Hybrid Animation
Hybrid Animation
Jerina Kivistö
BACHELOR’S THESIS
December 2019
ABSTRACT
Tampereen ammattikorkeakoulu
Tampere University of Applied Sciences
Degree Programme in Media and Arts
Interactive Media
KIVISTÖ JERINA
Hybrid Animation: The Process and Methods of Implementing 2D Style in 3D
Animation
The examination proved that the combination of the two can create an
appealing visual style while maintaining the workload feasible. It also indicated
that while it is extremely hard for computers to imitate the expressiveness of
hand-drawn animation style, they can provide a useful tool for artists to assist
their hand-drawn work.
CONTENTS
1. INTRODUCTION ................................................................................5
2. HAND-DRAWN AND 3D COMPUTER GENERATED ANIMATION....7
2.1. Hand-drawn animation as a medium ..........................................7
2.1.1. Advantages of hand-drawn animation............................. 10
2.1.2. Disadvantages of hand-drawn animation ........................12
2.2. 3D computer generated animation ...........................................13
2.2.1. Early examples of 3D in animation ..................................14
2.2.2. 3D technology changed animations ................................ 16
2.2.3. Benefits of 3D animation .................................................17
2.2.4. Limitations of 3D animation .............................................18
2.3. Combining the two media: Hybrid animation ............................19
3. TECHNIQUES USED IN HYBRID ANIMATION ...............................22
3.1. Cel Shading ..............................................................................22
3.2. Frame rate ................................................................................24
3.3. Mixing 2D and 3D .....................................................................25
3.4. Motion Tracking ........................................................................27
3.5. Mixing multiple techniques .......................................................28
3.6. 3D with 2D appearance ............................................................29
4. IMPLEMENTING THE TECHNIQUES ..............................................31
4.1. Goals and Preparation .............................................................31
4.2. Challenges in Design ...............................................................32
4.3. 3D animation workflow .............................................................34
4.3.1. Creating the 3D character mesh .....................................35
4.3.2. Surfacing and lighting ......................................................37
4.3.3. The first animation sample ..............................................39
4.3.4. The second animation sample ........................................41
4.4. Applying hand-drawn keyframes and compositing ...................43
4.5. The third animation sample: hand-drawn style with Ebsynth ...46
4.6. Final Products ..........................................................................48
5. CONCLUSION ..................................................................................50
REFERENCES ......................................................................................51
APPENDICES ........................................................................................61
Appendix 1. The final results of the animation samples....................61
4
1. INTRODUCTION
In the past few decades, animation films have undeniably shifted from hand-
drawn to computer generated 3D animation. The decline of 2D in the film
industry is evident — with every new animated full feature film released, the
audiences expect more and more impressive, highly complex CGI renderings.
Simply put: the more complex, the better. With the demand for 3D productions
being extremely high, it is no wonder the industries tend to lean towards what
brings the money in. After all, from the point of view of an audience, it is hard to
want to go back from the impressive renders to the visually simplified world of
2D animation.
To keep the point of view cohesive, this thesis does not consider the topic from
the perspective of game animation. It also for the most part excludes other
animation methods, such as cut out, stop motion and special effects animation.
Moreover, in this thesis, the term hybrid animation refers exclusively to the
combination of 2D and 3D animation, not the combination of live action and
animation.
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Technology has limited the visuality of animations since the very beginning. The
first hand-drawn animations in history consisted of each frame being drawn on
separate papers. Everything on the picture needed to be drawn again for the
next frame and the frame after that — to demonstrate the amount of work this
required, one of the earliest hand-drawn animation films Gertie the Dinosaur
took as many as ten thousand drawings inked on translucent rice paper, which
then needed to be aligned carefully to composite a cohesive animation
sequence (Van Eaton Galleries). This technique was extremely time-consuming
(Picture 1) and often, despite the careful tracing, resulted in a distracting jittery
look as the drawings included human error between the frames.
