This talented team from Communication University of China shouts "I hate drawing animation" at graduation season—why?!
“It would be more interesting to let animated characters who are supposed to be ‘made by animators’ experience the pain of making animation themselves.”
On screen, a group of animated characters, in order to help the student who created them graduate, pick up pens and start making animation. Fanqietou, Zhipianfu, Mihuashi, Huzhen, Huawanmeiyou... They divide the work, draw drafts, make revisions, and step by step fall apart under the pursuit of DDLs.
Off screen, the 5 students who made this 17-minute graduation film went through almost exactly the same process: the script was revised six times, key animation was drawn until dawn broke outside the window, and the climax sequence was reworked right before the screening... Until 9 a.m. on the day of the screening, the director was still editing the film.
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Why did this wildly talented CUC team shout “I hate drawing animation” during graduation season?!
,Why did this wildly talented CUC team shout “I hate drawing animation” during graduation season?!
Donghua XueshupaFollowing
In a sense, the group of animated characters chased by DDLs in “Welcome to the Animation Academy” also became a portrait of the creators themselves.
This time, Donghua Xueshupa invited the main creators of the Communication University of China animation graduation short film “Welcome to the Animation Academy” to talk about how these animated characters came into being, and the story behind the work.
01 “Boiling a whole plate of dumplings just for the vinegar”: how one story went through six versions
“We spent quite a lot of time finding a theme that was both what we truly wanted to express and something more people could understand: the love between a creator and their creation.”
Feichai:The earliest source of inspiration was an extra episode, “Snow Battle Fortress,” from the Team Fortress 2 (Team Fortress 2) fan animation series “Team Neighborhood.” It tells of two teams locked out of their home because they forgot their keys; one of them throws a snowball at the other side, they start fighting, and it eventually escalates into an “epic snowball fight.”
They shot it in a documentary-like style, making a tiny, almost absurd event feel grand and hilarious, and I wanted to try making something in that absurd style myself.
1. The nature documentary stage: At first we wanted to film our real classmates as if they were animals, imitating the nature documentary format of Planet Earth, depicting the lives of animation students: how they attended classes, how they studied, how they made animation.
Everyone had their own routine. Back then we designed a lot of characters, and even thought about designing different species, personalities, and ways of speaking based on the different roles students were responsible for — for example, “Huawanmeiyou” was given a “glug-glug” bubbling underwater voice, because she lives in the sea.
During this stage, the DDL was just a sudden “natural disaster” that arrived at the story’s climax, not the true core of the story. But because the production workload was too large, we scrapped this version.
2. The music MV stage: During summer break, we tried developing it toward a music MV. At the time we wanted to imitate Bo Burnham’s “Welcome to the Internet” and conceive a story along the lines of “Welcome to the Animals”:
A freshman who had never touched animation arrives at the animation academy, meets students in different roles, and listens to them introduce their positions and tasks following the animation production pipeline. As production keeps progressing and the pace keeps speeding up, he, like real animation students, gradually falls apart.
Then the person who first guided him reappears and asks, “Was this how it was at the beginning?” and takes the student back through memories of how much he loved drawing as a child, how he got onto the animation path through hobby classes and exams, and arrived at the animation academy. Just as the protagonist seems to rediscover his original passion, the guide assigns him an animation assignment — the very first animation assignment our teachers gave us when we enrolled. The moment he sees the assignment, he breaks down again.
From this version onward, we decided: no matter how the story changed, the ending had to have a character shouting “I hate drawing animation!”
But the MV faced the same problem — too much work. So we started thinking of alternatives, and only then did the prototype of the current work take shape.
3. Mockumentary: Looking back, it was a bit like “boiling a whole plate of dumplings just for the vinegar.” Since what we really wanted to depict was the state of animation students facing DDLs and the psychology of gradually falling apart during production, why not just imitate a documentary format and film a group of animated characters going from working earnestly to gradually breaking down.
We chose to have the animated characters make animation themselves because we felt it would be more interesting to let animated characters who were supposed to be “made by animators” experience the pain of making animation firsthand. The script at this stage basically followed the documentary format, driving the plot mainly through interviews and narration, with shot design mimicking real filming as much as possible.
