发信人: Castellio (percyshelley|Right to Heresy), 信区: ANSI_Train02
标 题: 4、不能不知道的经典作品和ANSI简史
发信站: 日月光华 (2011年03月13日20:51:20 星期天), 站内信件
本文标题省略了,应该是经典动画\连环画作品。这就算开始给大家开眼看看
ANSIART的无穷魅力把!
所谓不能不看的经典作品,就是你如果没看过,被人说out;如果说自己看过
,被人说toooold。啊这两句都是废话,够得上这个评价的东东还是不少的。
解释一下,所谓ANSI(空格)动画,就是由一帧帧的ANSI图案连接起来,
不断按空格键、page down键或者->向右键,就有播放动画的效果。
1、Star Wars与单字节动画
大家看过乔治-卢卡斯导演的 星球大战系列么?你能想象,这么长的电影,
能有牛b的人用ASCIIART动画把它重新演绎一遍么?
是的,这就是Simon Jansen,这就是Star Wars Asciimation,真的很推荐大
家点击下面这个链接,看一遍这个动画,作为一个ansier和地球人,不可不看
http://www.asciimation.co.nz/
(这个动画直到2008年都有更新,本版精华区有1999年版本的备份)
ASCIIART,这玩意儿最初是个舶来品。早在我们玩bbs之前,就有群老外在那里
用键盘上的单字节符号创作了。虽然现在看来他们的作品都有些粗糙,但一些
经典作品至今无法超越。星球大战是一个,另一个最经典的,是Andreas
Freise的Knight,如下:
|
|
+ \
\\.G_.*=.
`(H'/.\|
.>' (_--.
_=/d ,^\
~~ \)-' '
/ |
' ' a:f
这幅图,最让人惊叹的是作者的构图能力,骑士和马,每一个部分都安排得恰到
好处。之后,大陆天王第一人flubber大侠又用双色字润色了一下,经典作品
更放光彩:
╱
╱
╱
↙╮
╱\ _G_.~,
~﹨彡ぐ︳
.ㄣ (~︵
╭/ d,-ㄅ '
~^ )/-╯
! ㄑ
这就是ASCIIART西风东渐的过程(恩ASCIIART近代史),通过flubber等一代人
的开发研究,加入了双字节字符(就是我们在ansieditor软件中看到的),终于
诞生了有中国特色的ASCIIART——ANSIART这一独特民间艺术形式。。。
期间还有不少单字节\双字节的动画作品,例如“痛扁猪头”、“虐待chine”等
,不一一列举了。
2、剑之心与台湾色块动画
ANSIART诞生之后,终于在与海峡对岸的交流中受到了第一次冲击。大陆的ascii
art,一向的惯例是以线条为主。简言之,就是用线条、字符来勾勒物体的轮廓
。而台湾的asciiart,则是完全不同的色块图,就是以大面积的颜色来填充空间
,塑造形状。这完全是两种不同的绘画思路,就像素描和油画一样。所以2003年
两岸第一次交流时,不但大陆ansier们大为赞叹,台湾画手也对ansi怎么个勾勒
轮廓摸不着头脑。
台湾的色块图画手中,有三位画手是其中公认水平最高的:Gatchaman、missher
和wut,他们分别代表三种高度,Gatchaman善于表现细腻的光影变化和物体形态
,missher善于在大面积色块中夹杂繁杂的线条,表现色块图的冲击力;而wut
善于表现小物体,甚至在很小的空间内、用简单色块表现卡通形象。
而其中,Gatchaman的“剑之心”动画无疑是冲击力最强的,不仅在于它图案的
精致,更在于它善于把握动画的节奏——随着剑心战斗的开始,动作越来越快,
很有电影的剪辑效果。
由此以后,大陆的色块创作有了一个飞跃,sylow、starmoonh、zycw、yahoo
等色块画手开始脱颖而出。
3、向左走、向右走 与asciiart的巅峰
如果说要推荐asciiart的巅峰之作,《向左走、向右走》绝对当之无愧,没有
其一。它无论是长度、精致度还是影响,都是首屈一指的。
它的作者,就有刚才提到的wut,还有exlen等人。但不得不说,说它精致,主要
是指wut创作的部分,exlen的创作粗糙了不少。它表现的是几米漫画的一个故事
,如果只是场景变换倒罢了,重点是:它在细节上都有细腻的刻画,风拂动头发
,树叶飘落,日影西垂,等等。仔细看,它里面很多小物体,还有人走后留下的
线条残影,都让人惊叹不已。
而这个动画,是给狂狷年少(whshs.cs.nccu.edu.tw)美工画手的一份献礼。
里面提到的“贺氏企业”,是指以IDE(贺一倩)、wut(贺二猴)、missher
