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=Reasonably reliable sources with limited availability=
=Reasonably reliable sources with limited availability=
==Interview with Hideaki Anno by Kihachi Okamoto (Writer/Director)==
[http://www.imdb.com/name/nm0645477/ Kahachi Okamoto's IMDB page]
Source: [http://johakyu.net/lib/2008/05/2008-05-18-000850.php 『写真(えいが)』の話に来ました]
Translation/Summary by [http://forum.evageeks.org/profile.php?mode=viewprofile&u=5214 symbv] (Incomplete)
Okamoto said that he watched Evangelion twice though he watched the ending first. He said the reference material he received along with the video has "controversial" written in it. He did not understand at first but later knew why once he watched the whole series.
'''Okamoto''' - Gun Busters is easier to understand. The final episode in the second video is black-and-white. I think it might be done to make it stand out - I men the "Okarinasai" at the end.<br />
'''Anno''' - My generation was the age when black and white moved to color. I would like people living now to see how great to have color lol. That was 35 monochrome.<br />
'''Okamoto''' - I love black and white. Perhaps nearly half of my works are black and white?<br />
'''Anno''' - Recently there are more black and white CM on TV. Poster too. Somehow it is getting popular.<br />
'''Okamoto''' - And then there is partial coloring.<br />
'''Anno''' - "Part Color"... Everyone is now so familiar with beautiful full color, so on the contrary they see that as ununsual.<br />
'''Okamoto''' - But development cost is high. In the past development solution for black-and-white was always available. Now you need to order it first and then they make the development solution.<br />
'''Anno''' - If it's color development can be done in the same day. For black and white, they told me to give them 2 days and it became a problem to me schedule-wise. If there is a rush, they would not get it done unless they have 2 days.<br />
'''Okamoto''' - But that thing does not fade. Print is easy to fade as time passes by.<br />
'''Anno''' - It becomes reddish...<br />
Then some talk about Okamoto's Nikudan. Anno watched it twice and Okamoto said it's more than enough...Anno said he still remembered a lot of the scenes and how they are edited and linked.
But the ones he watched most are "The longest day of Japan" and "Okinawa Battle". He even played it as BGV when he was doing storyboarding at one time, and then slowly his attention was drawn to the video and ended up spending 3 hours watching it.
Then Okamoto talked about his filming Okinawa Battle in Okinawa and the problem with lack of manpower and resource, ended up doing one of the characters.
Then Anno said it's easier in anime -- if one more character is needed just draw him. But Anno said anime and real life both have aspects that the other side may envy. For example in anime, the camera does not move, and the shadow and body motion needs to be made realistic. Even with CG it has become easier, it still has that CG feel. Anno then said for anime the main work is still about fixing the motion. Scrolling and wrapping the background is particularly inefficient.
Then more flattery from Anno about how Okamoto's tempo and scene cutting is suitable for anime.
And then Anno talked about frame aspect ratio -- love Cinescope and miss its disappearance. Hate standard ratio and also not like Vista. He loves the way when Cinescope aspect is used audience have to follow the scene by moving their heads which is something not possible with TV watching.
Skipped the part that talks aobut "Blood and Sand" and "Sengoku yarou", and use of long shots. Except that Anno mentioned the fun thing with anime is that the photographer doubles as the actor in anime and in real-life you never see cameraman doubles as actor.
Very technical talk about how many frames of films to use for one blink. Anno said 6-7 frames, if he does not want the scene to get noticed, he put 6, if he wants to make sure it gets noticed he put at least 9 frames. And he said that if it is familar and static scene, even 2 frames can leave an impression. 3 frames may already make it too slow. But if it is fighting it needs 7-8 frames. Took 12 frames in film, cut may be 5-6, depending on how the pictures look. And of course in dialogue how to cut is already predetermined. He said he spent 12 hours to cut 20 min of animation. The longest time took him 24 hours.
Skipped the part about talking with the audience.
'''About line of eye sight:'''<br />
'''Anno''' - In the case of anime, the acting and performance usually does not take that much into account. One reason could be the character design.
The eyes of the characters usually stress on the details of the eyes and this make it difficult to put acting by using line of sight.
