1:55 1. Fast and Slow 2:58 2. Big and Small 3:56 3. Contrast of Colors 4:45 4. Geometric Shapes 6:36 5. Overlaying Geometric with Realistic 7:45 6. Visual Motif 9:08 7. Delayed Delivery 9:50 8. Layering 10:25 9. Exagerated Variation in Motion 11:11 10. Camera Inside of Action 11:51 11. Frames Having Direction 12:52 12. Camera Playing into Itself
Or simply for some of them: 1. Pacing 2. Scaling 3. Value Contrast - bc that's basically what it is. No matter what color you use, as long as they contrast in values then you're good to go. 11. Direction and focal point - which also ties into what he was saying about no. 3, with the direction of the action being the focal point and not the character, despite the contrast in values. 10 & 12 Framing and directing - is a given I'd say tho. That's part of basic animation.
Thanks, i'm a noobie animator that definitely looks up to Yutaka Nakamura and even more so "Norio Matsumoto" who animated the original naruto vs sasuke final valley and many other big fight scenes. Always been my 2 favorite animators.
Nakamura would not exist without norio but at the same time norio only had a fraction of the directional capabilities that nakamura has both are phenomenal animators and action animation would not be where it is today if they didnt exist
@@poipop a fraction of the directional capabilities is a crazy statement man. different styles of direction but both are goats. from the work Norio put out theres no way he wasnt clued in on direction the same degree as Yutaka. you may not like his direction as much but no its not a fraction of it. just let it be that they are two legends in the game and thats what it is
so to condense basically use contrast everywhere you can find it: shapes, movement, speed, light, framerate, etc. Than composition: framing, dynamic or static, relationship to the frame, shape language and clarity. Of course all the animation principles and finally camerawork: camera moves with the characters, wide lens, direction. These principles are used everywhere by great artists old and new, and Nakamura applies them very well in his field
Bro u need more subs this is so high quality. The only thing I disagree with is 7:28, I don’t think people disliked Abe’s cut because of the slow motion, cause usually the point of all his cuts r to just be as fluid as possible. I think it was more so the flow between cuts was sorta nonexistent, making it feel less impactful.
I JUST REALIZED YOU'RE THE DUDE WHO MADE THAT GOATED MAKIMA TWERK VIDEO AND NOW YOU'RE HERE LAYING DOWN TOP TIER FACTS ABOUT A TOP TIER ANIMATOR, ALSO VERY GREAT VIDEO. (makima part 2 when!?)
Great shit man I'm working my fucking ass off to become the best action animator I can possibly be, your observations are super valuable and that's definitely one thing I'm realizing is how fucking important intense contrast is, in just about everything from composition to color to speed to size etc. in addition to use of fundamental geometric shapes, direction, and added anticipation through delays.
Love this video and going in depth into some of these scenes and techniques, super good stuff! But I also find it funny you say its "his own 12 princlibles" when half of them are just the 12 princibles of animation just slightly rephrased haha
Idk not really tbh all the other 12 principles are for making a realistic phisical motion for the majority of it and even when it is taking part of portions of the original 12 principles im going into much more depth that just saying “make it more impactful and easier for the viewer to understand”
Artist here 5:26 saying his his shading is made up of triangles sounds like he intentionally and meticulously shapes them as triangles lol. It's a common hatch shading for a lot of animators so I think it's a bit of a stretch to say his shading are all triangles, despite being technically right 😅. Instead, I'd say he has a _preference_ for geometric shapes for his fxs. Idk I found that line funny for some reason 😂 Akin to art critics of modern times trying to put more meaning behind an artists' stroke than just it being..a stroke, lol.
Well i mean technically hes just drawing the shadows the same way he does smears and as i said before in the video these aren’t things that Nakamura actively tries to do but its more rather just a definition of what he actually does do and this is for beginner animators who don’t understand everything yet so its all for the act of simplification and no its not “a common hatch shading for all animators since the production line makes it hard for those to be implemented and it makes it harder for people down the line like inbetweeners and cleanup artists but he gets special priority and doesn’t even use inbetweeners in the first place because he draws all the frames himself
funny how almost all of these are different forms of the same abstract principle (contrast or its inverse, sameness), namely applications of contrast regarding different aspects of animation (time, shape, color, etc . . .) Framing all these different applications as an organic result of the same abstract idea (rather than artificially forcing them into "separate things") would probably provide the viewer with a more accurate window into the actual mindset of a great animator but such criticism might be a little pedantic and maybe even misplaced. After all, principles in art are never to be taken as rigid rules but should rather serve as impetus for "guided thinking" to ultimately arrive at some greater understanding of the particular art form. So i dunno, maybe your video is perfect as it is :D
Alot of people don’t know where to start creating their own action scenes without basically stealing from scenes that already exist but with this i hope more people can decide to start thinking up new action rather than just ripping off the ones which already exist, it is as you said, not rigid rules but rather for “guided thinking”
he doesn't but he does have a say on how they are colored because a preproduced animation frame usually has certain number codes on them specifying what colors should be added on those frames. this can be done by the animation director or the key animator themselves and I believe nakamura fully direct his own shots
bro, really gud stuff, i was shocked to see such low subs, u deserve more, just keep up the quality. also i would love it if u added the sauces for the anime shots u used, i am a sucker for action anime-s
Not really, anticipation not only is intended for human/ animal movements but it requires the act of physically pushing the body part back rather than something like slowing down the scene or clever camera positioning/ movement
@@poipop hello sir, from another animator, anticipation can refer to just anticipation in any way, theres no particular reason to believe that it is only intended for organic movements, it is a principle that can be applied to anything! :) It is up to the person to interpret the principle and where they wish to portray it! I see your argument, since you probably interpret it in such a way. Some people will feel differently, is all
4:45 actually the sharp geometric shapes is cuz they are easy to animate with proper movement with depth, cuz if the shape gets arbitrary it gets harder to animate rotating and animating in perspective
Great presentation. Consider just removing "that's enough about this principle" and just jump to the next one. Either a clean, related transition, or none at all would really take your pacing to a new level. Also consider adding timestamps -- this is a phenomenal resource to come back to!