(贺三枫)、ommegama(贺四飞,上述括号里的都是绰号)四人玩笑中结成的
一个小团体。以wut和missher的实力来看,他们当然非同小可。而Gatchaman
、wengee,还有后来的orangeyu等人都曾活跃在这个站点,可算是除小鱼的
紫色花园外,当时台湾另一ansi重镇。
4、Seasons 和虚连派的形成
大陆线条ansi,在一段时间的发展后,出现了“软”的虚连派和“硬”的实连派
的分野。flubber曾经比较自己、Iamppkl和wumi的画风,推出了一个“连续
可导理论”。他说,有些作品是强调线条的无缝连接,强调线条的笔锋效果,
例如wumi的作品,给人刚硬有力的感觉。而Iamppkl等人的作品,是不求线线
相连,留出线条间的空白空间,或者代以',.等点点,给人轻盈跳动的感觉。
由Iamppkl肇始,大陆的虚连派登上舞台。这些画手中,Iamppkl、parr、yac
等画手都是女性,代表了空灵、柔美的一面。
而其中,parr绝对是承上启下、处于巅峰位置的代表人物。她善于利用点点
善于构图并留出空白,虽然自称为“懒”,但却给人此处无声胜有声的美感。
于是,Seasons这个动画就诞生了。
记得是flubber,看到这个动画时评论:原本有了《向左走向右走》,认为已经
不可能有超过它的作品了。但Seasons却代表另一个巅峰。的确,它细腻的变化
,令人震撼的季节风景变换,显示出asciiart在表现精致度方面,有台湾色块
画之外的另一种思路。
事实上,大陆后来asciiart的发展,基本就沿着虚连派的方向走下去了,实连
派的画手至今已经少之又少。
5、西厢记 和实连派的形成
刚才说到了wumi,他无疑就是实连派的代表。他的代表作《全本西厢记》是
复刻《西厢记》连环画而创作的。他的线条风格,就是掺杂大量的特殊符号
甚至复杂文字,来表现一种特殊的笔锋效果。
Kieslowski、onlyone等人曾经给画手们评过等级,如果画风由软到硬可分10
级,wumi的线条无疑就是10级的。而其他画手,例如cdiablo,nebulae,
Lifesuuucks等人或者更软一些,他们更多使用一些45度、60度斜线和水平、
竖直线,也没有这么多繁杂字符了。
6、ONE PIECE和大陆色块的新发展
刚才说了大陆的线条。而大陆色块在台湾画手的冲击下,也有蓬勃的发展。
先是zycw等人,接着到了sylow这一阶段,色块作品发展到了一个巅峰。
sylow等人所代表的大陆色块,已经充分学习了台湾色块对于塑形、光影等方面
的原理,并且借着bmp2ansi这一软件,在整体构图、比例控制等方面的进步也是
一日千里。
而ONE PIECE这一作品,令人震撼的是其精致度和工作量的叹为观止。大陆ansi
一向重视对字符的锤炼,体现在sylow身上,即使画色块图,也很重视色块字符
的选择。大家可以仔细看ONE PIECE中一些小细节、小场面的处理,一些字符的
运用很有门道。
7、飘 和ansiart的转型
时间到了2008年,大陆的asciiart已趋成熟,虚连派、实连派的画风基本定型
,在技法上要更有突破、尤其是像flubber当年独创众多技巧,已经是很难了。
这时soulfox的出现,无疑给ansi界带来一股新风:ansiart转型的不是技巧,
更多的,是创作的想法。
正如“飘”这个动画展示给我们的,每一个场景图案,在技法上都不足以让人
眼前一亮,但“飘”所展现的,完全是作者原创的、类似内心独白的一种表现
方式。这在习惯于刻画实在物体,表现趣味性和真实感的ansi界,是绝对振聋
发聩的。正如onlyone和Kieslowski评价的,这类作品,真正让ansiart称得上
是一门艺术,而不仅仅是什么字符技术或消遣手段。
8、青鸾 和ansiart的未来
青鸾 这个动画诞生的2009年,大陆ansiart已经陷入了发展的瓶颈:由
kieslowski等画手奠定的风格,似乎成为了线条画一个难以超越的高度:同时
融合实连派的刚硬和虚连派的灵动,而且在人物、风景等方面,都有了一套可
循的绘画方式。但要更有突破,却难上加难。
同时,大陆bbs在web2时代的衰落,vista系统推广给ansi绘制造成的麻烦,都
让大陆ansiart雪上加霜。青鸾这个动画,以空前的长度和表现力,似乎给大陆
ansiart做了一个总结。之后还能怎么发展呢?是从此变成娱乐、漫画的辅助
工具,还是能升级为一种表达思想的艺术,还是从此销声匿迹?
谁也不知道。
-- over --
--
╱ 玻璃杯参考wut作品 へ ◥◣╲ /▔▆▄▂ \
│▎ :: ┃▋┃ " ● ◥) |
