On September 25, ANITSUKU 2016, the general anime production tech event, was held at UDX GALLERY in Akihabara. Orange, a CG production company, hold the seminar ‘Code Geass : Akito the Exiled, Track CG Modeling Process to CG Animation Process.’ Using Akito the Exiled and its five chapters that were released between 2012 and 2016, they explained how they created the overwhelming battle scenes.
The seminar was held by CG Director Sato Gochu, CG Modeler Akira Nishimura, CG Modeler Kana Kojima, and CG Animator Yuki Banno. They talked about how they produced the work mainly on mechanical modeling and animation.
First, they screened the battle scene of Alexander, the leading machine. Even though they are using the same machines, the pilots are different. They gave each machine a unique movement to distinguish from each other. The machine Akito Hyuuga, the leading character, controls the fight by taking advantage of its small size and changes its form during the battle. This expressed how Akito is skilled at operating the machine. On the other hand, Leila Malkal is not familiar with the operation so they made her stagger when landing on the ground to emphasize that. They gave distinguishable characters to each machine to give the impression that it’s the characters who are actually operating the machines.
Nishimura said that when creating a model from the mechanical design perspective, it’s important to imagine what materials are used on the body. When creating a half-destroyed machine, he made sure to imagine by what weapon it was destroyed so as to accurately express the material texture: it can be many thing from screwed apart to squashed.
Itano commented that he was able to create Akito’s animation thanks to Alexander’s design. Alexander is similar to a human with less decoration so it can move quickly and delicately. And it has a unique silhouette so even during violent movements, we can still tell what is going on with the machine. This contributed in his working efficiency because he was able to consider not only the coolness of the actions but also the characters’ mind state.
The backgrounds were created using CG as well and helped making the action scenes more exiting. Kojima compared the art boards of Gallia Grande and Castle Weiss-Wolf with the completed CG and explained how he added color, taints, shades, depth, and light reflection. We learned how adding various processes makes the backgrounds more realistic.
Finally, Sato commented that Akito is a flexible work and there were scenes in which he added ten additional seconds for extra actions.
The seminar gave us the impression that the job of the animators was not easy but certainly worthwhile. They were able to incorporate their ideas while trying to understand the aim of the storyboard.