However, in Eva the char design is comparatively easier to do such acting, so I put some effort into that. Like where the character is looking at in that scene, or whether the audience are going to see the eyes or not...<br/ >
Because it is so fundamental I took great care about it. So unusually I put instructions in the storyboard like "Eyes are looking here". As I am influenced by director Okamoto, I used camera line of sight more than usual<br/ >
'''Okamoto''' - if possible, line of sight should be on somewhere close. And on direction, A would look at B and then speak, and B would look back at A in reacton. It has to be like that...<br />
'''Anno''' - for me, camera line of sight is often on the front. The drawing staff usually hates it. Drawing frontal face is more diffcult and often it could not be done well. But if the line of sight goes the other way, it becomes hard to use it to act.<br />
'''Okamoto''' - There is power if the guy's sight is close to you<br />
'''Anno''' - yes, that's it. That has energy in it.<br />
'''Anno''' - I don't like switching between front and side. It is easier to frame the position of eyes of the characters if it is a front to front exchanges between the lines of sights of two persons. Anime is at the end a 2D thing so the amount of information is limited.
When it is cut to a new scene, the audience will try to search for something to focus, and if it is a face, it will be the eyes they look first. So when the eyes have expressed the information, you can cut to another scene already. In tv anime, static scenes are many.
I think this is the proper way to go. Although I think acting by eyes is very important it is also very tedious. I don't mind putting effort into doing it but somehow when I look at it later I have a feeling that it won't get noticed, or nobody cares. And then I get a bit irriated.<br />
'''Okamoto''' - Perhaps because eyes in anime characters are so big...<br />
'''Anno''' - That has many physical reasons. If we do not make the eyes big and treat it as a symbol for the characters, it will become difficult for many to draw.<br />
'''Okamoto''' - but one can act just by eyes. Like the position of the iris...<br />
'''Anno''' - true, but as the end we only have the drawings to fall back on. If we overdo that kind of serious acting, it carries a risk of looking ridiculous. Character Design is a difficult thing.
'''About Director:'''<br />
Skipped the part about old time directors and struggles with studio about rights to edit, except Anno said that for anime sometimes it needs to do editing without having all drawings. But he thinks editing is fun. Gather extra cuts and then try to experiment by switching the cuts or rearranging order and that is interesting. And even the question of whether to cut 2 frames or not can make a difference.
'''About Storyboarding:'''<br />
More flattery from Anno about watching "Ghost Train" and Okamoto said because of AD'S mistake he once needed to take 140-150 cuts in one day.<br />
'''Anno''' - for movies, consensus is impossible<br />
'''Okamoto''' - Director must be a dictator<br />
'''Anno''' - He is a despot. Nothing can move forward if we have to wait until someone else makes a decision and approves. Also the personal character would nto come out.
In anime, a overall design called storyboard is made from the very beginning. And the production system is based on that design, so it is easier to unify opinions.<br />
'''On the other hand, there is an image that the director's job is over once the storyboard is decided.'''<br />
'''Okamoto''' - since we are on it, in Ghostbuster and Eva last episode, there are parts in black and white, that flashback, that kind of stood out. It used quite a bit of sketch like drawings. Did the storyboard also cover that?<br/ >
'''Anno''' - It was put in there.<br />
'''Okamoto''' - Oh, those sketches were interesting. It somehow feels it's moving.<br />
'''Anime vs real-life film:'''<br />
Okamoto said real-life is not necessarily better. Anno said many anime directors want to do real-life. Many simply put drawings in place of real-life images and they seem to want to push anime to look closer to real life film.
And both think it is not a good idea.
Final comment by Anno - Animation is a kind of static world, but there is a yearn for thrill when it switches from one static world to antoher static world and that cut to new scene is a most efficient way to get such thrill. And he thinks Okamoto's style of film cutting has similar effect<br/ >
'''Anno''' - in a tv anime, 30 min of video has a limit of 3500 pictures. So the images cannot move as much as I want. And how to squeeze out the best from the image in such lack of motion, it is all in the cutting.


