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Mitsuo Iso

Mitsuo Iso (磯 光雄, Iso Mitsuo, born 1966 in Aichi, Japan) is a Japanese animator, director, and screenwriter.[1][2] He began his career as an animator in the mid-1980s and worked as a freelance artist through Neomedia, Studio Zaendo, and Studio Ghibli.[1][3][4]

Mitsuo Iso
磯 光雄
PronunciationIso Mitsuo
Born1966
Aichi, Japan
NationalityJapanese
Other names小田川 幹雄, 贄田 秀雄
(Mikio Odagawa, Hideo Nieda)
Occupation(s)Animator, Animation director, Filmmaker, Screenwriter, Cinematographer
Years active1985-present
Known forDennō Coil
WebsiteIMAGO-IMAGE

Iso is known for his offbeat key animation in the prologue of Gundam 0080, large portions of Asuka's battle in The End of Evangelion and the first half of the tank battle in Ghost in the Shell.[5][6][7]

Career

Iso has worked on Mobile Suit Zeta Gundam and Gundam ZZ since 1985 as a key animator and in-betweener.[8] This led him to secretly work in the 1988 film Mobile Suit Gundam: Char's Counterattack under the pseudonym Mikio Odagawa without telling Zaendo, where he was at the time.[8] He was then asked by Sunrise, an animation studio, to act as an intermediary for job offers to the company, and worked under his real name as a job through the company.[8] Sunrise also hired him as an animation director, so he worked under that pseudonym.[8]

The battle scene at the beginning of the 1989 OVA Mobile Suit Gundam 0080: War in the Pocket made a strong impression on the anime industry and anime fans about Iso.[9] Until then, mobile suits (humanoid giant robots) had mostly been depicted as a whole "mass", but Iso thought that if it was a machine body, it should be separated from the skeleton (chassis), and realized an animation in which the robot's material and structure could be seen. He also carefully picked up the details of secondary effects such as air resistance to missile launches and vehicles floating in the blast to create realistic battle scenes. In particular, his drawing philosophy of accumulating what could happen on the screen had a great influence on the drawing of realistic anime in the following years.[10] In this work, an explosion effect called "Iso Explosion" is noticeable.[9] Director Fumihiko Takayama gave him the opportunity to do some niche design work, and he designed some of the mecha designs and military equipment.[10]

He was with Studio Ghibli from 1990-1992.[5] Iso drew keyframes in Only Yesterday, Porco Rosso, Ocean Waves.[11]

Iso joined Roujin Z (1991), based on Katsuhiro Otomo's manga, as a mechanical designer at the request of director Hiroyuki Kitakubo. He was supposed to be both the mechanical designer and mechanical animation director, but ended up doing only a partial design as he was asked to join Only Yesterday.[12]

Iso found about Neon Genesis Evangelion (1995-1997) quite early on and joined from the planning stages. He was involved in all aspects of the planning process, including not only the key frames but also the setting and plot.[1][13][14] He originally joined the project as an animator, but he actively entered other jobs by freely coming up with various ideas and writing about them to the director, Hideaki Anno, every day. [15] As an animator, he drew the urban battle between Sachiel and the UN forces in episode 1 of the TV series, the scene where EVA Unit-01 preys on Zeruel in episode 19, additional scenes in the video format version of episode 21, and the battle between EVA Unit-02 and EVA Mass Production Units in the movie The End of Evangelion[a] (episode 25 of the video version).[13][16] He also wrote the script for episode 13 with Akio Satsukawa and Hideaki Anno.[14] Iso's first draft was too long, so Satsukawa summarized it, and director Anno made some changes.[16] The ending of the final draft was a little disappointing for Iso because it was forcibly connected to a plot that he had planned to use in another episode.[14] In these episodes 13 and 15, Iso also supplemented the settings.[14][16] As a designer, he drew Lilith, Seele marks, rough sketches of underground facilities, etc.[14][16][17] Other than that, Iso created many other settings, including unofficial and unused ones, and although his name is not credited, his ideas are utilized throughout the work. Especially in the middle of the TV series, many of the dialogues and plots created by Iso are used.[14][16][17][18]