But later we found that if we explained all the setting clearly in a fully documentary way, the film would need to be at least half an hour long, so we decided to shift toward a feature-film direction.
4. Reality show and feature film: After discussing with our advisor, we found that the work’s narrative style was closer to a reality show. So from the third and fourth versions of the script onward, we deliberately adjusted the dialogue and plot toward a reality-show direction.
We tried to recreate the classic reality-show tropes of two people having conflicts and those dramatic moments, like a group of people charging up to Fanqietou saying “we can’t keep going,” “this thing simply can’t be finished.”
But later we realized that if we wanted every character to be vivid and likable within a limited runtime, we couldn’t rely too heavily on these deliberately manufactured conflicts, or the characters would come across as “performative.”
From prototype to the final version, the whole story was actually adjusted over nearly an entire semester; what everyone sees now is the sixth version.
We made a trade-off between reality-show-style personal expression and a broadly accessible feature film: from initially wanting to express the exhaustion and breakdown of the animation production process, we shifted to focusing on the emotional relationship between creators and their OCs (the characters they created). Using the process of breaking down while making animation as the vehicle for this relationship made it easier for general audiences to recognize and accept.
Linlu: I gave a lot of consideration to audience accessibility. Most of these animated characters have real-life prototypes, drawn from classmates around us. We hoped to treat this work as a graduation keepsake, keeping the people everyone was familiar with and the things we had experienced inside it. But after hearing our initial idea, our advisor warned us that if we simply turned our real classmates and experiences into animation, it would likely be a self-indulgent work no one else could understand.
So we spent quite a lot of time finding a theme that was both what we truly wanted to express and something more people could understand: the love between a creator and their creation.
Linlu: Actually, most of these characters existed before the film’s creation. The director came “with capital,” having already drawn many related character designs. We barely changed these designs — just slightly adjusted proportions and details before using them directly.
Feichai:These character designs, and their names, were originally created for a horror game. Because I love horror games myself, and this film was meant as a memento of our four years of university, I took the “mascot horror” vibe of Western horror games and created a set of “mascots” modeled on my classmates at the animation school — and that’s how this bunch was born.
The character designs were made over the summer during the horror-game fan-song MV imitation period; we wanted to write English songs back then, so they all got English names.
The prototype of “Fanqietou” is Fanqiezi, the director of the neighboring team’s Xihuan de Xuezhang Yao Biyele (related reading:Interview | Chaotic yet heartwarming, a “otokonoko animation” dedicated to graduation season):
When designing her, I thought of three elements — tomato, hot girl, and demon — and let her pick one of the three
Fanqiezi asked if she could be called Animatto Tomagic, I said sure, and so Fanqietou’s full name became Animatto Tomagic.
At first, I just wanted to draw some “non-human” characters, so I designed figures for myself and my friends, and then it spiraled — I kept drawing my roommates and other classmates:
Linlu:The special one is the protagonist “Xiaomo,” a character the director designed specifically for this graduation project.
Feichai:Xiaomo’s role is a freshman arriving at the animation academy for the first time; she had no name or concrete design. During creation we found that if Xiaomo were merely a character who enters the story and observes others, her presence would be extremely weak, almost becoming a “useless” character. But we didn’t want to give up on any character, so the script adjustments in the later versions were basically all aimed at strengthening Xiaomo’s sense of being the protagonist.
Feichai:Actually, no. Xiaomo doesn’t correspond to any specific person, and the student’s experiences in the film aren’t adapted from my real experiences either. As for why I played the student, the reason is a bit funny.
Because they felt this student’s aura was rather “dark,” while I usually like to wear long hair that covers my eyes, making me a better match for the student in temperament — so they had me play her.
Linlu:The more important reason is that the OCs in the film were originally created by our director based on herself and her friends, so she already has a deep connection with them. Since the story is about the emotional relationship between a creator and her OCs, having the director play this character herself makes it more immersive.
