MP16 | Miyazaki and CGI

Princess Mononoke (1997) release poster.

Hayao Miyazaki is globally lauded as a master director of the Japanese animated feature. His and the late Isao Takahata’s animation studio Ghibli is well known for its track record of making beautiful traditionally animated films ever since Castle in the Sky in 1986. (It should be said, too, that Japanese anime generally has retained its stylistic preference for 2D animation rather than CGI, unlike US feature animation which has generally turned 3D.)

However, Miyazaki’s more recent work that marked his breakout on an international level show a turn to digital techniques in order to fully achieve his films’ artistic visions. Starting with Princess Mononoke (1998), Miyazaki began to integrate computer graphics (CG) into his traditional pipeline, and his subsequent films Spirited Away (2001) and Howl’s Moving Castle (2004) included progressively more CG. Miyazaki’s techniques for these films is based around the philosophy of “CG that doesn’t look CG”. Still using cel animation and hand-painted backgrounds as starting points, 3D elements are included in order to better support three-dimensionality and visual effects that are not doable in traditional cel animation.

For the CG animation in Mononoke, the majority of which was still traditional cel animation, Studio Ghibli worked with Microsoft to develop Toon Shader, a software to make 3DCG made in Softimage look like hand-painted cel images. This was one of the first forays (if not the definite ‘first’) into creating crisp ‘cel’ shading on 3D objects, which is now commonly used in anime and games to evoke a 2D aesthetic.

The cel shading 3DCG method was important for the creation the demon sequence in the beginning of the film, where the tendrils were very difficult to animate individually. Fig. 1 shows the breakdown of one of the shots: the first two images show the tendrils’ wireframe and the resulting 3D object generated with Softimage, the third image is the 3D put through Toon Shader for a cel-shaded effect, and the fourth image shows the tendrils composited on to the hand-drawn character cel. Other uses for 3D simulation include water, which features prominently in Spirited Away.

Fig. 2
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Generation of particles was another important 3D technique. In Fig. 2, the Nightwalker’s main body animation was done on cels, but the bioluminescent dots are generated in 3D and controlled by input variables. The same principles of particle generation were applied to generation of smoke and steam.

Background animation was another issue that was aptly addressed by CG. Fig. 3 shows a shot from Miyazaki’s earlier work Porco Rosso (1992) in which the camera tracks the moving airplane over a long distance. The background hills are entirely animated on cels, while the sky and clouds are a BG painting.

Fig. 3

For a similar moving-over-a-hill shot in Mononoke (Fig. 4), 3D mapping was used to ‘move’ an otherwise hand-painted background in physical 3D space. The top image in Fig. 4 shows the 3D plane, and the 2nd image shows the background painting mapped onto the plane. This would allow for better immersion, as seen in the finished animation (Fig. 5); it gives the illusion of the camera moving through space, as the hill is not an animated cel like in Fig. 3.

It is important to note that it is a POV shot, unlike Fig. 3, and using a mapping technique for a background is more apt for the shot’s function in the story. The purpose of the shot is for the black plume to be slowly revealed behind the hill, so the hill in the foreground cannot distract the audience by appearing as flat cel animation.

Fig. 5

Mapping hand-drawn images onto 3D surfaces or objects was once again used in Spirited Away; in the sequence when Chihiro finds her parents have turned into pigs (Fig. 6) Miyazaki faced the issue of animating the Chinese bowls with the flatness of cels while being shown against a painted background, alerting the audience that it would move before it actually did. This was solved with texture mapping, in which the bowl was first painted with the same quality and detail as the background, and then mapped onto a 3D generated bowl that was later animated.

Fig. 6 – notice that the bowl on the top left in the first shot is CGI.

Another important part of the digital pipeline is digital compositing, which allowed for theoretically infinite layers of scanned (or computer generated) images to composite for the final result, as it did not depend on optical photography of ‘books’. A highly complex shot like Fig. 7 requires separate layers for the limbs, body and shading/lighting of each susuwatari and each piece of charcoal.