│▎ ▄ ::_ :: ▄ ◢█◣ _ ┃▋┃ へ ▎︳
│▎_ ___::::││:: _::│ _:│ ___ █◤" _:::│ _ ┃▋┃ へ ▎
│▎ ◥ - ┃▋┃ ▏︱
│▎钢筋水泥中 何处寻我失落的乐园 ◢▅◣ 〃 " ┃▋┃ " " 〃 ″ │
※ 来源:·日月光华 bbs.fudan.edu.cn·[FROM: 124.77.210.*]
※ 修改:·Castellio 于 2011年03月13日21:11:51·[FROM: 124.77.210.*]
Sender: Castellio (percyshelley|Right to Heresy), Forum: ANSI_Train02
Title: 4. Must-Know Classic Works and a Brief History of ANSI
Station: Sun Moon Light (March 13, 2011, 20:51:20 Sunday), Internal Mail
The title of this article was omitted; it should be about classic animated/comic works. Let’s start by showing everyone the infinite charm of ANSIART!
The so-called must-watch classics are those where if you haven't seen them, you're considered out; if you say you've seen them, you're called too old. Ah, these two sentences are nonsense, but there are still quite a few works that deserve this evaluation.
To explain, what we call ANSI (space) animation is made up of frames of ANSI patterns linked together, and by continuously pressing the space bar, page down key, or right arrow key, the animation plays.
1. Star Wars and Single Byte Animation
Has everyone seen the Star Wars series directed by George Lucas? Can you imagine, someone awesome enough to reenact this long movie with ASCIIART animation?
Yes, this is Simon Jansen, and this is Star Wars Asciimation, I really recommend everyone click the link below to watch this animation. As an ansier and an earthling, it’s a must-watch:
http://www.asciimation.co.nz/
(This animation was updated until 2008, and a 1999 version is backed up in the elite area of this edition)
ASCIIART, this thing was initially an imported product. Long before we played BBS, groups of foreigners were creating with single-byte symbols on their keyboards. Although their works seem rough by today’s standards, some classics remain unsurpassed. Star Wars is one, another most classic one is Andreas Freise’s Knight, as follows:
|
|
+ \
\\.G_.*=.
`(H'/.\|
.>' (_--.