Feichai:The “behind-the-back throw” actually wasn’t deliberately designed. During filming, I was lying on my back on a stretcher, and purely due to the posture and framing it looked like a “behind-the-back throw,” so we never bothered to explain it.
“Shooting hoops in mid-air” was to convey the character’s “athlete” setting. At the time Xiaoli (the actress) didn’t know how to play an athlete, so I told her: just stand behind me like this, and when I walk forward, do a mid-air shooting motion, and everyone will know you’re an athlete.
In fact, a lot of the content in the film was added suddenly during the creative process. For example, the scene at the opening where the student collapses in front of the computer was originally designed as a rather slow, theatrical falling process, using slow motion to show her gradual breakdown. But when Linlu and I discussed how to revise the opening, she said “why don’t you just die by slamming headfirst into it,” and that’s how it became what you see now.
Linlu:There was also a runtime consideration here. Our film couldn’t get any longer, and we had to find a way to compress the content, so we needed to convey her breakdown in a shorter, more direct way. Rather than using a long, dramatic slow-motion shot of the student collapsing, having her just slam headfirst into it was better.
Feichai:The explosion scene came about the same way. While discussing how to write the “play within a play” (the animation the animated characters are making) in the second version of the script, Linlu wrote a title in that spot: “Fanqietou Escapes the Exploding Building.” But when we discussed it with our advisor, he thought Fanqietou was going to blow up the building. We figured that worked too, so that’s how we designed it.
Linlu:Right, a lot of the plot and content in the film happened through such accidental twists.
02 Five people, 17 minutes: first act the story out, then draw it
“We idealized animation production far too much at the start”
Feichai:The way the two of us write the script is a bit like “playing catch.” First I would act the story out, and Linlu would turn my performance and ideas into a script; after she finished, she’d hand it to me to revise, and after I revised it I’d give it back to her, and she’d keep revising — going back and forth like that. So by now, it’s honestly hard to say which specific parts of the script were written by whom.
Linlu:After we locked the plot and before officially entering storyboard production, in order to check the timing and confirm the director’s vision was achievable, we first made a “live-action animatic.” The director performed, I filmed and documented, and after performing we split the editing work, stitching the performances into a relatively complete version to show our advisor.
Feichai:This method was suggested by our advisor. Because our film had strict runtime requirements, rather than discovering the film ran over time only after finishing the storyboards, it was better to act the entire story out ourselves first. That way, before officially drawing the storyboards, we could get a fairly direct sense of the film’s rhythm and rough runtime.
When designing the storyboards, we also didn’t fully follow traditional animation shot logic. Apart from the few scenes at the computer, the second and third scenes set in the art studio were actually all deliberately imitating reality-show camera positions. So the film often features rather “tricky” angles, like placing the camera on the tabletop for a big perspective effect.
To draw these scenes and perspectives, we built sets and characters using furniture and blocks from the game “gogh” to find suitable camera angles. But because the 3D camera in “gogh” has a certain amount of perspective distortion, using it directly as a drawing reference wasn’t accurate enough, so Yuchuan, who was in charge of background art, also built a set of scene models in Maya specifically to work out the perspective.
Feichai:The live-action shots in the film were basically all done by ourselves, and the characters on screen were all teammates from the graduation project group.
The stretcher-carrying scene was shot in a room borrowed from a classmate’s home. Because the room’s original layout made it hard to get the camera positions we wanted, this set of shots was actually mirrored — filmed in the reverse direction, then flipped back in post. To keep audiences from noticing, we removed anything in advance that could reveal the direction, like posters and text.
Linlu:The high school scenes were shot at Beijing International Studies University. We spent ages looking for a location, only to find that the BISU campus next door looked almost exactly like this.
Feichai:Actually, as long as you don’t show too much wall and only frame near the windows, it doesn’t look like a university classroom. The four people appearing in the memory are the four key animators in our group — me, Linlu, Xiaoli, and A’hai.
To make everyone look more like high schoolers, I had my parents mail over my old school uniforms from Shenzhen. I’ve always felt Shenzhen school uniforms carry a stereotypical high schooler image; the high school uniform designs in many novels and manga are also fairly close to them.