Fig. 7

Many shots end up becoming a combination of techniques: hand-drawn materials mapped on to 3D (or otherwise digitally manipulated), pure 3D generated effects, and digital compositing. Fig. 8 is a Spirited Away still from a shot seen from the window of a moving train. The house and island were cut from the original background painting and manipulated as a 3D object to achieve the slight change in angle as the camera passes by the scene. The water effects were created largely with 3D software. The parallax effect is achieved by the many layers possible in digital compositing: the water, island, and clouds at different distances are tweened at different speeds.

Fig. 8
The castle in Howl was very meticulously digitally composited from hand-painted parts!

Through careful and deliberate integration of handmade and digital, Miyazaki was able to take advantage of CGI in order to push his film quality to new heights. It is interesting that his implementation of digital techniques coincided with his works’ exposure to the Western market. Perhaps there is a correlation, or perhaps it is just a result of a director willing to experiment with whatever would best help him to “make something beautiful”. And indeed, made something beautiful he has.

References

  • Hayao Miyazaki. Wikipedia. https://en.wikipedia.org/wiki/Hayao_Miyazaki.
  • The Art of Princess Mononoke: A Film by Hayao Miyazaki. English adaptation by Takami Nieda. Viz Media, San Francisco. 2014.
  • The Art of Miyazaki’s Spirited Away. English adaptation by Takami Nieda. Viz Media, San Francisco. 2013.
  • The Art of Howl’s Moving Castle. Tohan, Taipei. 2005.

Major Blog Post 14- Czech animation

Czech animation has been one of the most developed in history. It has started for about 100 years, Czech animators are known as the innovator in film animation. Czech animation started in the 1920s, they reached the peak and produced some of the best anime between 1950s and 1980s, the period is known as the “Golden Era”. Cutout animation, Puppet animation, and Clay animation are largely used by the Czechs. However, they seldom use 3D animation because of the financial and technical issues. 3D animations are more expensive than what they used in the past, because what they used to make anime, clay and puppets, are low cost. Also, they do not have a lot of trained 3D animators. That is the reason they become less successful and unpopular after the 1980s.

Other countries employed 3D animation because it is fancier and more realistic, which eliminated Cutout, Puppet, and Clay animation. Rumors are saying that Czech animation is coming back, the new generation of animators are currently students, and the universities in Czech support the creation of animated films. I think one of the reasons for the revival is the 3D animation technique getting more common, the price of animation programs varies more than the 1990s. I am looking forward to the new generation of Czech animators! I have a feeling that they are going to kill it!

Wendy Kong

Major Post 08 – Cel Shading

In my own research of the movies before and now, I noticed that the old animated movies don’t have much shadings on the character. Background and props are usually painted in details. Disney movies for example, the characters don’t really have much shadings in them, the shadings are used when there’s an intense lighting or a way to show atmosphere of the scene. From Snow White to Princess and the Frog, the shades are either not used or very light in most of the time.

Disney studio are releasing 3D animation more often than 2D animation. I heard that is because 3D animation is more profitable than 2D animation. There’s a kind of shader in 3D programs has been developed in this 10 years – Cel-shading or Toon Shader. It is a very simple shader. It applies flat shadows onto the models, with the settings it provides, texture packs and lighting effects, a 3D animation is created quicker than before. This is why the number of production of 3D animation has significantly grown recently. Toon shader is inspired by the shades from old cartoons. This is a way to create consistent frames. Simple shading can tell stories and environment clearly, it can be drawn very easily too thus a convenient way to create consistented animations. Most of the cartoony animated films are made with toon shader but it is not visible due to the large amount of lighting, VFX and filters covered onto the scene.

Here is some examples of toon shader as you can see they are very simple and easy to render. Take Pokemon (pokemon go as well) as an example, they are the perfect example of toon shader. All of the pokemons are covered with simple shades am a little lighting.