In Ghost in the Shell (1995), he not only drew the key animations, but also designed all the firearms.[1]

In FLCL (2000), he drew the key animations, but he worked with director Kazuya Tsurumaki for about six months on a preliminary project, and some of his ideas were adopted. However, the project itself was not realized because Iso put out too many ideas and made it like his own.[14]

In Blood: The Last Vampire (2000), he was in charge of keyframes and visual effects, and also did some design work.[1][13] Iso appealed to director Hiroyuki Kitakubo and was entrusted with cinematography and special effects for his own key animations parts.[3][4]Production I.G's introduction of computers in their studios made it possible for the key animators to add special effects to their key animations, which had previously been assigned to the cinematographer.[9]

In Rahxephon (2002), he began working in the Digital Works and cinematographer positions throughout this television series, using special effects and CG to modify drawings and art.[13][19] In episode 15 (The Children's Night), he wrote the script, storyboarded, and directed, and was also in charge of some of the drawing and cinematography, overseeing a cross-section of jobs that were originally divided.[b][1] This was the first time he had worked on storyboarding and directing.[1] Iso decided to join the work on the condition that he would work on an entire episode by himself.[11]

In the animation part of the live-action film Kill Bill: Volume 1 (2003), he drew the key animation.[1][20]

In 2007, he directed his first animated television series, Dennō Coil. He also wrote the original and the script for all episodes. With this work, he won the Nihon SF Taisho Award and the Seiun Award as a science fiction writer.[4][5][21]

In 2016, he gave a presentation introducing his original animation projects Les pirates de la Réunion et les dodos (レユニオンの海賊とドードー鳥, Re-Yunion no Kaizoku to DōDō-dori, lit. The Pirates of the Reunion and the Dodos) and The Orbital Children (地球外少年少女, Chikyūgai Shōnen Shōjo, lit. Extraterrestrial Boys and Girls) in a series in an anime magazine. In the same year, Iso and French animation studio yapiko animation announced at Japan Expo 2016 that they would jointly produce Les Pirates de la Reunion Le Reveil des dodos.[22] However, there has been no further news about it since then.

Iso announced the production of The Orbital Children in 2018, and began full-scale production of the film in 2020.[23]

Style

Mitsuo Iso is known for his jerky yet detailed animation, full of dense sophisticated motion. He refers to his own style as "full limited". In traditional animation, animation with a drawing count below one drawing every two frames (or "on twos") is considered limited animation. Mixing twos, threes and fours in a balanced form of timing, Iso draws every keyframe without passing his work to an in-betweener, allowing him full control to create the most detailed motion possible with a balanced and efficient number of drawings, hence the term "full limited".[2][24] Iso's idea of "full limited" is a method for controlling the image from the animator's standpoint, and he has the calculation that if he draws everything in key animation, the timesheets will not be modified by the director.[25]

Iso's thoroughgoing drawing style is highly supported not only by anime fans but also by animators in the same industry.[26][27][28] He was one of the animators who played a central role in the movement from the late 1980s to the 1990s, when "realistic" oriented expressions matured in Japanese animation drawing, by creating animation drawings that were described as "realistic", such as depictions of characters and mechanics that made us feel weight and mass, and effects such as explosions and smoke flames.[9][29] His drawings are very realistic and photorealistic, and the reality of his movements comes from his thorough, scientific observation. On the other hand, he has never abandoned the appeal of animation, such as entertainment and showiness.[30]

Iso has covered a wide variety of genres and professions, and has demonstrated his talent in each of them. [11] What distinguishes him as an animator is his willingness to go beyond the confines of his section, which has allowed him to pioneer a new expression of animation.[31] Since the production site of commercial animation is a race against time, the division of labor is common, with each process divided into smaller sections and job categories defined so as not to encroach on each other's job areas. However, Iso goes beyond this framework with the belief that the overall quality of the work will definitely be higher if he is aware of the process before and after.[14]