Feichai:September–October: we completed the pre-production character art designs and keyshots, finalized in October.
October–February: transition from pre-production to production. Feichai and Linlu completed the script, storyboards, and animatic. Yuchuan and A’hai worked in parallel on backgrounds, props, scene mood illustrations, and other art design; A’hai also worked on character performance tests for Zhipianfu and Mihuashi. Xiaoli joined slightly later, and at that stage mainly focused on adapting to the art style and performance style, such as drawing Huzhen’s character expressions.
There was also some testing work. For example, for the part where characters interact with the animation software on screen, we needed to design the appearance and buttons of these “software” interfaces in advance, decide how to split up the parts, where the character key animation should stop, and where post-production would take over. We initially wanted to do the interface motion in AE, but after A’hai’s actual testing we found it was actually more convenient to do directly in CSP, so the later interface animation was also moved to CSP, with AE mainly handling rendering and post-processing.
March–May: the mid-production key animation stage. We prioritized the key animation for the interview segments, because those shots were relatively short and numerous, with less complex performances — well suited for磨合 the art style and practicing lip sync. Although we had actually already started drawing some key animation during winter break, we made some workflow mistakes back then that slowed progress.
One was that the pre-recording was done too late. We drew a portion of key animation based on the live-action animatic first, then went into pre-recording. But only after the recording was done did we discover that my speaking pace in the live-action animatic didn’t fully match the voice actors’ pace in the final recording, so the key animation had to be redone. For example, for Xiaomo’s big breakdown performance near the end, we had already animated thirty-plus seconds of performance, but because the sound and lip sync didn’t match, we had to redraw it all. Looking back now, the pre-recording should have been finished much earlier, which would have avoided a lot of rework.
Linlu:The other was a production management problem. We idealized animation production far too much at the start. The earliest production sheet was extremely simple — basically just a schedule and a shot list: who drew the storyboard for this shot, who did the key animation, who did the in-betweens; fill in the names and done.
But once we actually started, we realized this was nowhere near enough. Because our key animation was divided by character — Feichai was responsible for Fanqietou and Huawanmeiyou, A’hai for Mihuashi and Zhipianfu, Linlu for Xiaomo, and Xiaoli for Huzhen. But sometimes three or four characters could appear in the same shot, each handled by a different person. If the “key animation” column in the sheet only had one name, we simply couldn’t tell who had finished this shot and who hadn’t.
Feichai:In February this problem caused the same character to be drawn twice by two different people, so we realized the workflow had to be reorganized, and everyone held a meeting specifically to rebuild the production sheet.
So the later sheets went down to every single character and every single production step:
Who finished key animation, who finished line cleanup, who finished coloring, and when it could be handed to post — all at a glance. After this workflow was officially settled in March, the whole production actually went much more smoothly.
Feichai:Mainly to keep the characters consistent. Everyone has their own drawing habits, and it’s hard to guarantee five people would draw identically. Since absolute overall consistency was impossible, we hoped to at least keep each individual character’s overall design and performance style consistent.
For instance, A’hai is better at designs with strong graphic sensibility, so Mihuashi, Zhipianfu, and the many software windows in the film were all her responsibility; Xiaoli’s own drawing style leans more anime, which suits Huzhen.
Linlu:Of course, even divided by character, everything still had to pass the director’s review; if it didn’t match the character’s state, it would be sent back to be redrawn.
Feichai:Not so much sent back as I’d step in and fix it myself. Especially during the early art-style adaptation stage, I was quite strict about nailing the characters’ “forms” and performances.
Take Huzhen: although her design doesn’t look complicated, it’s actually very delicate. Move the mouth down a bit, the eyes up a bit, and the face might look especially long. So when Xiaoli first started drawing her, I stepped in to adjust almost every single shot.
Same with performance: the live-action animatic we made stayed in the group chat the whole time; if anyone had no clear idea for a performance segment, they could reference the live-action performance first; and if they had a better idea, they were free to improvise — but they had to watch the animatic first to get the impression.
