import 4.code.about;

class Header {

public void title() {

String fullTitle = '/3/';
}

public void menu();

public void board();

public void goToBottom();

}
class Thread extends Board {
public void This is a 3D model(OP Anonymous) {

String fullTitle = 'This is a 3D model';
int postNumber = 979929;
String image = '1712545462978264.jpg';
String date = '04/07/24(Sun)23:04:22';
String comment = 'God bless non-photorealistic rendering';

}
public void comments() {
if(Anonymous && title=='undefined' && postNumber==979930 && dateTime=='04/07/24(Sun)23:04:46'  && image=='1710334914203390.jpg') {

'undefined';

}

if(Anonymous && title=='undefined' && postNumber==979933 && dateTime=='04/08/24(Mon)00:02:24') {

'>>979929
Now make it move. Then we'll see how well it holds up'
;

}

if(Anonymous && title=='undefined' && postNumber==979944 && dateTime=='04/08/24(Mon)05:30:10') {

'>>979929
One of the best looking ones I've seen, reads like a cel from that angle.

What >>979933 says is fair tho. That is where 3D tend to fail to replicate the look, anime uses a lot of impossible geometry and it just doesn't look right if it's coherent euclidean geometry as the camera orbits a character.'
;

}

if(Anonymous && title=='undefined' && postNumber==979954 && dateTime=='04/08/24(Mon)08:05:24'  && image=='phos.png') {

'>>979944
has there been a good 3d anime since Houseki no Kuni? they really caught lightning in a bottle with that one, still blows my mind to this day and is part of the reason I got into 3d'
;

}

if(Anonymous && title=='undefined' && postNumber==979966 && dateTime=='04/08/24(Mon)11:01:41') {

'>>979929
Pretty cool but i wish more people would use npr for non animu dogshit'
;

}

if(Anonymous && title=='undefined' && postNumber==980162 && dateTime=='04/10/24(Wed)15:12:15') {

'>>979933
>>979944
>Now make it move. Then we'll see how well it holds up

Honestly, that model looks too awesome at this point.

I'd rather create a limited animation with the model and adjust every single keyframe, before i fuck up the animation with uncanny interpolation.'
;

}

if(Anonymous && title=='undefined' && postNumber==980164 && dateTime=='04/10/24(Wed)15:25:00') {

'>>980162
There’s a way in video editing where you make the characters stand still every second or more and put all of them together to not have blurry problems. The only con is the animator slowly moving each body like the real life version of frame by frame drawing.'
;

}

if(Anonymous && title=='undefined' && postNumber==980167 && dateTime=='04/10/24(Wed)17:07:43') {

'>>979966
You'll like my show.'
;

}

if(Anonymous && title=='undefined' && postNumber==980170 && dateTime=='04/10/24(Wed)17:49:38') {

'>>980164
You basically described the workflow of turning a cel-shaded 3D model into a proper 2D animation.

When a 3D model gets cel-shaded as clean as OPs model - it literally becomes a crime to create a full animation in 3D with fluent interpolation. That's nothing short of missed potential.

True, it's a labour of love to create a limited animation because each keyframe needs to be hand posed and individually adjusted (which is basically "stop motion").
However, the reduction of frames limit the animation movement and create an intentional discontinuity through the lack of interpolation between keyframes. Only that provides the necessary imperfection to turn the animation into 2D.'
;

}

if(Anonymous && title=='undefined' && postNumber==980207 && dateTime=='04/10/24(Wed)23:25:33') {

'>>980162
>>980170
>make it move
I wasn't saying make it move interpolated, I am saying frame by frame. If it holds up to that, we gucci. Problem is, 99% of models like this don't hold up to any kind of animation.
I guess if you do it frame by frame in the most tedious way possible, then I guess it'd probably hold up, since you're essentially just creating a sequence of "2d" frames. I just don't see anyone in their right mind doing something like that unless it's for large amounts of Twitter points or as part of a large production.'
;

