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Animazement - Koichi Tsunoda - 2004
Take a long, last look at the object displayed by veteran animator Koichi Tsunoda at Animazement: it's an anime cel, the piece of celluloid plastic once used as the source for every frame of animation. For eighty years, uncounted numbers of cels were used worldwide in every animated series. Now, the same job is done in computers, with drawing tablets and paint programs. Computer-assisted animation looks just like cel animation, but it's less expensive because ink, paint and cels aren't used - in the same way that digital photography saves the cost of processing and printing film. At Animazement, it was mentioned that only one anime studio still used cels for an old-school series, and even they are expected to make the transition to computers.
At an interview session, Tsunoda said the end of the cel era gives animation a different feel for the artists. "As a line animator and an artist, you become an animator because you want to see the product of your work come to life," he said. "For that, pencil and paper is the most satisfying way to work on it. This seems to be regardless of age - it's the feeling of young animators as well as old fogies such as me. But if you look at the production system, computer animation is more convenient. It's more efficient and faster and it involves fewer people. It's the same for background painters - there's less painting work. So, artists with a true artistic calling have become frustrated with computer work and have left the industry. Perhaps, for those who love to work with computer graphics, they're probably having the time of their life. Even a lot of the young animators say it's not as much fun to be working in a totally mechanized environment."
The hobby of cel collecting is certain to become more expensive, since the number of cels will not longer increase, but the streamlined computerized animation makes possible the large number of animated shows on television and cable in Japan, Tsunoda estimated 120 animated programs are shown each week. Computerization also hasn't changed the artistic skills needed to succeed in the business. Tsunoda demonstrated one of those skills for fans when he challenged them to become an in-betweener. Key animators decide a character's appearance at certain key frames during a sequence, and the rest of the frames that simulate movement are drawn by "in-betweeners." All animation artists have to develop and in-betweener's skills, to be able to show a character's proper proportion and perspective in movement from frame to frame. Tsunoda's assignment to fans was to fill in the frames of a simple spherical head, but to make them fell better, he showed the fans what animators really face - the key frames of the sequence of a running wildcat. He admitted that the cat frames would be far more difficult to draw.
Tsunoda has been around for decades in the anime industry, and he's seen the changes in which characters are drawn. In anime shows of the 1960's and 1970's, female characters had uniformly round faces. In the last decades, those characters have developed pointy chins, something that Tsunoda jokingly called the results of a diet. He also noted that the proportions of many of the costumers at Animazement were larger than the proportions of the original character designs.

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