Linlu:One month before the screening, we suddenly received notice that the explosion sequence in the film’s climax could not be kept and needed to be revised.
We were devastated, because everything leading up to it had been designed for that final sequence. If the original ending couldn’t stand, a lot of content would need to be adjusted along with it. But at that point our production capacity was stretched thin — the key animators were working back-to-back shifts with no time to rest. Finishing the original content was already hard enough, and now we had to overhaul the ending from scratch — it was practically an “impossible” task.
Feichai:We were given only three hours from receiving the notice to delivering a revision plan. And that day we had just finished shooting, with more key animation due that night. So all I could do was go back and draw like mad, and I cranked out the version everyone sees now:
This plan actually involved even more work, because it added a lot of characters. I’m truly so grateful to my classmates!
Many of the characters appearing in the explosion sequence were ones we “borrowed” from other graduation project groups — most of them were characters people created during last year’s joint-creation exhibition. We reached out to ask for permission, asking whether these characters could appear in the film as Easter eggs, and almost everyone agreed. Without them, we probably wouldn’t have been able to finish this film.
Afterwards we negotiated again with the studio; they also really liked the plan, so they didn’t raise the price much and cooperated with us on adjusting the division of labor. We handled the character model sheets and key animation, and they completed the subsequent animation, line cleanup, coloring, and rendering. Truly, thank you so much!
Over the following days, we threw ourselves into overtime drawing the key animation of characters popping out, delivering the files to the studio before the weekend — the file size was absurdly huge. Once that was done, we continued pushing forward on our own remaining key animation and compositing work. Looking back now, it actually only took three days — roughly the 24th to the 27th — which seems pretty fast in hindsight, but the whole team was falling apart at the time.
Feichai:In fact, at 9 a.m. on the day of the screening, I was still editing the film.
Linlu:We turned it in in a very, very last-minute way. On the day of the screening, I only tested the film’s audio one last time before leaving home.
Feichai:One night, we were rushing the “play within a play” (the scene where several characters face the school together before the explosion). Partway through drawing, Xiaoli suddenly posted in the group: “Oh my god, I had the lights on while drawing — it’s dawn outside.” Then we all looked out and said, “Ah, it’s dawn.”
Linlu:The four key animators — none of us slept that night.
Feichai:Do spend time on pre-production, but don’t spend too much of it. The most important thing is knowing what you truly want to make.
One big reason we revised back and forth during pre-production was my perfectionist streak. I’m the kind of person who needs someone to tell me “this can work” before I dare to truly commit. If the advisor didn’t explicitly tell me a plan was OK, I’d feel it wasn’t good enough and could keep being revised — which is also why Linlu and I clashed during the creative process.
Of course you should listen carefully to your advisor’s opinions, but you need to know what you truly want to make. If there’s something you know you’ll regret not doing, then stick to your own idea and do it.
Feichai:Making animation is genuinely painful, but after finishing, there’s still a brief moment of happiness.
Linlu:When the film was screened, I felt it was all worth it.
Feichai:Right. (During the screening) hearing people laugh — it was all worth it.
The Qiang embroidery part was indeed very difficult to produce. The approximately 40-second Qiang embroidery animation you see might be the 40 seconds with the longest production cycle in the entire film.During the planning stage, we considered that since the film is ultimately a Qiang story, it would be best to incorporate some Qiang-unique art or craft. After investigation, we found Qiang embroidery very representative, but I wasn't sure how to present it in the film. It wasn't until July, when I went on a field trip to the Ruoergai Grassland in Aba Prefecture. It was the flowering season, and the endless sea of flowers gave me a strong visual shock. It's different from the undulating grasslands of Hongyuan in the Aba region — very vast and boundless. I thought, if we used Qiang embroidery, could we convey to the audience the shocking feeling Ranbiwa experienced when he first saw the flower sea? The audience would also feel that visual charm.In the end, the Qiang embroidery animation in the film doesn't follow a narrative logic but adopts a visual logic, showing various transformations — from seeds falling to flowers blooming — conveying a lively scene. But its production process was indeed difficult. First, I designed a four-way continuous pattern, which itself took a lot of work. After designing, I had Qiang embroidery inheritors produce it, resulting in about 270+ embroidered pieces. After embroidering, I had to iron them flat and scan them. Because the embroidered works have a certain thickness and may distort, some of the four-way continuous sections didn't align properly. I had to constantly adjust details in the software until it finally became a complete animation.
