How the motion comes into Animation
“The frequency at which frames in a television
picture, film, or video sequence are displayed.” This is how our good friend
Google defines Framerates. These are generally measured in frames per second,
or FPS for short.
Now avid Gamers will probably be very familiar
with that term, as higher framerates were and still are one of the main reasons
PC users declare their system superior to consoles, calling them filthy console
plebeians while honoring themselves with the title of the glorious
PC-Masterrace.
But as the title suggests, we aren’t here to
discuss the antics and to comment on that odd fight that takes place inside the
community of gaming. So, let's discuss
the promised topic: How does the motion come to be in TV-produced anime?
The short answer is: it’s the result of the
hard work of many different people. On that account let's take a quick dive into the production of anime, or precisely
which staff members are involved in creating the animation for anime.
The production of anime is usually split up
into three different stages: The Pre-Production, the In-Production, and the Post-Production. The animation is most logically made during the
In-Production phase. The staff members who have the task to create the
animation are the key animator, the animation director, and the inbetweener.
The In-Production-Stage in anime is the Stage
during which the anime itself is produced, is arguably the most important step
while producing an anime. Without it one wouldn’t have a finished product.
During this stage the script is written, the
Storyboards are made, the layout is begin designed and finally the animation
will be produced.
The episode script is written as a first part
of the Production of the series itself. Episode scrips usually elaborate on the
series script and selects what exactly is shown during the episode, as well as
all the dialogues. The script is either written by a collective or a single
person, which is then revised by other members of the Production staff, notably
the series director, the episode director and the producers. In many cases a
script is re-written three to four times before being finalized. However,
modifications to the script past this stage are very rare.
Next in comes the creation of the Storyboard, which
is the first kind of drawing realized for an animation. The storyboard is
essentially the translation from the script to images, although they resemble
to rough sketches. If the storyboard is created by an episode Director himself,
then this often implies that the episode is truly the vision of the director.
In TV-productions, this is rarely the case, so the Storyboards are handled by a
special credit, the Storyboarders.
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Storyboard from the 1988 movie "Akira" by Katsuhiro Otomo |
They are usually drawn on A4 paper by hand and
contain the core information of how the episode and all its different scenes
look. The Storyboard divides the episode up into scenes and then further into
individual cuts (or Shots) that comprise the scene. Each Shot is given a number
as well as details on what’s inside the frame, character and camera movements
(such as zooms or panning’s), as well as notes on what kind of background art
will be visible, additionally the dialogue as well as the length of each shot,
measured in frames per second.
It takes about three weeks for a Storyboard to
reach completion.
![]() |
Layout from the Ghibli movie "Princess Mononoke" |
Next up is the lesser-known layout stage. This
time every single shot from the storyboard is redrawn in greater detail, as it
will be seen on the TV broadcast. The shots from the cuts are upscaled to the full-sized
animation papers, additional details regarding camera movement are also added,
creating basically a blueprint of each shot. The basic structure of the Background
art is added in (i.e. a tree there and a mountain there) as well.

By this stage, the look of every shot is
clear-cut, from the position of the character’s, to camera motion to the
background-art. Next in order the stage when the actual movements are added to
the Animation.

Additionally, when discussing animators, I just
feel obligated to mention Yukata Nakamura, also known as the grandmaster of Battle anime. Because of his fame, Nakamura is even allowed to storyboard
his own scenes, giving his work has a very distinct feel of momentum and
epicness, which demonstrates his deep understanding of cinematography.
If you want to know what a cut from Yukata Nakamura looks like, search no further than Fullmetal Alchemist Brotherhood. The second opening was his work. He is also known to have contributed in major parts to other big hit titles from the Animation Studio Bones, like Space Dandy and Kekkai Sensen (Blood Blockade Battlefront). The final battle in Sword of the Stranger (also a Bones production) is regarded till today as one of the best sword fights to have ever been animated, and of course, the fight is entirely choreographed and animated by Yukata Nakamura.
epicness, which demonstrates his deep understanding of cinematography.
If you want to know what a cut from Yukata Nakamura looks like, search no further than Fullmetal Alchemist Brotherhood. The second opening was his work. He is also known to have contributed in major parts to other big hit titles from the Animation Studio Bones, like Space Dandy and Kekkai Sensen (Blood Blockade Battlefront). The final battle in Sword of the Stranger (also a Bones production) is regarded till today as one of the best sword fights to have ever been animated, and of course, the fight is entirely choreographed and animated by Yukata Nakamura.