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PICTURE 1. Each frame of Gertie the Dinosaur was drawn on separate papers,
requiring immense effort to produce by hand. (Gertie the Dinosaur 1914)
still drawn by hand but digital softwares speed up the process (Heginbotham
n.d.). Computers can calculate and simulate in-between frames of movement
with ease, reducing the production time and cost remarkably. 2D characters can
also be rigged for a quicker and cheaper way to produce 2D character
animations. Moreover, hand-drawn animations can also use computer
technology to enhance the visuality of the animation. Klaus by Spanish SPA
Studios is an example of modern hand-drawn animation that uses digital
technology for volumetric lighting and texturing (Sarto 2019). Volumetric lighting
is a technique often used in 3D graphics to scatter light in a way that it appears
almost as if it has volume. These gave the movie an innovative look, appearing
almost 3D-like while maintaining a hand-crafted feeling (Picture 2).
PICTURE 2. Digitally created volumetric lighting and textures are often only
seen in 3D animation. This made Klaus appear more 3D-like despite being fully
2D. (Klaus 2019)
Due to the need to keep the work feasible, simplifying is always required.
Simplified style can be achieved by taking or separating elements from
something that exists in the real world and transforming it to its bare minimum,
allowing human mind to fill in the gaps of the design. For example, instead of
drawing every strand of hair on a human character, it can be depicted as a
mass with only few details.
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PICTURE 3. Mickey Mouse model sheet. One of the key features about Mickey
Mouse’s stylised design is that its ears always face forward to the camera.
(Amidi 2019)
Moreover, for smaller productions, 2D can be a cheap and quick way to produce
animation. Unlike in 3D, often no special softwares or software knowledge is
required, making it is more accessible to produce for small studios and
independent creators. The production lead time for non-complex productions is
lower and it is quicker to produce due to the straight-forward pipeline and simple
visuals, often making it a cheaper alternative compared to 3D. (Mak 2018.)
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However, before any fully 3D animated feature films were made, 3D was often
used as a tool to help artists draw realistic perspective in complicated imaginary
scenes in 2D animation. Although 3D computer animation is far less common in
Japanese animations than it is in the West, a very early example of 3D being
used in a film is a helicopter sequence in an anime feature film Golgo 13.
Although the sequence was not blended together with the art style of the rest of
the movie, at the time of its release in 1983 it was revolutionary: such things
had not been seen on screen. (AnimeEveryday 2017.) Later on, even the
Japanese Studio Ghibli utilised 3D in their notoriously traditional animation
productions. In the film Princess Mononoke, released in 1997, computers were
used to help animate the complicated particles of the cursed boar god (The
History of 3D Computer Graphics in Anime 2016).
Walt Disney Animation Studios had also used CG to help create the ballroom
dance scene in Beauty and the Beast in 1991 (Failes 2016). For the same
purpose, the studio created a technique called deep canvas for Tarzan,
released in 1999. It was developed by the art director of the movie Dan St.
Pierre to help alleviate the limitations set by 2D animation. Utilising it allowed
artists to make 3D objects that gave the 2D scenes more realistic depth that the
characters could interact with, and created cameras that would then move
around those objects with ease. This was then painted over on computer to
achieve the desired art style (Picture 6). (Daly 1999.)
PICTURE 7: The comparison between the dog from Toy Story 1 and the cat
from Toy Story 4 demonstrates how much 3D technology has evolved along the
years. (Toy Story 1995; Toy Story 4 2019)
Due to the shift of 3D becoming the industry standard, despite having been one
of the most prolific traditional animation studios in the world, Walt Disney
Animation Studios laid off numerous employers in the early 2000s due to the
fact that computer-generated movies did better financially than the hand-drawn
style animations. At this point, the studio claimed they were not going to stop
making hand-drawn animations, but they simultaneously reserved a notable
budget to retrain their traditional animators to learn 3D animation, implying a big
change was coming for Disney. (Eller & Verrier 2002). However, as previously
mentioned, when their upcoming traditionally animated movies continuously
failed to bring back the money, the productions for hand-drawn animation
feature films were eventually a thing of the past for the company. This became
even clearer when in 2013 the company stated there were no 2D feature films
in development at the company, its hand-drawn division was eviscerated and
many veterans let go. (Ebiri 2019.)
The rise of 3D however has not meant the end of hand-drawn animation.
Despite Disney’s disinterest in making more hand-drawn features, it remains
well alive in TV series. Moreover, Japanese productions are still using traditional
methods in their productions. For instance, the animated feature Your
Name made more than $350 million worldwide in 2017, suggesting there is still
an audience to 2D animations across the globe. (Ebiri 2019.)