_=/d ,^\
~~ \)-' '
/ |
' ' a:f
In this image, what is most astounding is the author's compositional skills. The knight and the horse are each positioned perfectly. Later, the great master flubber from the mainland first enhanced it with two-tone characters, making this classic work shine even brighter:
╱
╱
╱
↙╮
╱\ _G_.~,
~﹨彡ぐ︳
.ㄣ (~︵
╭/ d,-ㄅ '
~^ )/-╯
! ㄑ
This represents the process of ASCIIART spreading from the West to the East (well, the modern history of ASCIIART). Through the development and research by people like flubber, who introduced double-byte characters (as seen in our ansieditor software), a unique form of folk art with Chinese characteristics—ANSIART—was finally born.
During this period, there were also numerous single-byte and double-byte animations, such as "Beating Pig Head" and "Abusing chine", to name just a few.
2. The Heart of the Sword and Taiwan's Block Color Animation
After the birth of ANSIART, it faced its first shock during exchanges with the other side of the strait. Mainland ascii art has traditionally focused on lines. Simply put, it uses lines and characters to outline objects. In contrast, Taiwan's asciiart uses completely different block colors, filling space with large areas of color to shape forms. These are two completely different drawing philosophies, like sketching versus oil painting. Therefore, during the first cross-strait exchange in 2003, not only were mainland ansiers greatly impressed, but Taiwanese artists were also baffled by how ANSI outlined contours.
Among Taiwanese block color artists, three are universally recognized as the highest level: Gatchaman, missher, and wut, each representing a different height. Gatchaman excels in depicting delicate changes in light and shadows and the shapes of objects, missher excels in mixing complex lines within large blocks of color to demonstrate the impact of block color drawings; wut excels in depicting small objects, even using simple blocks of color to represent cartoon characters in a very small space.
Among them, Gatchaman's "The Heart of the Sword" animation is undoubtedly the most impactful, not only because of its exquisite patterns but also because it masters the rhythm of the animation— as the battle of Kenshin begins, the actions become faster, much like the editing effect of a movie.
Following this, the block color creation in Mainland China took a leap forward, with artists like sylow, starmoonh, zycw, and yahoo emerging prominently.
3. Turn Left, Turn Right, and the Pinnacle of ASCIIART
If one were to recommend the pinnacle of ASCIIART, "Turn Left, Turn Right" would undoubtedly be it, unmatched in its length, intricacy, and influence.
Its creators include the aforementioned wut, as well as exlen and others. However, it must be said that the refinement mainly pertains to the parts created by wut; exlen's contributions are somewhat rougher. The work depicts a story from the comics of Jimmy Liao. More than just scene transitions, it features meticulous details: the wind ruffling hair, leaves falling, the setting sun, etc. A closer look reveals many small objects and the lingering traces of lines left by moving figures, all of which are truly astonishing.
This animation was a tribute to the graphic artists at the mad years youth (whshs.cs.nccu.edu.tw). The mentioned "He's Enterprise" refers to a playful group formed by IDE (He Yiqian), wut (He Erhou), missher (He Sanfeng), and ommegama (He Sifei), all nicknames. With the talents of wut and missher, they are certainly noteworthy. Gatchaman, wengee, and later orangeyu were also active on this site, making it, alongside Xiaoyu's Purple Garden, another ANSI stronghold in Taiwan at the time.
4. Seasons and the Emergence of the Virtual Connection School
After a period of development, Mainland line-based ANSI art saw the emergence of a distinction between the "soft" virtual connection school and the "hard" real connection school. Flubber once compared his own style with those of Iamppkl and wumi, and proposed a "continuous differentiability theory." He explained that some works emphasize seamless line connections and the effects of brush strokes, like wumi's works, which convey a strong and forceful sensation. On the other hand, artists like Iamppkl leave spaces between lines or use dots and commas to create a light, bouncy feel.
Initiated by Iamppkl, the virtual connection school came to prominence in Mainland China. Among these artists, Iamppkl, parr, and yac are females, representing an ethereal and gentle aspect.