Every time Iso makes a new work, he takes on a new role other than animator, such as screenplay for Evangelion, cinematographer for Blood: The Last Vampire, and direction for Rahxephon, new techniques such as digital animation, computer graphics, and special effects, new drawing tools and software.[13] The reason why he finally worked on cinematography is because animators can only leave the rest to the post-process once they have finished drawing with black and white lines, but if they work on cinematography, they can complete the scene by themselves.[25]

Iso has a consistent orientation of wanting to dig deep and touch something that lies at the root of a work, even if it is someone else's work. This is in line with his orientation as an animator to deconstruct the principles of movement.[15] The visual image that integrates the world view, setting, design, drawing, and cinematography of the work was already in his mind when he was working on other directors' works.[11]

When he participates in anime works as an animator, he often uses aliases or does not give his name.

There are a lot of things that he wants to do, so he cannot fit into just one staff. As a result, he tends to make other director's work his own.[14]

Works

Title Year Format Role
Direction Animation Script Setting Other
Ninja Senshi Tobikage 1985 TV
  • Key animation (eps 35, 40)
Mobile Suit Zeta Gundam 1985 TV
  • inbetweening
Mobile Suit Gundam ZZ 1986 TV
  • inbetweening
  • Key animation
Machine Robo: Revenge of Cronos 1986 TV
  • Key animation (eps 18, 38)
Metal Armor Dragonar 1987 TV
  • Key animation (eps 29, 32, 36)
GeGeGe no Kitarō 1987 TV
  • Key animation (eps 97, 99[c], 102[d], 104)
  • Inbetween animation (ep 88)
Mashin Hero Wataru 1987 TV
  • Key animation (ep 279[e])
Transformers: Super-God Masterforce 1988 TV
  • Key animation (eps 6, 12[f], 18, 24)
Peter and Wendy 1989 TV
  • Key animation (ep 20[g])
Ocean Waves[h] 1993 TV
  • Key animation
Neon Genesis Evangelion 1995 TV
  • Key animation (eps 1, 19, 21 (video version)[i])
  • Script (ep 13)
  • Setting assistance (eps 13, 15)
  • Settings for the entire series[j][g][16][17]
Rurouni Kenshin 1996 TV
  • Key animation (OP1)
RahXephon 2002 TV
  • Episode director (ep 15)
  • Storyboards (ep 15)
  • Key animation (eps 2, 15)
  • In-between animation (ep 15)
  • Script (ep 15)
  • Digital work and CGI (eps 2, 3)
  • After effects (eps 4-10, 12, 14-26)
Dennō Coil 2007 TV
  • Director
  • Storyboards (OP, ED, eps 1, 12, 17, 19, 26)
  • Key Animation (eps 1, 4, 12, 26)
  • Original Story
  • Script
  • Character rough design
  • Settings for the entire series
  • Art setting (ep 2)
  • Digital Effects
  • Cinematography (ep 26)
Mobile Suit Gundam 0080: War in the Pocket 1989 OVA
  • Key animation (eps 1, 4, 5)
Explorer Woman Ray 1989 OVA
  • Key animation (ep 1)
Gosenzo-sama Banbanzai! 1989 OVA
  • Key animation (eps 4, 6)
The Hakkenden 1990 OVA
  • Key animation (ep 1)
Like the Clouds, Like the Wind 1990 OVA
  • Key animation
Teito Monogatari 1991 OVA
  • Key animation (ep 2)
Yumemakura Baku Twilight Gekijō 1991 OVA
  • Key animation
JoJo's Bizarre Adventure 1993 OVA
  • Key animation (ep 13[k])
Super Dimension Century Orguss 1993 OVA
  • Key animation (ep 5)
Final Fantasy: Legend of the Crystals 1994 OVA
  • Key animation (ep 2[l])
  • Effects animation supervisor[l]
Giant Robo (OVA) 1994 OVA
  • Key animation (ep 5)
Mighty Space Miners 1994 OVA
  • Key animation (ep 2)
Golden Boy 1995 OVA
  • Key animation (ep 4)
Voogie's Angel 1997 OVA
  • Key animation (ep 3[m])
Blue Submarine No. 6 1998 OVA
  • Key animation (ep 1)
FLCL 2000 OVA
  • Key animation (ep 6)
Mobile Suit Gundam: Char's Counterattack 1988 Film
  • Animation director[m]
  • Key animation[n]
Only Yesterday 1991 Film
  • Key animation[o]
Roujin Z 1991 Film
  • Mechanical design[p]
Porco Rosso 1992 Film
  • Key animation
Hashire Melos! 1992 Film
  • Key animation
Kattobase! Dreamers 1994 Film
  • Layout assistance
Junkers Come Here 1995 Film
Ghost in the Shell 1995 Film
  • Key animation
  • Firearm design
Magnetic Rose (Memories) 1995 Film
  • Key animation
  • Imageboards
  • Firearm design
The End of Evangelion 1997 Film
  • Key animation
Perfect Blue 1998 Film
  • Key animation
Digimon Adventure 1999 Film
  • Key animation[m]
Blood: The Last Vampire 2000 Film
  • Key animation
Cowboy Bebop: The Movie 2001 Film
  • Key animation[t]
  • Digital work[m]
RahXephon: Pluralitas Concentio 2003 Film
  • Digital work
Steamboy 2004 Film
  • Pre-production conceptual development
Welcome to the Space Show 2010 Film
  • Key animation[m]
Giovanni's Island 2014 Film
  • Key animation[g]
The Case of Hana & Alice 2015 Film
  • Cooperation in animation drawing
Kill Bill 2003 Film
  • Key animation[u]
Les Pirates de la Réunion suspended Film
  • Director
  • Original Story
  • Script
Napping Princess 2017 Film
  • Key animation
The Orbital Children 2022 Film
  • Director
  • Storyboards
  • Key animation
  • Original Story
  • Script
  • Character rough design
  • Settings for the entire series
  • Art setting
  • Digital Effects
  • Cinematography
Children of Ether 2017 Webcast
  • Key animation
Blade Runner Black Out 2022 2017 Webcast
  • Key animation
  • Cooperation in cinematography
Popolocrois 1996 Game
  • Key animation
Ghost in the Shell 1997 Game
  • Layout system
  • Key animation