==Interview with Toshmichi Otsuki (Neon Genesis Evangelion producer)==
==Interview with Toshmichi Otsuki (Neon Genesis Evangelion producer)==

Revision as of 04:23, 10 March 2011

This page is a master list of statements, interviews and other articles that serve as windows to the warped mindscapes of Evangelion's creators.

The format of the entries should be something like

  • Title (or some combination of who-what-where, if a straightforward title is not available)
  • Points of interest
  • Quotations?
  • Primary source and its availability; this would usually mean the original Japanese text
  • Secondary sources and their availability; these would be usually translations
  • Reliability level of the sources and related disclaimers (staff statements would usually be Tier 2 canon)

Reliable and well-known sources

  • Hideaki Anno: What were we trying to make here?
  • Points of interest: An insightful view of what Anno had in mind before the start of the TV series. (Please expand)
  • Quotations?
  • Primary source: Neon Genesis Evangelion Vol. 1 (Needs better release info!)
  • Translation: available here. (Who translated this? Where did this translation first appear?)
  • Reliability level: Solid Tier 2 canon.

Reasonably reliable sources with limited availability

Interview with Hideaki Anno by Kihachi Okamoto (Writer/Director)

Kahachi Okamoto's IMDB page Source: 『写真(えいが)』の話に来ました

Translation/Summary by symbv (Incomplete)

Okamoto said that he watched Evangelion twice though he watched the ending first. He said the reference material he received along with the video has "controversial" written in it. He did not understand at first but later knew why once he watched the whole series.

Okamoto - Gun Busters is easier to understand. The final episode in the second video is black-and-white. I think it might be done to make it stand out - I men the "Okarinasai" at the end.
Anno - My generation was the age when black and white moved to color. I would like people living now to see how great to have color lol. That was 35 monochrome.
Okamoto - I love black and white. Perhaps nearly half of my works are black and white?
Anno - Recently there are more black and white CM on TV. Poster too. Somehow it is getting popular.
Okamoto - And then there is partial coloring.
Anno - "Part Color"... Everyone is now so familiar with beautiful full color, so on the contrary they see that as ununsual.
Okamoto - But development cost is high. In the past development solution for black-and-white was always available. Now you need to order it first and then they make the development solution.
Anno - If it's color development can be done in the same day. For black and white, they told me to give them 2 days and it became a problem to me schedule-wise. If there is a rush, they would not get it done unless they have 2 days.
Okamoto - But that thing does not fade. Print is easy to fade as time passes by.
Anno - It becomes reddish...

Then some talk about Okamoto's Nikudan. Anno watched it twice and Okamoto said it's more than enough...Anno said he still remembered a lot of the scenes and how they are edited and linked.

But the ones he watched most are "The longest day of Japan" and "Okinawa Battle". He even played it as BGV when he was doing storyboarding at one time, and then slowly his attention was drawn to the video and ended up spending 3 hours watching it.

Then Okamoto talked about his filming Okinawa Battle in Okinawa and the problem with lack of manpower and resource, ended up doing one of the characters.

Then Anno said it's easier in anime -- if one more character is needed just draw him. But Anno said anime and real life both have aspects that the other side may envy. For example in anime, the camera does not move, and the shadow and body motion needs to be made realistic. Even with CG it has become easier, it still has that CG feel. Anno then said for anime the main work is still about fixing the motion. Scrolling and wrapping the background is particularly inefficient. Then more flattery from Anno about how Okamoto's tempo and scene cutting is suitable for anime. And then Anno talked about frame aspect ratio -- love Cinescope and miss its disappearance. Hate standard ratio and also not like Vista. He loves the way when Cinescope aspect is used audience have to follow the scene by moving their heads which is something not possible with TV watching.

Skipped the part that talks aobut "Blood and Sand" and "Sengoku yarou", and use of long shots. Except that Anno mentioned the fun thing with anime is that the photographer doubles as the actor in anime and in real-life you never see cameraman doubles as actor.

Very technical talk about how many frames of films to use for one blink. Anno said 6-7 frames, if he does not want the scene to get noticed, he put 6, if he wants to make sure it gets noticed he put at least 9 frames. And he said that if it is familar and static scene, even 2 frames can leave an impression. 3 frames may already make it too slow. But if it is fighting it needs 7-8 frames. Took 12 frames in film, cut may be 5-6, depending on how the pictures look. And of course in dialogue how to cut is already predetermined. He said he spent 12 hours to cut 20 min of animation. The longest time took him 24 hours.

Skipped the part about talking with the audience.

About line of eye sight:
Anno - In the case of anime, the acting and performance usually does not take that much into account. One reason could be the character design. The eyes of the characters usually stress on the details of the eyes and this make it difficult to put acting by using line of sight. However, in Eva the char design is comparatively easier to do such acting, so I put some effort into that. Like where the character is looking at in that scene, or whether the audience are going to see the eyes or not...
Because it is so fundamental I took great care about it. So unusually I put instructions in the storyboard like "Eyes are looking here". As I am influenced by director Okamoto, I used camera line of sight more than usual
Okamoto - if possible, line of sight should be on somewhere close. And on direction, A would look at B and then speak, and B would look back at A in reacton. It has to be like that...
Anno - for me, camera line of sight is often on the front. The drawing staff usually hates it. Drawing frontal face is more diffcult and often it could not be done well. But if the line of sight goes the other way, it becomes hard to use it to act.
Okamoto - There is power if the guy's sight is close to you
Anno - yes, that's it. That has energy in it.
Anno - I don't like switching between front and side. It is easier to frame the position of eyes of the characters if it is a front to front exchanges between the lines of sights of two persons. Anime is at the end a 2D thing so the amount of information is limited. When it is cut to a new scene, the audience will try to search for something to focus, and if it is a face, it will be the eyes they look first. So when the eyes have expressed the information, you can cut to another scene already. In tv anime, static scenes are many. I think this is the proper way to go. Although I think acting by eyes is very important it is also very tedious. I don't mind putting effort into doing it but somehow when I look at it later I have a feeling that it won't get noticed, or nobody cares. And then I get a bit irriated.
Okamoto - Perhaps because eyes in anime characters are so big...
Anno - That has many physical reasons. If we do not make the eyes big and treat it as a symbol for the characters, it will become difficult for many to draw.
Okamoto - but one can act just by eyes. Like the position of the iris...
Anno - true, but as the end we only have the drawings to fall back on. If we overdo that kind of serious acting, it carries a risk of looking ridiculous. Character Design is a difficult thing.