What 3D truly excels at is its realistic feel of the imagery. (Schoonen 2015). Walt
Disney stated, “Animation can explain whatever the mind of man can
conceive” (Randi 2006, 411). This gives an insight as to why 3D animation is so
powerful a tool: since the visual language of 3D animation is highly bound to
reality, it truly has the power to bring imagination to life. 3D also has the
advantage to use lighting and surfacing techniques to heighten this realistic
imagery. Thus, things previously thought not possible are constantly appearing
on the screen, each animation being visually and technologically more
impressive than the other.
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Moreover, 3D animation allows room for changes: as the computer renders the
final shots, adjustments can be done throughout the development of a scene
(Design Night… 2014.) In comparison, this would be extremely difficult and
wasteful to do in 2D animation. Also, unlike in hand-drawn animation, all the
assets can be reused and repurposed in other scenes (Finkelstein 2003).
Additionally, as the pipeline of 3D animation has more steps than 2D, it takes
more effort and time to produce. On top of that, CG productions require specific
softwares and thus, software expertise as well. 3D animation also takes large
amounts of computing power and render time. Consequently, if the production
has a small budget and limited time frame, 3D animation might not always be
the most efficient method to use.
PICTURE 10: The difference of a render with realistic shading (left) and cel
shading (middle and right). (Blender Render Cell Shading 2017)
Cel shading is a fairly frequently occurring technique that is made use of entirely
3D animation stylised and more cartoon-like. Although there are a lot of
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PICTURE 11. Cel shaded 3D models allowed the character designs in the
Dragon Prince be more detailed and intricate. (The Dragon Prince 2018)
Even cartoons that mostly rely on 2D tools have used cel shading in their
productions. Such examples can be seen in Futurama and Family Guy (Picture
12). In these examples, cel shading is usually limited to singular objects, such
as cars and other mechanical gadgets that require a lot of details and
knowledge of perspective when drawn by hand (Lennox 2011).
PICTURE 12. Even traditional cartoons are known to utilise the benefits of 3D to
help animate complicated objects (Family Guy 1999)
One great example of this technique is in the Japanese CG anime Land of the
Lustrous, where the main characters are gems in a humanoid body, 2D
animation was used where CG could not effectively portray nuance and feeling.
This included most of the closeup shots that required delicacy, as well as
character faces which are very distinguishably expressive in anime style
(Picture 13). The production team was aware that the delicacy of the movement
was not fine-tuned enough in CG, and that hand-drawn art is more appealing in
a closer look. However, regular movement in production was predominantly CG,
as was the hair lighting and motion which were fundamental to the character
design of the series as traditional hand-drawn methods were not efficient
enough to portray the way light played with translucent gem-likeness. (Land of
the Lustrous Production Notes 2017).
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PICTURE 13. Although Land of the Lustrous was primarily animated in 3D, the
exaggerated facial expressions typical to traditional anime style were made in
2D. (Land of the Lustrous 2017)
Mixing the two media can be very similar to the one of Disney’s Deep Canvas
Technique: an object is rendered in 3D, and then drawn or painted over to blend
it with the rest of the animation. This is what Dragon Pilot: Hisone & Masotan
used in their production: thick linework — a recurring element — was applied to
CG models to make the animation seem cohesive with the overall visual style,
making the usage of 3D less obvious (Dragon Pilot: Hisone & Masotan
Production Notes 2018). (Picture 14)
PICTURE 14. The CGI planes blend with the hand-drawn characters when a
thick linework is drawn on top. (Dragon Pilot: Hisone & Masotan 2018)
27
John Kahrs, the director of Paperman, wanted to find a way to bring back the
expressiveness of 2D style animation while hanging onto the benefits of
computer animation. Searching for a way to merge 2D and 3D, Kahrs found a
solution from a software called Meander: a hybrid vector and raster based
drawing and animation system. (Failes 2013). This system allowed animators to
combine the strengths of CG with the expressive line-based visuals of
traditional animation. The process started like any other cel shaded 3D
animation, but artists then drew linework on top of the 3D. The system then
calculated the in-betweens for the linework using vector fields derived from the
3D footage (Picture 15). If needed, the artists could then tweak the in-betweens
for a cleaner look. This way, the final visual look was in the hands of the artists,
allowing them to utilise their creativity fully (Whited etc n.d.) The outcome of this
method is extremely unique and it was well received with audiences and critics,
resulting in becoming Disney’s second short animated film to win an Oscar
(Koch 2014.) Disney later published a short animation Feast, another highly
stylised CGI movie that used Meander in colour for the first time in a line free
style (Wolfe 2014.)