Awards

Notes

  1. ^ He drew the scene with thorough attention to the basis of the movement, such as the hardness of the scaffolding and the weight of the handheld weapons, and also added various innovations, such as shooting handheld camera style with blurring and shaking to move the viewpoint.[10]
  2. ^ Episode 15, known as "The Iso Episode". This production style is rare in TV animation, and is similar to Hayao Miyazaki's Future Boy Conan in terms of consistency from script and storyboard to layout and drawing, and to Makoto Shinkai's personal work Voices of a Distant Star from his indie days in terms of comprehensiveness with the addition of cinematography.[10]
  3. ^ Ballet scene in the beginning.
  4. ^ Classroom scene after the title.
  5. ^ Workers panicking.
  6. ^ From cancer raging from the bed to computer exploding.
  7. ^ a b c d e f Uncredited.
  8. ^ It was later released in theaters.
  9. ^ Pre-title sequence.
  10. ^ Iso set up the names and details of the facilities and so on.
  11. ^ original 6.
  12. ^ a b Under the pseudonym Hideo Nieda.
  13. ^ a b c d e f g Under the pseudonym Mikio Odagawa.
  14. ^ Credited as both Mitsuo Iso and Mikio Odagawa.
  15. ^ Taeko's childhood, including the dodgeball scene.
  16. ^ Various designs including hospital equipment.
  17. ^ Monologue scene in the end.
  18. ^ a b c Only his own key animation part.
  19. ^ Effects and cinematography.
  20. ^ Uncredited (presumed).
  21. ^ Animated scene in the live-action film.