About Director:
Skipped the part about old time directors and struggles with studio about rights to edit, except Anno said that for anime sometimes it needs to do editing without having all drawings. But he thinks editing is fun. Gather extra cuts and then try to experiment by switching the cuts or rearranging order and that is interesting. And even the question of whether to cut 2 frames or not can make a difference.

About Storyboarding:
More flattery from Anno about watching "Ghost Train" and Okamoto said because of AD'S mistake he once needed to take 140-150 cuts in one day.
Anno - for movies, consensus is impossible
Okamoto - Director must be a dictator
Anno - He is a despot. Nothing can move forward if we have to wait until someone else makes a decision and approves. Also the personal character would nto come out. In anime, a overall design called storyboard is made from the very beginning. And the production system is based on that design, so it is easier to unify opinions.

On the other hand, there is an image that the director's job is over once the storyboard is decided.
Okamoto - since we are on it, in Ghostbuster and Eva last episode, there are parts in black and white, that flashback, that kind of stood out. It used quite a bit of sketch like drawings. Did the storyboard also cover that?
Anno - It was put in there.
Okamoto - Oh, those sketches were interesting. It somehow feels it's moving.

Anime vs real-life film:
Okamoto said real-life is not necessarily better. Anno said many anime directors want to do real-life. Many simply put drawings in place of real-life images and they seem to want to push anime to look closer to real life film. And both think it is not a good idea.

Final comment by Anno - Animation is a kind of static world, but there is a yearn for thrill when it switches from one static world to antoher static world and that cut to new scene is a most efficient way to get such thrill. And he thinks Okamoto's style of film cutting has similar effect
Anno - in a tv anime, 30 min of video has a limit of 3500 pictures. So the images cannot move as much as I want. And how to squeeze out the best from the image in such lack of motion, it is all in the cutting.


Interview with Toshmichi Otsuki (Neon Genesis Evangelion producer)

(Courtesy of Mainichi News) (Awaiting original source link)

exposition:

'Toshimichi Otsuki, working as producer in tandem with director Hideaki Anno, helped create "Evangelion," a manga that changed the cartoon business in Japan.

Evangelion led the way in forming the foundations of the anime business by pioneering what have become manga marketing staples such as screening on late-night TV, software sales and merchandising.

But, as an interview with Mainichi Manga Town's Kei Watanabe showed, Evangelion has not entirely been a bed of roses for the man who started as a humble producer and is now the managing director of King Records.'

interview:

Interviewer: A DECADE HAS PASSED SINCE EVANGELION FINISHED SCREENING ON TV. WHAT ARE YOUR THOUGHTS ON THE ANIME NOW?

Otsuki: It's probably been a tough 10 years from the point of view of an anime producer.

I'm now 44 and I made Evangelion when I was 34. It's about the time in your career when you start thinking about taking the next big step.

In those 10 years, I've produced works like "Shojo Kakumei Utena" (Revolutionary Girl Utena) and "Sokyu no Fafuna" (Dead Aggressor), but nothing I've done has surpassed Evangelion.

Interviewer: WHAT WERE THE TOUGHEST TIMES?

Otsuki: Without doubt, the hardest thing was when we couldn't make the opening deadline for the movie back in 1997.

We couldn't release a complete work and were forced to bring out a movie in both the spring and again in the summer.

We had been working on the movie version while the TV series while still running for the first time, but I knew by the end of 1996 that we weren't going to make the deadline, so I made the decision to create two movies.

Anno-san never apologized, though. The end result was that we got almost the same amount of people in to watch both movies, which made the distributor, Toho, very happy, but it was really tough to make the decision to split up the story.

Even then, we still had to work up until the very last moment to get the second movie out on time. I went home to catch up on some sleep without even watching the movie.

Another difficult matter was the scheduling of the end of the TV series.