![]() |
Top: Key Animation for "Space Dandy" Middle: Yutapon-Cubes in the second Season of "My Hero Academia" Bottom: Key Animation by Yukata Nakamura for the movie "Sword of the Stranger" |
Another, nearly equally important Animator is Yoshimichi Kameda, whose animation style is just as easy to recognize. His work consists of heavy black and brushy paint strokes, thus giving his cuts a distinct ruff, erratic and wild feeling.
He is known to have worked with Industry
Legends like Hideaki Anno on certain
shots in Evangelion 3.0 as well as the critically acclaimed Fullmetal Alchemist
Brotherhood. He is responsible for creating some of the best-looking action sequences in the series, one of them being the
death-scene of Lust in episode 19 respectively Envy's death-scene in episode 54.
Additionally, he worked on some of the most
memorable fights in One Punch Man, one them being the Underdweller-fight, of which he animated the beginning and the
middle sequences.
Yoshimichi Kameda is of the, if not the leading
force behind the Anime adaptation of the Mob Psycho 100 manga, creating the
Character designs and handling a major part of the animations.
Envy's Death, Ep. 54 from Fullmetal Alchemist: Brotherhood
Now we got set off-track speaking about two notorious animators, let’s continue where we left off:
Obviously Key animators they aren’t the only
ones who bring movement to still images. As I stated before Key animators
usually only draw the most important frames in a cut, so looking at their work isolated
the movements would simply jump from one position to the next, without any actual
fluidity in the movement. Here’s when the in-between animation comes into play.
The in-between animators create the missing movements between keyframes, in essence,
they fill in the gaps. Since in-between animation is basically grunt work it is
either outsourced (mostly to Korea) or it becomes the task of less experienced
animators, which is also paid accordingly
bad.
A single episode of anime usually needs about
20 different key animators and even more in-between animators to be made. When
so many different people are drawing the same stuff, someone must worry about
consistency. That someone is the Animation Director. Animation directors tend
to be more experienced animators and are paid more for the role. However, it is
their responsibility if things go wrong with the animation, making it a
potentially very stressful job, especially under time pressure. Often, an
episode of anime will have more the one animation director, and this can be a
sign of scheduling problems, with more people needed to complete the episode
satisfactorily and on time, or even a sign of many poor drawings needing
correction. Furthermore, it can also be because animation directors are being
used to their respective specialties (i.e. An animation director brought on to
handle a mecha sequence, or to handle drawings of animals), or an indication
that it was a difficult and demanding episode with a lot of drawings.
Next, to the animation director, an anime Series also tends to have a Chief animation
director, who oversees the complete series. He often works a lot with the
character designer or he mans both positions.
Now that we know all there is to know about the
staff members directly responsible for the animation, we can now answer the
question (high) above.
Anime, produced for both TV and the big screen
always has a constant framerate (24 frames per second), meaning we see 24
images for every second of animation.
But most of the time anime gets produced in
2's, meaning there is a unique image
every second frame. This involves that a second of animation only consists of
12 individual images per second which are then shown twice to create a fluent
motion of 24 fps. To save time and thus money animators use all sorts of tricks
to lessen their already enormous workload.
Sometimes anime uses even less unique images
(sometimes called cell, reminiscent of the traditional way of making an animation using celluloid) in a second and will
only be animated in 4's or even 5's. A framerate this low is usually used
during dialogue or comedic scenes, where there is either not much movement or
the hasty movements of a character doesn’t
feel out of place.
An also commonly used method is to divide the
individual shot into different layers of importance which are then animated
accordingly. While the main focus of the
shot may be on the main character in the
foreground, which is animated at the standard 2's, irrelevant background motion is simultaneously animated in
3's.
Something else to know about shooting on twos
is that it makes it very easy to smooth out an animation because you can just
replace one of the duplicated drawings with a "tween" cell. If
someone makes a fast movement, shooting on twos make
it look like their arm jumped from one side of the screen to the other.
Replacing the duplicate cell with a "tween" will make the action
smoother. Plus, there's repetitive motions, reused animation, and other ways to
save drawing time/money/wear on the artists.
In conclusion the motion itself is created by showing
the eye images in quick succession, and these images are created by whole team
of people. And there are still many more steps to be made to reach a finished product from where we left off, most notably the coloring, editing and sounddesign.
ayo
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