dialogue is recorded after the animation is completed, or in some cases when pressed for fourth dimension considering the animation is behind schedule, while it is actually all the same in production. The later recording process allows for faster blitheness production, as the animators exercise not have to lucifer their drawings to the dialogue, and allows for the cast to maintain a more than natural flow of their performances. This is in contrast to "Prerecording" (プリレコ), the process ordinarily used in the United states of america, where the dialogue is recorded prior to the animation's production. Also in contrast to Western practices, the dialogue is recorded all at once by the entire cast in a large studio, as opposed to individually in small recording booths.

As the voice actors arrive at the recording studio, they are given a re-create of the final production script, which is typed up and bound into a booklet. The final script besides now includes detailed descriptions of the episode's visual content, in improver to the episode's dialogue, to aid the vocalisation actors follow along. The series managing director and producer(southward) are also in the studio booth during the recording to provide additional direction to the bandage. Alongside them are the studio's recording manager and their assistant, who operate all of the recording equipment. For reference, the dialogue for all of the franchise'due south episodes and films up thru the 1990s were recorded at the Toei Audio Visual Art Center (TAVAC).

Prior to recording whatever bodily dialogue, the cast sits down in the studio and performs a test reading of the script while the episode's animation is played from a projector. With a ameliorate grasp of the episode'due south content, the cast perform a test recording. Since the dialogue is recorded all in one take past the entire cast, including whatever narration or groundwork dialogue, it is oftentimes not possible for each member of the cast to have their own individual microphone, and instead the studio is typically prepare upward with 3 to four microphones in the middle of the room. Because of this style of recording, the examination recording helps the actors figure out when to come to the microphone to perform their line(southward). When the managing director is satisfied with the performances, and all of the recording logistics take been worked out, the episode's dialogue is finally recorded. The recording of a single episode's dialogue generally takes between two to three hours, with the inclusion of a short intermission in the centre and any retakes at the stop.

The Bandage of Dragon Ball Z Recording an Episode at TAVAC

Following the dialogue recording, the music selector and sound furnishings artist individually run across with the recording director to watch the episode'south motion-picture show and determine the background music and sound furnishings, respectively. Any new musical tracks or sound effects are recorded prior to this meeting, typically based on the episode'southward script and the scene timing established by the storyboard. Once the placement for each musical track and sound effect has been determined, as based on the animation timecode, the recording director creates a multi-track tape with the appropriate selections. After all of the audio recording is completed, the recording director sits down in the recording studio with the audio director and mixes all of the audio and voice tracks together while watching the episode. Once everything is mixed to both of their satisfaction, the recording managing director combines all of the private tracks into a unmarried 16mm "cine tape".

Phase ten: The Final Product (Masters)

While the 16mm moving-picture show master and cine tape serve every bit the original archival prints, they are not actually the final products used for its broadcast or dwelling video distribution. A copy of the 16mm film master is created, which is re-framed and slightly zoomed in to capture a smaller amount of epitome. By re-framing the moving picture once again, the likelihood of unwanted portions of the cel being seen in the footage is greatly reduced.

The original 16mm moving picture primary is then placed into protective storage, and the new picture show serves equally the "kickoff generation" primary re-create, with any additional prints made from this new film. Dissimilar the original pic chief (video) and cine tape (audio), which are separate reels of film, the "starting time generation" main re-create combines both the video and audio components onto a singe 16mm motion picture reel. A copy of the cine tape audio is placed along the length of the film using an analog strip of variable surface area optical soundtrack, whereby the sound accompanying the footage is physically recorded onto the film (as seen below).

For television set broadcast, a "second generation" copy of the master copy is sent to the broadcaster. Upwards until the cease of the 1970s, the majority of TV stations would broadcast shows using the film's optical soundtrack due to its ease of storage. However, by the 1980s many Idiot box stations had begun muting the film's optical soundtrack in favor of dissemination higher quality audio from a re-create of the original cine tape. In gild to avoid having to store the original cinematics tape, Toei Animation would often ship it to Fuji Goggle box for broadcast and only retain the primary copy's optical soundtrack as their internal sound source. Unfortunately, the original cine tapes were typically tending of by the Television station following an episode'due south initial broadcast, equally they were quite large and the station's storage infinite was at a premium.

Modernistic Digital Animation

Toei Animation first began using digital animation techniques in 1998, and by 2000 the majority of their titles were being fully produced digitally. In 2002, Toei Blitheness ceased the employ of traditional cel animation practices and its animation production became fully digital. This transition was largely driven by the reduced production costs and the allowance for a shorter production schedule. The cost reduction comes not but from the reduction in production fourth dimension, but besides from the reduction of consumable materials such every bit cels, acrylic paint, and motion-picture show, as they become unnecessary due to the digitization of the production procedure. Information technology also allows the production process to be more than efficiently carried out over a digital network system, eliminating the need to transport and deliver physical materials between studios or TV stations, reducing deposition and generational loss of the final product, and reducing the overall physical storage space required.