This is a good video.👍 As an animator, I know why Nakamura uses a lot of basic shapes like say the debris are mainly square shaped. The whole scene needs to be animated, backgrounds, characters, everything. That's a lot to animate and they have very limited time because of strict deadlines. By having everything as basic shapes it's easier and faster to map out markers for other animators like the inbetweeners to follow the supervisors drawings, keyframes and breakdowns. The most likely reason he also has realistic fluid motions like the Space Dandy scene is probably because the studio or Nakamura himself hires actors or gets people in the studio to wear similar clothes as his characters then act out the scene. After you have your reference you need it's easier to draw and animate over top of your reference. Not quite like rotoscoping but very close.
No idea where you got this from but he almost always cleans up his work when he does the genga? Even when 2nd key animators are called in due to a lack of a good schedule nakamura usually tries to make the layout pretty detailed just like any other animator
Interesting observations! One thing that bothers me though is the part where you mention colors, as it's not something that Nakamura (or just animators in general) are responsible for as there's an entirely different team that handles the colors
That’s technically true but when an animator wants something specific done they put it in the notes on the timesheet or tell someone another way but it is him when the colors are being manipulated
Hello guys, the editor here. Please give me some feedback, tell me what you thought of the video. I will try and use that feedback to improve for the next video!
appreciate the video and the time and effort that went into it. please remove redundant statements where the voice over states things like "that's enough yapping" or self-evident statements. for ex. "color contrast is what it sounds like, it's colors that contrast." ironically drawing attention to how much he yaps just makes it worse. it will feel a lot better if you just cut that.
@shadowstar1286 i have actually cut about half of that out 😅. But i struggled with some others since they wouldn't form actual sentences anymore if i removed them. I was given the audio fragment so i just went with that and didn't ask for any retakes of parts. But thank you i will try to cut out even more!
It is a great video all throughout, but I feel that the visual motif part was a bit lacking with Nakamura's examples. I didn't really get to point out how and where he uses the visual motifs in his action scenes, and how it helps him to be visually appealing. And from what I understood, there might be a ton of types of visual motifs? I'm pretty much a newbie an animation and I would like to get into it, so I unfortunately still don't know all of my basics properly... Could you please help me by helping me understand how Nakamura implements it in his animation style??
I get this tbh after looking over the vid i do wish i would have went into it more but to put it simply a visual motif is just a motif like in literature but for visuals so (A motif is a repeated pattern-an image, sound, word, or symbol that comes back again and again within a particular story) but with something visual like in deku vs todoroki both of them had their hands consistently at the center of the screen to tie in the climax of the fight, with the one piece opening its less of something thats physical and more of something that is put into the composition of the scene that helps tie together the opening sequence separately from the rest of the show but since it’s pretty hard to use effectively unless you are really experienced for 99% of people dont try to use it and some of the time it might even come naturally as you storyboard a sequence
"quit the yapping" *immediately keeps yapping* good video otherwise but the amount of times you made that joke (3?) did get a little awkward. either double down on the yapping or quit joking about it so much mate
No one likes nozume abe u joking buddy majority of people likes his animation and many didn't complains this man is a also a really good animator, yutaka Nakamura isn't eveb the God of animation ir peak, it don't matter this is a bold statement 😂
When abe does a sequence with the same timing throughout alot of people dont like on on things like twitter, same goes for people like naotoshi shida. And claiming that nakamura hadn’t done as much as he has is literally insane not only did he basically make what all action animation is today but he has an argument for being one of the most technically proficient animators in the industry
@@poipop he is not the one who made what action anime is today he barely does many work and his works are rare, the one who made what action anime is today is takeshi Honda they are the one who I spire many to draw and u even got, norio Matsumoto who even add more into the inspiration, weiling Zhang at the age of 16 already proofed himself to, downing other animator for Nakamura is a bias take, as if his animation alone isn't also repetive just like nozume Abe, he may be good at 2d animation so are the rest he is not the best at it either, because his style is also not liked by others, we gotta be neutral with this things, acting like we forgot what the meaning of sakuga is a slang. Horrible takes but I liked the video still horrible take on that part, mf be glazing over over Nakamura like he's the top dawg of animation that a lie.
@@JoshuaSampilo-c6z norio from a technical standpoint is in literally no way better and kanada was influential in a time where there was no influence to begin with while Nakamura birthed an entire generation of action animators
@@poipop you're argument about kanada's influence makes no sense, he's the Beatles of Japanese animation, they made an entire studio based on his animation and he's influence spans every generation, that's your opinion on norio but imo they're technical ability is equal, norio like yutapon has also mastered effects like debris, water, fire, wind, etc, mastered the fast and slow sequences, crowd animation, camera movement, character acting, and I don't have to mention the action animation, etc. He made kagenashi popular with naruto, He has solo animated entire episodes before (eat-man ep 7, Yama no Susume Next Summit #05), and he's just as influential as nakumaru, dude literally mentored the first 3 webgen animators ryo-timo, kenichi kutsuna, shingo yamashita, mentored hiroyuki yamashita, kenichi fujisawa, and naoki kobayashi, and influenced animators like samual deats, Spencer wan, k1ro watanabe, chengxi huang, etc
It’s impressive but man I’m so over it. It’s so over the top and in a goofy way especially in My Hero since the show never looks like that besides when the fights begin. Take me out of it.