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In order to get the best possible results and visually compelling outcomes, a
number of techniques can be used to forge 3D footage into 2D style. Although
there are a lot of productions of all sizes that have built their own approach to
the subject, one of the most notable examples of this is from a multiple award
winning animation, Spider-man: Into the Spider-verse by Sony Pictures
Animation and Columbia Pictures. It was well received and praised for its
striking animation that took inspiration from the world of comic books and old
cartoons. (Rotten Tomatoes n.d.)
To name a few examples of the techniques used, the frame rate of Spider-man:
Into the Spider-verse altered between ones and twos: fast and smooth motion
was depicted on ones to emphasise the high skill level of the character, and on
twos when the character was being clumsy or unconfident. This not only worked
as a stylistic choice but also a visual indicator and storytelling method.
Moreover, if you pause the movie at any time, it will look like an illustration with
hand-drawn touches. They layered 2D strokes on 3D to give it a hand-drawn
look for instance on face details and in action-lines during fast movement and
instead of motion blur, which is often utilised even in 2D computer animation,
they opted for using a technique called smear. This stems from old cartoons,
where multiple drawings of the same object were on the same frame to create
the illusion of movement. (How 'Spider-Man: Into The Spider-Verse' Was
Animated 2019).
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On top of that, they used a variety of comic book elements from print media:
depth of field was created by utilising half-toning that uses dots to create colour
and gradients. Shadows were emphasised by hatching — drawing various
parallel lines on the surface of the area. They used panels to split the screen as
a storytelling method, and even opted to use onomatopoeia to write out sound
effects, similarly the ones seen in comics. The visual outcome was outstanding
and something the world of animation had never seen before. (How 'Spider-
Man: Into The Spider-Verse' Was Animated 2019). (Picture 16).
PICTURE 17. Suits used a lot elements typical to 2D art. (Love, Death & Robots
2019)
In the remaining part of this thesis, I applied the techniques discussed in the
previous chapter and put them into practice to see whether they would provide
useful solutions without being too time-consuming. This practical demonstration
also allowed a deeper understanding of the process of creating a meeting
ground for hand-drawn style in 3D renders. In order to grasp a full
comprehension of the techniques, the findings were implemented in three
separate animated samples. The first sample focused on explaining the
workflow of cel shaded animation with hand-drawn animation on top with a
simplistic character animation. The second demonstrated how to further utilise
the advantages of 3D media by applying a more complex animation for the
same technique and background elements. The third one tested if a computer
can contribute to the hand-drawn process by utilising a free software Ebsynth
that renders the in-between frames of the hand-drawn style on top of the 3D
animation. These results are then compared to the hand-drawn version to draw
conclusion if these techniques can imitate the hand-drawn style.
To execute these goals, a plan for two animation sequences was created. The
basis for the first two animations was made in 3D creation software Blender
which supports the entirety of the 3D pipeline steps. After rendering the
32
In order to create a character design that could emulate the abstract nature of
2D, the key factors that make a character readable as such were kept in mind.
Even though the focus of this practical demonstration was not at character
design, a few important factors needed to be kept in mind when designing the
appearance. Firstly, the character design took reference from cartoons by
adopting certain simplification and exaggeration to the features, such as
proportionally large head and big, expressive eyes. All stylistic choices were
kept simple, had a low level of detail and displayed non-realism in order to
maintain a credible hand-drawn style.
Secondly, like in all hand-drawn animation, the visual design needed to be kept
practical in order to make the task feasible. According to author and animator
Christopher Hart (1997, 89), although one shouldn’t limit themselves when
designing a character, after creating it, an attempt at simplifying the character
without destroying its personality is recommendable. To establish an art style
that was easy to work with in both 3D and 2D, the character was to be stripped
from all of its detailing that was deemed unnecessary. (Picture 19)
33
PICTURE 19. In order to create a design that would keep the hand-drawn
animation work feasible, simplifying the initial character concept drawing by
removing unnecessary detailing was required.
