Sykosan
speaker
127 appearances
1 recordings
1 series
first heard Mar 2025
last heard Mar 2025
Sykosan’s voice in public audio — every appearance, attributed to the second.
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Appearances
And I'm not exaggerating.
That's one of the things that a lot of people don't understand, actually. It's funny. Just the average viewer will associate animation with children often. And they tend to think that all these TV programs for children must be cheap. And it's everything but cheap. In fact, the industry is huge for children TV content.
And the teams and the studios that work on every episode that your children may watch on TV, they cost an awful lot of money because they take a lot of hands and a lot of people working on them, particularly 2D animation, but 3D animation too. The thing is that... It's funny how because of 3D, you'd think, oh, you could save some time.
Yes, it might take less time to animate one shot, but you still need to build the 3D environments, build the 3D object. And all of this is also extremely time consuming. So they found other ways to spend the money and their time so that the budget is entirely spent at the end of it. But yeah, 2D is extremely expensive. Think about if you love a Disney movie, traditional, I don't know, you know,
pick the lion king for example go on wiki i was gonna say lion king yes go on wikipedia and look how much it costs and uh essentially usually it's about a million dollars per minute uh film that's the budget oh my goodness yes it is oh my goodness man that is uh geez that's wild
so is it safe to say that you need an awful lot of patience to be an animator yeah a feature film would take something like 200 people working for five years straight to to to put on a movie that's an hour and a half you know oh my goodness man wow i never yeah that's i never ever would have thought i you know we we always thought it was involved in it and it was very time consuming but
Yeah, you have to be... Patience is key, absolutely. If you want quick results, it's not a job for you. But I think we take an enormous amount of satisfaction in bringing to life a drawing. I don't know what it is. We'll accept to do that. We'll accept to spend days and hours on just a few frames. And then we'll be just so happy to see it move. I don't know what it is.
Yeah.
Yeah, it's true. There's quite a few parameters that you can look at that make an animation a good animation. In video games particularly, I think one of the things that made Street Fighter II exceptional was the quality of the animation. Because the designs were amazing already, but the way they moved, the impact, the weight, and that was very good animation work.
It made you feel the power of the characters, and how they moved around. So it had not only style, but it had personality. So I think what makes a good animation is first is a good drawing. If you have a good drawing, you've got a good start. But you can have also a simple drawing or a drawing that's on purpose made to look a little bit unpleasant or even ugly.
But you can have a great animation behind it. Again, the animation will be delivering the acting, will be delivering the personality of the characters. Now, so the second key factor is the key frames, actually. So having good posing. Think about body language. Are you saying something? How are you saying it? What are your shoulders doing? What are your hands doing? How's your face looking?
So you need to pose your character in a good way. So good keyframes is already half of the way there with a good design. So you could have, on the process of making the animation, you start by those keyframes or some rough thumbnails, as we call them. If they're well made, you can see the animation already. You can feel the character already, even though it's not smooth.
There's no in-betweening, so it's just very choppy animation. But the posing is so good that you feel the character's emotions already, and that's already a good start. Then the in-betweening process is a matter of making it more or less polished, if you want. fine-tuning your animation. And that depends a lot on budget. Oh, yeah. They would have the money.
They'd be like, OK, I'm going to animate this 24 frames per second. So for every second, you're going to have 24 drawings. And if you have 10 characters on the screen, that's 10 times 24 drawings.
So if you have the money, OK. But you don't make a TV series for Netflix, maybe. You don't have a huge budget. You're going to have to pick and choose. And that's what Japanese studios have been good at for all these years. They'll give you some very simple shots to tell the story with a minimum amount of animation.
And when it becomes important, you'll have an action scene or something emotional happening, then they bring in the best animators, right? And they'll give them all the money and the time that they need to make those scenes count. And in a video game, you get a little bit of that too. The thing is, it's a bit different because a video game, you have your character moving around,
And you're going to see that jump, that run, that slide again and again and again. So you need to nail that. You need to make that look really, really good as much as you can. So there's a lot of attention that is put on these little scenes, more even than maybe on a TV series or something like that. And so you've got a few animations, but that still takes an awful lot of work.
So smoothness is important. It helps giving you that premium look. But I think what's important is good keyframing and good drawing is really the essential thing, quality.
Yeah, we had three, three months to make three minutes, essentially, which is horribly short. And so I kind of kept the animation like as simple as possible for most of the shots. And right from the beginning, there are some shots that are a bit more interesting. There's a dragon in there. There's a dancing scene. There's different things that definitely take more attention.
There's a transformation scene right at the beginning, a very anime-inspired thing, where she's a witch, turns herself into a little dress, and she jumps on a little broom to fly off. So there was a lot of references to anime in there. And yeah, that approach was very similar. Maybe 90% of the shots are actually quite simple. The characters don't move too much. There's not much happening.
Showing 41–60 of 127 · page 3 of 7
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