Production
Founded in 1962, Tatsunoko Production celebrated their 40th year of animated film production by releasing Karas in 2005, their first production being Space Ace in 1965. Keiichi Sato joined the company as the project director after he pitched its concept of a life-sized dark hero to the management. He researched production and direction techniques from kabuki, a form of traditional Japanese theater; and Japanese staged swordfights as materials for the project. Choreographed swordfights rendered with 3D animation were rare at that time, and Sato felt this would help distinguish the show. The use of theatrical elements and movie shooting techniques in its presentation sets Karas apart from its contemporaries. Producer Kenji Nakamura (中村 健治, Nakamura Kenji?) felt the team's lack of experience in this area pushed them to ignore their previous animation work experience and break free of restrictions influenced by traditional animation production.
The Japanese animation industry traditionally drew every film cel by hand. This is labor intensive and inefficient; the cels are generally non-reusable, and errors are difficult to correct. This method is called the 2D approach due to the conception of the source images in only two dimensions. The use of computers and graphics software introduced computer graphics (CG) into the industry. This reduced waste; animators can reuse digital cels to correct errors and make changes. Increasing computer power spread the use of three dimensional graphics software to create 3D models and environments, and render them as 2D images. This 3D approach requires more resources to create the 3D models, but production teams can correct errors or remake film sequences much faster than the traditional 2D approach. The 2D-3D hybrid approach in Karas was due to budget and aesthetic concerns. The 2D approach allowed greater artistic details and creativity, and the 3D approach could save resources. Sato, however, disapproved the common notion of using the 3D approach for economic concern. He pushed the team to enhance image quality with detailed CG. He was also dissatisfied with computer lighting effects, and ordered the animators to draw them by hand. Due to the bright colors of the original cels, they darkened the images and concentrated on areas where shadows should be, leaving untouched the areas where light falls on.
In the typical CG approach, the duties of 2D and 3D artists are distinct. The 2D artists think up and sketch out the characters' appearances; the 3D artists create the models based on these concept sketches. For Karas, these artists worked together in these areas to create the imagery seen in the show. To encourage this and establish consistency between images based on 2D and 3D processes, the 2D drawings incorporate styles typically found in 3D models. Animators also touched up or enhanced by hand, sequences involving the models. Eko's karas form was mainly a 3D model but his skirt was hand drawn. During later stages of editing, the team spaced hand drawn frames among 3D-rendered frames to enhance the fusion of styles. The production did not use motion capture techniques. Animators drew out action scenes based on their feelings, inspirations, and observations. 3D and 2D animation and special effects director, Takashi Hashimoto (橋本 敬史, Hashimoto Takashi?) explained companies typically reduce their animators' workload by using CG for long shots and drawing only close-ups by hand. The team working on Karas, however, drew silhouettes for long shots and created complicated CG for close-ups. The 3D animators used 3D texture software, BodyPaint 3D, to refine textures for the mikura and karas models, creating seamless details on them.
CG director, Takayuki Chiba (千葉 高雪, Chiba Takayuki?) studied keren, a kabuki stagecraft technique using various props to surprise audiences and immerse them in the show. Chiba attempted to apply this technique with CG to reproduce a vividness associated with live actor productions. He aimed to produce a smooth 2D-3D product full of Japanese flavor, rather than something like a "Disney production". The team scanned real objects and used them in the show. Rice seasoning powder and bird feed became the dust and rubble in scenes of collapsing structures. They also scanned Korean dried seaweed, gim for other scenes. The animation team drew frames interpolating the motion between key frames by hand, and digitally interpolated those frames to create slow motion sequences. Editing teams in the industry normally time stretch the sequence with repeated still frames to produce these shots. Ibira reflected that typical 30-minute anime episodes consist of approximately 300 key frames. The first episode of Karas, however, consisted of approximately 700 key frames.
Composer Yoshihiro Ike (池 頼広, Ike Yoshihiro?) infused the music with the sorrow borne by the karas, and the atmosphere conveyed by the background. Ike obliged the team's request for Japanese flavored music, and studied kabuki tunes accompanying actors as they strike their mie (見得?), a picturesque pose to establish their character. He planned to use taikos (Japanese drums) to further enhance the music, but felt the show had taken on an international outlook and discarded the notion. He wanted his music to match the quality of the show, and refrained from composing them until he had watched the pre-dubbed version of the first episode. He composed most of his music as he watched the pre-dubbed episodes to synchronize their tempo and dynamics with the action in the show. He chose Prague Symphony Orchestra to perform the main theme because he felt the background of their city and its people suited the character of Karas. Other departments also took extraordinary measures in producing the show. The sound crew procured a Nissan Skyline GT-R and recorded its engine noise for several runs. These were used for the tunnel chase scenes which involved a hand-drawn 1972-77 Skyline. The editing team took the additional step of editing cels post-voice recording to ensure lip movements were in synch with the voices. These extra work and the hybrid 2D-3D approach inflated the budget of the production to three times the usual amount spent on an original video animation.
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