Citations

  1. ^ a b c d e f g h Den-noh Coil Proposal 2008, p. 80.
  2. ^ a b . AniPages Diary. Archived from the original on September 21, 2021. Retrieved October 17, 2021.
  3. ^ a b Animage 2008, p. 88.
  4. ^ a b c "C93で「磯光雄 ANIMATION WORKS vol.2」が発売! 大ボリュームの384ページ!!". WEBアニメスタイル (in Japanese). 株式会社スタイル. December 19, 2017. Retrieved December 29, 2021.
  5. ^ a b c "『電脳コイル』の監督、磯光雄氏がXRコンテンツアワード「NEWVIEW AWARDS 2021」の審査員に決定". Real Sound (in Japanese). blueprint. October 9, 2021. Retrieved October 12, 2021.
  6. ^ "【連載】タニグチリウイチの「今のアニメを知るために」第2回:どこまでも虚構でどこまでも現実、押井守監督編". IGN Japan (in Japanese). Sankei Shimbun. July 26, 2020. Retrieved July 22, 2021.
  7. ^ "『ポケ戦』の"神作画"にインスパイアされ、うねる波間を進撃するハイゴッグを立体化". ORICON NEWS (in Japanese). オリコン. March 20, 2020. Retrieved October 17, 2021.
  8. ^ a b c d "封入特典「逆襲のシャア ドキュメントコレクション」収録インタビュー冒頭公開". 『機動戦士ガンダム 逆襲のシャア』公式サイト (in Japanese). Sunrise. September 11, 2015. Retrieved October 17, 2021.
  9. ^ a b c d 安原まひろ (June 29, 2018). "アニメーションにおける「リアル」とはなにか『磯光雄ANIMATION WORKS』". メディア芸術カレントコンテンツ (in Japanese). Agency for Cultural Affairs. Retrieved October 12, 2021.
  10. ^ a b c d Animage 2008, p. 87.
  11. ^ a b c d Animage 2008, p. 90.
  12. ^ Animage 2008, p. 88-89.
  13. ^ a b c d e "連載「理想のアニメ原画集を求めて」第57回『磯光雄 ANIMATION WORKS vol.2』". ニコニコチャンネル (in Japanese). Dwango. January 16, 2018. Retrieved October 17, 2021.
  14. ^ a b c d e f g h i Animage 2008, p. 89.
  15. ^ a b Animage 2008, p. 89-90.
  16. ^ a b c d e f "アニメ様の七転八倒 第46回 エヴァ雑記「第拾参話 使徒、侵入」". WEBアニメスタイル (in Japanese). 株式会社スタイル. June 5, 2006. Retrieved July 30, 2021.
  17. ^ a b c 磯光雄 [@IsoMitsuo] (January 24, 2017). "古い資料を整理してたら出てきたので供養シリーズ第6弾" (Tweet) (in Japanese). Retrieved July 30, 2021 – via Twitter.
  18. ^ 磯光雄 [@IsoMitsuo] (April 11, 2017). "ちょっとあいまいな日本語だったので誤解を招かないため補足" (Tweet) (in Japanese). Retrieved August 19, 2021 – via Twitter.
  19. ^ Animage 2008, p. 88-90.
  20. ^ Animage 2008, p. 84.
  21. ^ "科学とフィクション、その果てしなき「イタチごっこ」の行方". Wired (in Japanese). Condé Nast. June 20, 2020. Retrieved October 17, 2021.
  22. ^ . Crunchyroll. July 8, 2016. Archived from the original on July 10, 2016. Retrieved October 12, 2021.
  23. ^ "『電脳コイル』の磯光雄氏による新作オリジナルアニメ『地球外少年少女』2022年初春公開決定。吉田健一氏がキャラクターデザインを担当". Famitsu (in Japanese). KADOKAWA. October 27, 2020. Retrieved July 30, 2021.
  24. ^ . Anipress Daily. November 18, 2005. Archived from the original on September 28, 2007. Retrieved October 17, 2021.
  25. ^ a b 美術手帖 2020, p. 52-53.
  26. ^ "animator interview 井上俊之 (3)". WEBアニメスタイル (in Japanese). 株式会社スタイル. December 5, 2000. Retrieved October 17, 2021.
  27. ^ "animator interview 橋本敬史 (4)『エヴァンゲリオン』と磯光雄ショック". WEBアニメスタイル (in Japanese). 株式会社スタイル. January 8, 2009. Retrieved October 17, 2021.
  28. ^ "もう一度作ってみたい―「シン・エヴァンゲリオン劇場版」メカ作画監督・金世俊インタビュー". WebNewtype. KADOKAWA. May 17, 2021. Retrieved October 17, 2021.
  29. ^ "神アニメーター・井上俊之が考える"本当にすごいアニメーター"とは?". アニメ!アニメ! (in Japanese). IID, Inc. August 9, 2018. Retrieved October 17, 2021.
  30. ^ Animage February issue 2008, p. 87.
  31. ^ Art Techo February 2020 2020, p. 52-53.