}

if(Anonymous && title=='undefined' && postNumber==980218 && dateTime=='04/11/24(Thu)02:17:53'  && image=='1712452917210392.webm') {

'>>979954
band girl cry looks promising'
;

}

if(Anonymous && title=='undefined' && postNumber==980244 && dateTime=='04/11/24(Thu)12:22:04') {

'>>979929
>This is a 3D model
No, that is my wife'
;

}

if(Anonymous && title=='undefined' && postNumber==980536 && dateTime=='04/14/24(Sun)13:46:35') {

'>>980218
I'm ngmi bros.'
;

}

if(Anonymous && title=='undefined' && postNumber==980590 && dateTime=='04/14/24(Sun)18:39:38') {

'>>980218
I'm surprised they actually animated at a non-vomit inducing framerate instead of the 12fps other 3d "animes" do.'
;

}

if(Anonymous && title=='undefined' && postNumber==980603 && dateTime=='04/14/24(Sun)20:35:30') {

'>>980218
Loses all of the appeal of the anime style IMO, the smooth obv 3D movement make it look like preem autist weeb shit, reminiscent of how RWBY moves.'
;

}

if(Anonymous && title=='undefined' && postNumber==980610 && dateTime=='04/14/24(Sun)21:16:25') {

'I may be retarded but why don't all animators just switch to using 3d model and hand post each frame similar to drawing normally? Animators already redraw each frame manually and re-posing a 3d rig wouldn't be any more difficult. Instead, it can be much easier now that you wouldn't need extra people to do clean line art and color each frame because the 3d model baked all that in already for you. Instead, you can have just one guy sketching the story board first with traditional animation like how it is already then have another guy pose the rig around so it matches the 2d skecth, then if you're not confident in your model quality have another guy fix any mistakes and make it more 2d. This would reduce workflow by a ton and to get that 2d look even more convincing, employ traditional animation tactics like just use less frames overall. Traditional animation is very tedious and long to make possible so animators cut corner in anyway possible, like panning over still shots and only animating parts nessecery like the mouth and eyes when characters are talking. Traditional animation also uses a lot of free hand expression with distorting the character like creating smear frame and exaggerated frame, not sticking to the base character 100% all the time. faux 2d can achieve this by distorting the model itself, making the anatomy bigger / smaller at different place so it matches where normal animation would distort. Either adding smears on post or find a way to make it automatically would allow the same freedom as 2d animation. All this combined would allow animators to animate more with less time while still pass off as 2d / or at the very least doesn't look bad for 3d. Animators then can have more personal time as work is done faster, or they're forced to pump out more 3d slop whichever the company decides.';

}

if(Anonymous && title=='undefined' && postNumber==980611 && dateTime=='04/14/24(Sun)21:30:50') {

'>>980610
NPR shaders are volatile as fuck. It's easy to make a shader that looks 2d for a certain pose or lighting, but change either of those and the same shader will usually make things look awful. The one advantage of rendering in 2d is that it's easy to be appealing.'
;

}

if(Anonymous && title=='undefined' && postNumber==980652 && dateTime=='04/15/24(Mon)09:28:49') {

'>>980611
Not really, with clever face editing you could get some pretty clean shadows without obvious artifact'
;

}

if(Anonymous && title=='undefined' && postNumber==980662 && dateTime=='04/15/24(Mon)11:23:16'  && image=='DF3 1.webm') {

'>>979954
Girls und Panzer technically counts since it's still going, they use UE4 and mix 2D with 3D (sometimes character models are 3D as well)'
;

}

if(Anonymous && title=='undefined' && postNumber==980695 && dateTime=='04/15/24(Mon)16:54:18') {

'>>980662
One time I walked out into the living room and saw my dad watching this. He's not even remotely into anime or anime girls.
It was weird.'
;

}

if(Anonymous && title=='undefined' && postNumber==980698 && dateTime=='04/15/24(Mon)17:23:43'  && image=='1709219726690597.webm') {

'>>980695
Kinda based ngl'
;

}

}
}