After settling down for a concept that supported not only 3D production but also
2D art style, a character sheet was drawn. Character sheets for 3D modelling
have stand-up poses from front and side views that clearly illustrate the
proportions and features of the character. This ensures the resemblance of the
model is as close to the original design despite the shift in medium (Picture 20).
34
brought to life, settings such as light properties are defined. This will strongly
affect the final look of the rendered product.
When all the visual design phases were finalised and the character sheet was
drawn, the sheet was imported to Blender to serve as a reference image for the
3D character modelling process. The mesh of the character was built by using
extrude modelling method around the reference image, keeping the the
polygonal count low, which suited the needs set by the style. Moreover, when
creating a 3D model for animation purposes, it is important to keep the topology
as clean as possible while still maintaining a sufficient level of detail in the
wireframe (Picture 21). Clean topology aims at four sided polygons with
measured use of triangles if needed. N-gons should be avoided to prevent the
mesh from deforming in movement and avoiding unwanted render artefacts.
Another general rule when creating a 3D model for animation is adding more
polygonal faces in surfaces that are expected to undergo the most deformation
during movement such as joints of the limbs and facial features (Slick 2018).
PICTURE 21. Low poly character mesh with topology suitable for animation.
The hair strands of the model were created by using individual curves, which
generate surface geometry that is influenced by a weighted control point and
the shape can be adjusted. Controlling and modifying the volume and direction
of curves was more efficient than modelling the hair strands with extrude
36
modelling method, making it the optimal tool for attaining the look of clumped
cartoon hair (Picture 22).
After the character mesh was brought to completion, a rig was created to
enable the animation process. The facial rig needed to be complicated enough
so that the character could act and convey credible expressions. The hair
strands around the character’s face would also need to be rigged so they could
reach to the movement appropriately and further sell the image of real
movement. As further examination of the rigging process was not relevant to the
topic of the demonstration, the final rigging used in this project was outsourced
and commissioned from 3D animator Waltteri Lahti.
37
PICTURE 23. As the mesh needed to maintain a flat look and further detailing
would be added in the hand-drawn step, texturing was kept minimal.
was exploited by using the in-built Toon BSDF in Blender Cycles Render. Each
material was given a specific value that controlled the sharp appearance of the
shading, while softening the edges of the tone shifts slightly to help smoothen
out any errors caused by low poly mesh deformation. On top of that, the main
source of light was planted in an angle that resulted in a desirably flat and clean
look typical to hand-drawn animations, while still reacting to the movement of
the mesh in a logical manner. This helped the appearance to read as more 2D
than a photorealistic shaded rendering style, while still using the benefits of
computed lighting (Picture 24).
PICTURE 24. Photorealistic shading versus cel shading. Cel shading gives the
mesh a more hand-drawn style while the rim light makes the lighting more
visually interesting.
39
A simple a head turn was chosen as the movement for the first animation. To
begin with, the key poses of the animation were blocked to create a solid basis
for the head turn. Blocking in animation means creating key poses relevant to
convey the right timing of poses in the animation, allowing the animator to
clearly see the keyframes and development of the animation without any
automated interpolation between the keyframes. This creates a solid basis for
the animation to be built upon. (Picture 26). After blocking the animation, the
40
interpolation mode was changed from constant to bezier curves, allowing the
computer to calculate the in-between frames.
more appealing than if the character had gone linearly from the beginning to the
end pose. After the adjustments were ready, the animation was rendered as a
PNG sequence at 24 frames per second.
PICTURE 27. Although the action is simple, small adjustments emphasise the
movement and add weight to the expression.
For the second animation experiment, a scenario was chosen that could
demonstrate the implementation of background elements. To start with, a scene
of the character walking in a forest was planned and a walk-cycle was created
(Picture 28). Similar to the first head-turn animation, the process started with
animating the character by blocking the keyframes which were then converted
into keyframes with interpolation and polished by adding details such as ease-
ins, ease-outs, anticipation and exaggeration for a more appealing outcome. To
make the walking more interesting and the character seem more alive, details
such as blinking, head-turns and flexibility in limbs were added to fine-tune the
final walk to completion.