I have absolutely no recollection of having seen the rushes before the shows aired. Before I knew it, I was seeing things like (Eva) Unit 03 fighting on the screen and thinking: "What the hell is going on here?"

Interviewer: DESPITE EVERYTHING, YOU WERE AN ENORMOUS INFLUENCE ON THE ANIME WORLD.

Otsuki: There have been two major changes in the anime world since Evangelion came out.

The first is that TV networks have expanded their programming to include more manga. There's also more manga being shown on satellite and late-night TV. I think Evangelion proved without a doubt that anime could be a powerful business.

The other transformation Evangelion brought about was changing the face of (the central Tokyo district of) Akihabara.

Up until then, Akihabara had only been a place where people bought household appliances and electronics, but anime gradually began to make its presence felt more and more.

At the time, people could only buy either laser discs or video cassettes, but we still managed to change Akihabara so that it became a place that went from selling appliances to selling software.

Personally, I think the "Evangelion Effect" mainly extends to these two things.

Interviewer: AT LEAST YOU WERE A PIONEER IN THE CONTENTS SALES BUSINESS...

Otsuki: Maybe, but I haven't managed to come up with a hit since Evangelion, which makes looking back at that time a somewhat bitter experience.

What that all adds up to is that I've basically only being doing routine work.

I've got none of the excitement that I had at that time. Of course, I've got some good plans on the drawing board. But, ideally, now would have been a better time of my life to have come up with something like Evangelion.

Interviewer: WHY CAN'T YOU COME UP WITH SOMETHING LIKE EVANGELION?

Otsuki: When Evangelion came out, all I could think about was getting director Hideaki Anno's work out into the world, and getting the idea across to the world about just how good a work it was.

Anno-san concentrated on producing the work itself, while I concentrated on basically every other task associated with it.

It was me who made the orders when we needed to produce more laser disc and CDs and it was me who met with all the sponsors and the TV network people.

I only had one person working under me at the time, and we were constantly unable keep up with production demand for products because they kept selling so quickly.

Looking at the structure of the anime business now and the situation then was unthinkable. You could never work that way now.

Interviewer: DO YOU THINK THE SUCCESS OF EVANGELION CAME ABOUT BECAUSE IT WAS SUCH A GOOD PRODUCT?

Otsuki: I hardly said a word about the actual anime, itself. Up until that time, there had never been an anime about gigantic robots battling these mysterious monsters invading the planet, while at the same time focusing on what was going on in the minds of the main characters. But, Anno-san said that was the type of work he wanted to make, so I told him I would be backing him up while he made it.

In terms of doing something that had never been done before, it was almost as though we were a "pre-Colombian Columbus."

I can still clearly remember going to one advertising agency while on a search for sponsors and doing a presentation about Evangelion.

When I'd finished, one of the agency bigwigs turned to me and said, deadly serious, "If you bungle this project, you're fired."

When I went to the toy manufacturers, the reaction was pretty much the same.

I suppose the idea of a record company executive trying to sell an anime was unprecedented. Everything we did then was unprecedented.

But there was undoubtedly a thrill with every breakthrough we made.

Interviewer: WHAT CAN TODAY'S ANIME WORLD LEARN FROM EVANGELION?

Otsuki: Now, there seems to be an atmosphere of "get whatever you can" and all the talk is about "rights, rights, rights."

Focusing on promoting yourself and your works is not good enough.

You've got to make yourself feel good first by wanting to create a sellable work and a work that will make you satisfied.

When Evangelion was screening, I never once mentioned King Records on any of the LDs or CDs or commercials that were available at the time.

The only thing I ever talked about when I was selling Evangelion was the director, Hideaki Anno. I backed him to the hilt and asked Anno-san to express himself as a director.

And we achieved everything we did because that was all we did when it came to Evangelion. (By Kei Watanabe) [Mainichi Daily News / May 06]


Via Newtype:

Hideaki Anno:


"Evangelion is like a puzzle, you know. Any person can see it and give his/her own answer. In other words, we're offering viewers to think by themselves, so that each person can imagine his/her own world. We will never offer the answers, even in the theatrical version. As for many Evangelion viewers, they may expect us to provide the 'all-about Eva' manuals, but there is no such thing. Don't expect to get answers by someone. Don't expect to be catered to all the time. We all have to find our own answers." -PA #43, translated by Miyako Graham from 11/96 Newtype

"I wrote about myself. My friend lent me a book on psychological illness and this gave me a shock, as if I finally found what I needed to say," [November, 2004]

"Evangelion is my life and I have put everything I know into this work. This is my entire life. My life itself." -Hideaki Anno (translation from 11/96 Newtype)

Rumor mill tier

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