Anime is the Japanese abbreviated pronunciation of animation. The definition sometimes changes depending on the context. In English-speaking countries, the term most commonly refers to Japanese animated cartoons. While the earliest known Japanese animation dates to 1917, and many original Japanese cartoons were produced in the ensuing decades, the characteristic anime style developed in the 1960s—notably with the work of Osamu Tezuka—and became known outside Japan in the 1980s.
Anime, like manga, has a large audience in Japan and recognition throughout the world. Distributors can release anime via television broadcasts, directly to video, or theatrically, as well as online.
Both hand-drawn and computer-animated anime exist. It is used in television series, films, video, video games, commercials, and internet-based releases, and represents most, if not all, genres of fiction. As the market for anime increased in Japan, it also gained popularity in East and Southeast Asia. Anime is currently popular in many different regions around the world.
Many commentators refer to anime as an art form. As a visual medium, it can emphasize visual styles. The styles can vary from artist to artist or from studio to studio. Some titles make extensive use of common stylization: FLCL, for example, has a reputation for wild, exaggerated stylization. Other titles use different methods: Only Yesterday or Jin-Roh take much more realistic approaches, featuring few stylistic exaggerations; Pokémon uses drawings which specifically do not distinguish the nationality of characters While different titles and different artists have their own artistic styles, many stylistic elements have become so common that describe them as definitive of anime in general. However, this does not mean that all modern anime share one strict, common art-style. Many anime have a very different art style from what would commonly be called "anime style", yet fans still use the word "anime" to refer to these titles. Generally, the most common form of anime drawings include "exaggerated physical features such as large eyes, big hair and elongated limbs... and dramatically shaped speech bubbles, speed lines and onomatopoeic, exclamatory typography.
The influences of Japanese calligraphy and Japanese painting also characterize linear qualities of the anime style. The round ink brush traditionally used for writing kanji and for painting, produces a stroke of widely varying thickness.
Anime also tends to borrow many elements from manga, including text in the background and panel layouts. For example, an opening may employ manga panels to tell the story, or to dramatize a point for humorous effect. See for example the anime Kare Kano.
Character design
Proportions
Body proportions emulated in anime come from proportions of the human body. The height of the head is considered by the artist as the base unit of proportion. Head heights can vary as long as the remainder of the body remains proportional. Most anime characters are about seven to eight heads tall, and extreme heights are set around nine heads tall.
Variations to proportion can be modified by the artist. Super-deformed characters feature a non-proportionally small body compared to the head. Sometimes specific body parts, like legs, are shortened or elongated for added emphasis. Most super deformed characters are two to four heads tall. Some anime works like Crayon Shin-chan completely disregard these proportions, such that they resemble Western cartoons. For exaggeration, certain body features are increased in proportion.
Eye styles
Many anime and manga characters feature large eyes. Osamu Tezuka, who is believed to have been the first to use this technique, was inspired by the exaggerated features of American cartoon characters such as Betty Boop, Mickey Mouse, and Disney's Bambi.
Tezuka found that large eyes style allowed his characters to show emotions distinctly. When Tezuka began drawing Ribbon no Kishi, the first manga specifically targeted at young girls, Tezuka further exaggerated the size of the characters' eyes. Indeed, through Ribbon no Kishi, Tezuka set a stylistic template that later shōjo artists tended to follow.
Coloring is added to give eyes, particularly to the cornea, some depth. The depth is accomplished by applying variable color shading. Generally, a mixture of a light shade, the tone color, and a dark shade is used. Cultural anthropologist Matt Thorn argues that Japanese animators and audiences do not perceive such stylized eyes as inherently more or less foreign.
However, not all anime have large eyes. For example, some of the work of Hayao Miyazaki and Toshiro Kawamoto are known for having realistically proportioned eyes, as well as realistic hair colors on their characters.
Facial expressions
See also: Manga iconography
Anime characters may employ a variety of predetermined facial expressions to denote moods and thoughts. These techniques are often different in form than their counterparts in western animation, and they include a fixed iconography that's used as shorthand for certain emotions and moods. There are a number of other stylistic elements that are common to conventional anime as well but more often used in comedies. Characters that are shocked or surprised will perform a "fce fault", in which they display an extremely exaggerated expression. Angry characters may exhibit a "vein" or "stress mark" effect, where lines representing bulging veins will appear on their forehead.
Angry women will sometimes summon a mallet from nowhere and strike another character with it, mainly for the sake of slapstick comedy. Male characters will develop a bloody nose around their female love interests (typically to indicate arousal, which is a play on an old wives' tale). Embarrassed or stressed characters either produce a massive sweat-drop (which has become one of the most widely recognized motifs of conventional anime) or produce a visibly red blush or set of parallel (sometimes squiggly) lines beneath the eyes, especially as a manifestation of repressed romantic feelings.
Characters who want to childishly taunt someone may pull an akanbe face (by pulling an eyelid down with a finger to expose the red underside). Characters may also have large "X" eyes to show a knockout, or in some cases, even illness.
This is typically used for comedic purposes. Vacant, non-reflecting eyes can be used to indicate a state of semi-consciousness.
Animation technique
Main article: Animation
Like all animation, the production processes of storyboarding, voice acting, character design, cel production and so on still apply. With improvements in computer technology, computer animation increased the efficiency of the whole production process.
Anime is often considered a form of limited animation. That means that stylistically, even in bigger productions the conventions of limited animation are used to fool the eye into thinking there is more movement than there is. Many of the techniques that are used comprise cost-cutting measures while working under a set budget.
Anime scenes place emphasis on achieving three-dimensional views. Backgrounds depict the scenes' atmosphere.
For example, anime often puts emphasis on changing seasons, as can be seen in numerous anime, such as Tenchi Muyo. Sometimes actual settings have been duplicated into an anime. The backgrounds for the Melancholy of Haruhi Suzumiya are based on various locations within the suburb of Nishinomiya, Hyogo, Japan.
Camera angles, camera movement, and lighting play an important role in scenes. Directors often have the discretion of determining viewing angles for scenes, particularly regarding backgrounds. In addition, camera angles show perspective. Directors can also choose camera effects within cinematography, such as panning, zooming, facial close up, and panoramic.
The large majority of anime uses traditional animation, which better allows for division of labor, pose to pose approach and checking of drawings before they are shot – practices favored by the anime industry.
source : Wikipedia
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