**Academic Pa: Besides the variety of animation forms, the film's artistic style is also very distinctive. The use of positive-negative shapes nesting into each other, outlining each other, and transforming into each other appears multiple times, creating a strong dreamlike feel. How did you design these visuals? Is this technique a consistent preference in your work?**Li Wenyu: Yes, I quite like positive-negative shapes. I've used positive-negative shape visual forms in many short films before. Specifically for Ranbiwa, one of my creative intentions was to tell an animated story using the language of animation.**In fact, the language of animation is very rich. It's used more in some short films, but it basically disappears in commercial theatrical films. I wanted to try bringing the language of animation into a theatrical film. The various materials and forms of animation I mentioned earlier are all attempts at the language of animation that we considered and adopted.For example, before the title "Ranbiwa" appears at the beginning of the film, there is also a segment of positive-negative shape animation. The main subject of the frame changes from a mouse to a fox, then to a wolf, and then to a bear. It shows the food chain in a dangerous jungle. But when I first wrote the script and the first version of the storyboard, the expression was more concrete. After finishing it, I looked back and found it a bit dull and also somewhat heavy on workload.Was there another way? I thought of using positive-negative shape transformation. It could both show all the dangers of the jungle food chain — the law of the jungle — and express this information in a very short time.
Of course, this attempt also has risks. We've become accustomed to film language. Things like animation's metamorphosis and cycles might not be straightforward enough for everyone, easily causing confusion about what's going on. But we still hoped to let everyone understand that animation has various possibilities, that animation is diverse and full of imagination. So we insisted on this expressive method.**Academic Pa: There is a segment in the film where well-known paintings from ancient and modern times, both Chinese and foreign, flash by quickly. How should we interpret this?**Li Wenyu: In terms of the story, this is the turning point where Ranbiwa begins to walk upright, also symbolizing a great leap in human evolution. The animation shows the many days and nights Ranbiwa experienced. Corresponding to all humanity, this is a very long stretch of history.The Qiang myth of Ranbiwa not only reflects Qiang and Chinese history but also corresponds to the evolutionary history of all human civilization. So I selected representative paintings from art history, both Chinese and foreign, across ancient and modern times — from primitive cave paintings to ancient Greece, the Renaissance, Chinese traditional painting, and then to modern computer painting. They are combined to symbolize the long river of human evolutionary history. Through this rapid flash, I condensed the evolutionary process of human civilization into a microcosm.
**Academic Pa: The film's orchestration uses many ethnic instruments, such as the mouth harp and the Qiang flute, which are uncommon in film scores. What was the consideration behind this?**Li Wenyu: During the film scoring period, we went on a field trip with the Wild Children Band to the local area. We went deep into the Qiang stockaded villages in the mountains to communicate with the Shibi, deeply understanding the local culture, listening to the melodies of the Shibi's chanting and different versions of the Ranbiwa story being sung.We also listened to many local folk songs that have been passed down for a long time, drawing a lot of inspiration from them. Not just instrumental sampling and variation, several songs in the film use Qiang folk songs as melodic motifs. For example, "The Hunting Song" is a song that Qiang people used to hum while hunting, describing a person's life from age three onwards, including the process of going hunting in the mountains accompanied by a dog.**Academic Pa: DOUDOU's promotional song "The Absurd Ballad" for Ranbiwa also attracted many audiences. Could you talk about how this song was created?**Wang Anyi: Ranbiwa strives to follow the heritage spirit of the Chinese Animation School. We hoped to make breakthroughs in theme selection, audiovisual comprehensiveness, and innovative expression. Therefore, sound design, especially music, consumed a lot of effort and time and received much acclaim. Many audiences report that the music and sound effects blend perfectly with the visual temperament of the film — it has style and character. The online platform cooperation for the film's original soundtrack album quickly reached an agreement with NetEase Cloud Music.NetEase's Cloud Studio is dedicated to promoting the artistic fusion of music and film, and it's also an original content initiative from NetEase. We jointly discussed the candidates for the film's promotional song. When drafting the list, we immediately thought of the singer-songwriter duo DOUDOU. Their musical style and atmosphere creation were very compatible with the film, and they also have strong influence in terms of promotion.