According to Toei Animation's official website:

Animation Production From Across the Sea
Our studio in Nippon is not the but identify where our animation is produced. TOEI ANIMATION PHILS., INC. (TAP) is our subsidiary in Manila, Philippines, with which our Ōizumi Studio in Tokyo shares a borderless production network connected with optical cables. We also have dedicated lines connecting to the 21 domestic production studios that work with us, and our unabridged production process is digitalized for maximum efficiency.

It should be noted that at Toei Blitheness the shift toward digital production practices mostly afflicted its post-production work, such as the painting and filming of drawings, as opposed to the actual animation itself. The term "digital blitheness", as it applies to Toei Animation's modern production practices, does not imply the animation drawings are entirely created digitally, but rather that the last blithe production is available in a digital format. Aside from specific computer-generated graphics and special effects elements, the majority of artwork created for modern Dragon Ball productions is still hand drawn by individual artists, either on paper or digitally with a tablet.

Stages one-5: Planning to Key/CG Blitheness

Although many of the post production processes are performed digitally, the bulk of the planning stages remain most identical to the traditional animation procedure. Based on the final script, the episode director draws a storyboard of rough sketches detailing the entire episode. After an episode's script and storyboard have been established, cuts are delegated between the primal animation artists to create their respective layouts.

In one case the layouts accept been canonical by the episode director, they are digitally scanned and saved on Toei Blitheness'south network. Also during this phase, any scenes or items requiring 2nd or 3D digital animation are identified and sent to the digital artists for processing. While the 3D animation is created using a combination of diverse computer graphics software and script packages, Toei Animation largely utilizes Autodesk Maya. Other digital second furnishings, such as textures or the motion of fire and h2o, are also created by the digital artists.

Digital Creative person Cartoon the Dragon Balls

With the layouts consummate, the key animators brainstorm cartoon the episode'southward key frames. While all of the animation following these initial stages are drawn digitally using a tablet, the storyboard and key frames are all the same traditionally hand drawn with pencil on sheets of newspaper. There are some animators that accept begun digitally drawing their key art, but so far none have worked, or are currently working, on Dragon Ball productions.

After the key animation drawings take been completed, they are digitally scanned into RETAS! PRO, a 2D animation software suite adult by CELSYS. The software so vector traces the scanned drawings, separating each fundamental frame into its individual lines, as though it had originally been digitally drawn, and isolating the cartoon's shadow markup as a separate layer. Since the drawings are stored in vector data formats, they are resolution independent and practice non lose detail or quality when zoomed in or reduced in size. While traditional analog key blitheness is the standard practice for Toei Animation, some contracted animation studios prefer to simply produce digital key animation drawings, negating the need to scan and trace them.

The central animation is then checked by the blitheness supervisor, who tin at present precisely correct individual frames as needed past creating a correction layer over the original central frame within the software. In one case the key frames have been approved, the central animator creates a timing sheet for the entire cut, which indicates how many in-between frames will exist needed to get from one key frame to the next. The software and then generates a linear animation timeline, inserting the appropriate number of blank frames in-betwixt the key frames as indicated by the timing sheet.

Phase 6: In-Between Blitheness and Digital Coloring

After the animation timeline has been established, the in-between animation artists begin digitally cartoon the frames missing in-betwixt the key animation frames. The software features a light table function which allows the animator to view subsequent frames on meridian of each other transparently, letting them hands reference the adjacent frames as they draw a missing frame. The animator can also run a crude blitheness exam to cheque the motion depicted betwixt frames, ensuring that nix jarring stands out. This is very similar to the traditional blitheness check in which the animator held the paper drawings up and quickly flipped through them, simulating the blitheness. However, every bit the digital images can be transparently placed over 1 some other, the software is much more useful in communicable such errors or mistakes.

Completed in-between animation is then again inspected by the principal animator, or in-between checker, to make sure that there are no gaps or awkward movements. If there are no problems during terminal animation testing, and so the overall artwork portion of animation production is over and the in-between animator will update the timing canvas with the final numbering. In total, the average modern animated Boob tube episode is comprised of roughly iii,000 to iv,000 individual drawings (including both key and in-between frames).

While in the by the completed animation was sent to the finishing section to be traced onto clear celluloid (cel) sheets, this step is no longer necessary in the modern animation process as the final digital drawings accept already been created during the in-between animation phase. Therefore, once the in-between animation is completed, information technology can immediately be colored. Traditionally, the cel painting was likewise performed past the finishing department, merely in an attempt to more efficiently streamline this chore, it is at present typically completed by the in-between animation studio itself. Using the RETAS! PRO software, Toei Animation and other studios can now digitally color 150 drawings in the time it had traditionally taken them to hand paint 50 cels.