42
PICTURE 29. Keyframes from finished walk cycle with camera movement, and
cast shadows that would match the environment.
When both of the 3D renders were finished, the PNG sequences for both
character animations were opened in Adobe Photoshop and converted into
keyframes. To reduce of the overly smooth movement of the 3D animation, the
frame rates were adjusted for a more organic and flawed outcome. This also
44
Another hand-drawn element that was added was overlapping action. When the
character moves its head, the 3D hair mesh only moves in large chunks
attached to the head. Although it had its own keyframes that reacted to the
movement appropriately, the overall appearance had room for improvement due
to the limitations set by the mesh and the lack of assigned physics. To enrich
the main action — the head movement — small hair strands were animated to
accompany the hair mesh, following the path of action a few frames behind and
following through the action, making the whole animation appear more
believable and interesting to the eye. (Picture 31)
45
PICTURE 31. The hand-drawn details were used to enhance and clean up the
3D rendered frames.
After every frame of both animations were painted over, they were exported into
After Effects, an animation and compositing software by Adobe Systems. The
background was compiled together with the second character animation and
the framing was adjusted to match the movement better. Slight adjustments to
the colours and contrast were added on both animations as final touches and
the finished products were exported as video footage (See Appendix 1).
46
In the third part of this practical demonstration, a software called Ebsynth was
used to generate hand-drawn style on top of 3D rendered footage.
The keyframes of the first head-turn animation were entered into the software,
and Ebsynth calculated the stylisation first on based just one stylised keyframe.
This provided good results in the first half of the animation before the character
had turned its head — however, as soon as the source material changed too
much from the entered sample keyframe, the stylisation got messy (Picture 32).
Thus, a new keyframe was entered, starting in the middle to see if this would
provide better results. In an attempt to get even cleaner results, the original 3D
rendered keyframe was entered to the programme as a mask to protect the 3D
render from distortions. This improved the results: the lines followed the motion
more consistently than when the mask was not applied (Picture 33). However,
the linework was not without errors: some disappeared altogether while some
moved in a less than desired manner.
47
PICTURE 32. The linework produced Ebsynth with one just keyframe entered to
the system. First half of the animation (left) provided consistent results but since
the source material changed enough, the second half (right) got messy.
PICTURE 33: When another example keyframe was entered to the system
along with a mask, the consistency of the linework improved.
Secondary action that was entirely animated by hand could not be produced in
the software as there were no cues in the source material for these additions.
48
The experimentation with Ebsynth software provided a solid base for the hand-
drawn animation. However, comparing the results side by side, it was clear that
the hand-drawn version was more consistent and fluid (Picture 36).
Understandably, when animating by hand, the artist is in full control: with the
software, the control is given to the computer. However, although the frames
produced by Ebsynth would need further refining to reach the same level of
accuracy compared to the hand-drawn version, the results were consistent
enough to conclude that Ebsynth could potentially be used as a base for any
stylised animation with a similar pipeline, easing the workload immensely. In a
similar production, instead of having to make the hand-drawn animation
completely from beginning to end, this software could be used to produce the
initial line drawings on top of 3D that could then be refined and cleaned by
hand, taking less time than completing the task completely by hand.
PICTURE 36: A keyframe from the results of Ebsynth (left) compared to the
hand-drawn version (right).
50
5. CONCLUSION
In any animation, it is important to consider what is the best tool and method to
tell each story. Since both 2D and 3D have their strengths and weaknesses,
hybrid animation provides a cost effective way to make visually appealing and
interesting animation that conveys the organic expressiveness of hand-drawn
animation while utilising the controllability and accuracy of computer calculated
3D animation.
With the help of Ebsynth, any 3D animation could still attain a pleasing style
with little effort, even if the results were not quite as accurate as the ones made
by hand. However, utilising computer software to aid the hand-drawn process
could potentially cut the production cost immensely: in the future, this could
mean more and more productions might be able to create unique looking and
expressive animation without giving too much work-load to the artists behind
them. Moreover, small animation studios without substantial budgets could also
benefit from utilising this method in their production.
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h t t p s : / / m y a n i m e l i s t . n e t / f e a t u r e d / 1 4 4 4 /
The_History_of_3D_Computer_Graphics_in_Anime
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APPENDICES
https://youtu.be/y1Roi5P887o