After watching the film, they were moved by the little monkey Ranbiwa's perseverance and bravery, and they also had some empathetic experiences. They quickly produced a demo. The lyrics from the very first version were like that; words such as white stone, dream within a dream, moonlight, road to the sacred mountain all come from the film's imagery. "The night is long and slow, but I insist on chasing the sun in the sky" — as soon as the song starts, it opens the prelude to this adventure. The common point between the song and the film is that in the journey of life, everyone has their own "wilderness" and "sacred mountain," and even more so, they have the "fire" that they know is "absurd" but still pursue with all their might.
Then one day I thought: could I try rice paper? Although I wasn't using traditional Chinese painting techniques or very refined brushwork, I could use the texture of ink and paper to create the feeling I wanted. After trying, I found that rice paper was perfect for the effect I wanted to achieve.**I also tried many other materials, even celuloid, but found that rice paper produced the best results. It has an irreplaceable texture. In the end, I decided to use rice paper for the entire film.****Academic Pa: In your daily creation and in the creation of Ranbiwa, do you use any new technologies for assistance?**Li Wenyu: The development of computer technology is very helpful for our generation of animators. I use many software programs daily — graphic drawing, animation software, editing, effects, compositing — all done on the computer. Some effects in the film are achieved through rigging in AE. The entire rough animation for the film is laid out on a graphics tablet. I think as long as new technology can match the overall style of the film, there's no need to exclude it. Some segments with poor effects were removed during review.New technology can help us improve efficiency. When I first wanted to make a feature film, I considered asking friends for help, but I soon found that with rice paper, everyone draws very differently. The overall art style of Ranbiwa is relatively rough, some lines look very "casual," but even when casually splashing ink, everyone's "casual" point is different. So in the end, all the visuals still needed me to draw or at least finalize and add details. With the assistance of computer technology, we can reduce the workload to some extent and improve efficiency.
**Academic Pa: Rice paper animation or ink-wash animation is rarely seen on the market now. In your view, what is the future path for ink-wash animation? Based on your observations, how much do the new generation of animators or animation students know about rice paper animation?**Li Wenyu: I always believe that the diversity of animation is what makes it interesting: 2D, 3D, stop-motion... Even within a major category, there are branches of various styles. Ink-wash animation is one of them. Art should have a hundred flowers blooming; animation should be diverse. If everything ends up looking the same, that would be quite sad, wouldn't it?Among young students, there are also those interested in ink-wash animation. During roadshows, I encountered animation students who came to talk to me, saying that their graduation project wants to use an ink-wash form. I think contemporary ink-wash animation is a style. If you think your content suits this style, then go ahead and do it boldly.
Contemporary ink-wash animation is also different from the past. For example, in the era of Feelings of Mountains and Waters, animation pursued more stable frames. But now, with changes in viewing habits, audiences can also accept frame jitter. The frames in Ranbiwa are also jittery, but still within a certain range. The stability of the past also partly depended on the technology at the time: using ink to paint backgrounds, drawing characters on celuloid, and then compositing through multiple exposures to achieve stable animation. But now we can make animation using various materials and mediums — even an iPad can produce great works. The style of animation has been broadened.Personally, in recent years I still mainly draw on paper, but I'm also trying new software, like Procreate, which has basically replaced my sketchbook; Procreate Dreams can produce very nice animation. These new technologies and mediums make creation more convenient and also give animation more possibilities.
Academi Pa: Thank you both for the interview! Ranbiwa was released on April 28. If you're interested, please go to theaters and support it. Feel free to share your viewing thoughts in the comments!