Among them, parr is undoubtedly a pivotal figure, skilled in using dots and spaces in her compositions. Despite self-identifying as "lazy," her work conveys a beauty that suggests the silence speaks louder than sound.
Thus, the animation "Seasons" was born.
I remember flubber commenting upon seeing this animation: after "Turn Left, Turn Right," he thought it was impossible for any work to surpass it. However, "Seasons" represents another peak. Indeed, its delicate changes and the stunning transitions of seasonal landscapes demonstrate another approach to the intricacy in ASCIIART, distinct from the Taiwanese block color style.
In fact, the subsequent development of ASCIIART in Mainland China has predominantly followed the direction of the virtual connection school, with artists from the real connection school becoming increasingly rare.
5. The Story of the Western Chamber and the Formation of the Real Connection School
As mentioned earlier, wumi is undoubtedly a representative of the real connection school. His seminal work, "The Complete Story of the Western Chamber," was created by replicating the comic strips of "The Story of the Western Chamber." His style is characterized by the use of numerous special symbols and even complex text to produce a unique brushstroke effect.
Kieslowski and onlyone once rated artists, and if the scale from soft to hard styles is divided into ten levels, wumi’s lines are undoubtedly at level ten. Other artists, such as cdiablo, nebulae, and Lifesuuucks, tend to use a softer style, employing 45-degree and 60-degree diagonal lines, horizontal, and vertical lines with fewer complex characters.
6. ONE PIECE and the New Developments in Mainland Block Color
As previously discussed, line art in Mainland China has its trajectory. Meanwhile, block color art in Mainland China also thrived under the influence of Taiwanese artists. It began with people like zycw and evolved further with sylow, reaching a pinnacle in block color artworks.
Artists like sylow have fully embraced the principles of shaping and lighting from Taiwanese block color art. Furthermore, with the aid of software like bmp2ansi, they have made significant strides in overall composition and proportion control.
The work "ONE PIECE" is astonishing in its intricacy and the sheer volume of work it represents. Mainland ANSI has always emphasized the refinement of characters, and this is evident in sylow's work. Even in block color drawings, the selection of block characters is given considerable attention. One can observe in "ONE PIECE" how some of the minor details and small scenes are handled, with a clever use of characters that is quite sophisticated.
7. Gone with the Wind and the Transformation of ANSIART
By 2008, ASCIIART in Mainland China had matured, with the styles of the virtual and real connection schools well-established. Achieving breakthroughs in technique, especially innovative techniques like those flubber pioneered, became increasingly difficult.
The emergence of soulfox undoubtedly brought a fresh breeze to the ANSI community: the transformation of ANSIART was not about technique but rather about the ideas behind the creations.
As demonstrated by the animation "Gone with the Wind," each scene's pattern may not dazzle with technique, but what "Gone with the Wind" shows is a form of expression akin to an internal monologue, entirely original to the author. This was absolutely revolutionary in an ANSI community accustomed to depicting tangible objects and conveying a sense of fun and realism. As onlyone and Kieslowski noted, such works truly elevate ANSIART to the status of art, rather than just a technique for character manipulation or a pastime.
8. Azure Phoenix and the Future of ANSIART
When the animation "Azure Phoenix" was created in 2009, Mainland ANSIART had hit a developmental bottleneck. The style established by artists like kieslowski seemed to have reached an unsurpassable peak in line art, combining the rigidity of the real connection school with the fluidity of the virtual connection school, and establishing a followable painting method for characters and landscapes. However, making further breakthroughs proved increasingly difficult.
Additionally, the decline of Mainland BBS in the Web 2.0 era and the complications brought by the promotion of the Vista system to ANSI drawing added to the challenges faced by Mainland ANSIART. "Azure Phoenix," with its unprecedented length and expressiveness, seemed to summarize the state of Mainland ANSIART at that time. What future development could follow? Would it merely become an auxiliary tool for entertainment and comics, or could it elevate to a form of art expressing ideas, or would it simply fade away?
No one knows.
-- over --