Phase vii: Backgrounds

While the blitheness is being completed, scene backgrounds are painted by artists who specialize in a way more reminiscent of traditional sail painting. The background art, which is created based on the layouts submitted by the key animators, is overseen by the fine art director. Like to the key animation drawings, the background art is still painted by hand on physical media so digitally scanned into the animation software at high resolutions. The backgrounds are then digitally touched up, removing any imperfections and adjusting colour tones as desired. On boilerplate, a modern animated Goggle box episode is comprised of approximately 300 backgrounds.

Stage 8: Special Effects, Photography, and Editing

Once the cartoon has been colored, it is saved and sent to the special furnishings artist to add boosted detail and effects, such as shadows, sun glare, fire, smoke, or in the case of Dragon Ball, free energy and ki techniques. These furnishings are drawn by hand with a stylus pen and tablet, and are meant to add additional detail to the animation to provide a sense of realism to a 2nd animated object. The completed cuts are so sent on to the photographers to exist composited.

While the act of shooting a cut'south composite animation is still referred to equally "photography" in mod animation, the term's apply is a mere carryover from traditional animation, as in modern animation there is no concrete camera or film involved. Equally washed traditionally, the photographer places a cut's drawings over the advisable background based on the timing sail provided so captures the blended images of the cutting. In modern terms, this is known as rendering. All the same, in mod animation the photography process is much more than involved due to the fact that the software allows the composition of a given scene to be much more complex: background art can exist panned, zoomed, or placed diagonally, drawings can be assigned specific paths or coordinates, and the camera-work within a cut tin can go quite complicated with varying acceleration, movement path, or orientation functions. The software as well allows the photographer to create 3D spaces using second drawings and backgrounds. With compositing complete, the cut can and so exist exported to the appropriate file format, depending on its intended use. While the cut'south completed blitheness can be exported to various picture file formats, individual frames can also be exported equally raster images (PNG, JPG, etc.) for use in advertising, publications, or website blueprint.

For editing, the cut'due south completed animation is exported as both a full and lower resolution file. The series editor then begins creating a rough cut of the episode using the lower resolution video, which contains far less data and is therefore easier to load and edit than the full resolution video, and places the cuts together in the correct club of events. This phase of editing is referred to as offline editing, which is carried out using non-linear editing software. Once the offline edit is consummate and approved past the managing director, it is sent to Toei Digital Lab for terminal online editing and mastering. A copy of the edited video footage is also sent to the recording studio to be used during voice recording sessions.

Stage 9: Dialogue, Sound Effects, and Musical Score

Although recording engineering has changed, the actual recording procedure between traditional and digital animation has remained virtually identical, utilizing the "Later Recording" process. With the terminal production script in manus, the voice actors do a test reading of the script while the episode's blitheness is played on large loftier-definition televisions or digital projectors, as opposed to the analog film projectors used during film-based recordings, which are controlled from the recording booth. Following the test reading, the voice actors perform a test recording and work out all of the recording logistics. When the director is satisfied with the performances, the episode's dialogue is finally recorded and saved in a digital format.

Up until 2013, all of the franchise'south dialogue had been recorded at the Toei Audio Visual Art Center (TAVAC) studio. In September 2015 the TAVAC studio was closed due to structural integrity concerns, and all recording sessions have since been moved to the Audio Inn studio or Toei Digital Eye. While the recording studio has changed, all of the audio production aspects are notwithstanding overseen by TAVAC.

While the episode is still in the early stages of product, the episode director, audio director, and producers decide any new musical tracks and sound effects that need to be recorded based on the episode'south script and the scene timing established past the storyboard. With the dialogue and musical recordings completed, the episode and audio directors encounter with the recording director and mixes all of the vocalisation and musical tracks together while watching the episode. Once everything is mixed to all of their satisfaction, the recording director saves the file and sends it off for concluding online editing.

Stage 10: The Final Product (Masters)

With all of the episode's private components complete, the Toei Digital Lab housed at the Toei Digital Middle begins the online editing process. The total "online" resolution video and mixed audio data files are first imported into advanced linear authoring software and then properly lined upwards. Once the episode portion is ready, the opening blitheness, championship carte, eyecatches, ending animation, and adjacent episode preview are inserted. The online editor then begins formatting the episode, adding any additional logos required for the circulate version, the finalized episode title to the title card, the finalized next episode title to the adjacent episode preview, and finally the episode credits to the opening and ending animations. The whole process is typically overseen by the episode director, or their banana, and diverse series producers.

With the formatting consummate, each individual version of the episode is exported into the desired digital video format with the proper encoding backdrop. The encoded video files are then distributed to the appropriate parties, such as the circulate versions of an episode being sent to each regional Fuji TV chapter station, and the original files are then sent back to Toei Animation to be backed up on their servers for archival purposes. At some signal, following whatever animation edits, Toei Blitheness sends digital master copies of each episode to Happinet, the company responsible for creating and distributing the series to the home video market on DVD and Blu-ray.

Source: https://www.kanzenshuu.com/animation-production/process/

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