Book contents
- The Cambridge Companion to Manga and Anime
- The Cambridge Companion to Manga and Anime
- Copyright page
- Contents
- Figures
- Contributors
- Acknowledgments
- Notes on Japanese Names, Terms, and Titles
- Chronology
- Introduction
- Part I Claimed Origins and Overlooked Traditions
- Part II Drawing and Movement
- Part III Sound
- Part IV Narrative
- 8 Reading Story-Manga
- 9 Anime Narratives and 3D CG Aesthetics
- Part V Characters
- Part VI Genres
- Part VII Forms of Production
- Part VIII Forms of Distribution
- Part IX Forms of Use
- Further Reading
- Index
- Cambridge Companions to Literature
9 - Anime Narratives and 3D CG Aesthetics
from Part IV - Narrative
Published online by Cambridge University Press: 07 November 2024
- The Cambridge Companion to Manga and Anime
- The Cambridge Companion to Manga and Anime
- Copyright page
- Contents
- Figures
- Contributors
- Acknowledgments
- Notes on Japanese Names, Terms, and Titles
- Chronology
- Introduction
- Part I Claimed Origins and Overlooked Traditions
- Part II Drawing and Movement
- Part III Sound
- Part IV Narrative
- 8 Reading Story-Manga
- 9 Anime Narratives and 3D CG Aesthetics
- Part V Characters
- Part VI Genres
- Part VII Forms of Production
- Part VIII Forms of Distribution
- Part IX Forms of Use
- Further Reading
- Index
- Cambridge Companions to Literature
Summary
TV anime’s reliance on 2D-limited animation techniques was born in the 1960s out of budgetary constraints, but since then it has been embraced as a defining feature, especially in shōnen (boys) anime. This genre famously features protagonists who perform miraculous actions with unpredictable outcomes, the details of which can be conveniently left unvisualized under the guise of stylistic omission. Today, however, as 3D modeling and animation techniques are integrated more and more visibly into the animation pipeline, the relatively easier portrayal of seamless physical performance as spectacle may conflict with the mystery of how the shōnen hero operates. This chapter seeks to determine whether the concept of “3D anime” is plausible and how the shōnen anime narrative remains animeesque in terms of causal ambiguity.
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- The Cambridge Companion to Manga and Anime , pp. 121 - 132Publisher: Cambridge University PressPrint publication year: 2024