References

  • Iso, Mitsuo (October 31, 2008). 電脳コイル 企画書 [Den-noh Coil Proposal] (in Japanese) (1st ed.). Tokyo, Japan: Tokuma Shoten. ISBN 978-4-19-862613-6.
  • "『電脳コイル』 磯光雄の世界" [The World of Mitsuo Iso in "Den-noh"]. The 2008 February issue of Animage (in Japanese). Vol. 31, no. 2. Tokyo, Japan: Tokuma Shoten. January 10, 2008.
  • "特集 アニメーションの創造力PART2" [Special Feature: The Creative Power of Animation Part 2]. 美術手帖 2020年2月号 (in Japanese). Tokyo, Japan: 美術出版社. January 7, 2020.

External links

mitsuo, 光雄, mitsuo, born, 1966, aichi, japan, japanese, animator, director, screenwriter, began, career, animator, 1980s, worked, freelance, artist, through, neomedia, studio, zaendo, studio, ghibli, 光雄pronunciationiso, mitsuoborn1966aichi, japannationalityjap. Mitsuo Iso 磯 光雄 Iso Mitsuo born 1966 in Aichi Japan is a Japanese animator director and screenwriter 1 2 He began his career as an animator in the mid 1980s and worked as a freelance artist through Neomedia Studio Zaendo and Studio Ghibli 1 3 4 Mitsuo Iso磯 光雄PronunciationIso MitsuoBorn1966Aichi JapanNationalityJapaneseOther names小田川 幹雄 贄田 秀雄 Mikio Odagawa Hideo Nieda Occupation s Animator Animation director Filmmaker Screenwriter CinematographerYears active1985 presentKnown forDennō CoilWebsiteIMAGO IMAGEIso is known for his offbeat key animation in the prologue of Gundam 0080 large portions of Asuka s battle in The End of Evangelion and the first half of the tank battle in Ghost in the Shell 5 6 7 Contents 1 Career 2 Style 3 Works 4 Awards 5 Notes 6 Citations 7 References 8 External linksCareer EditIso has worked on Mobile Suit Zeta Gundam and Gundam ZZ since 1985 as a key animator and in betweener 8 This led him to secretly work in the 1988 film Mobile Suit Gundam Char s Counterattack under the pseudonym Mikio Odagawa without telling Zaendo where he was at the time 8 He was then asked by Sunrise an animation studio to act as an intermediary for job offers to the company and worked under his real name as a job through the company 8 Sunrise also hired him as an animation director so he worked under that pseudonym 8 The battle scene at the beginning of the 1989 OVA Mobile Suit Gundam 0080 War in the Pocket made a strong impression on the anime industry and anime fans about Iso 9 Until then mobile suits humanoid giant robots had mostly been depicted as a whole mass but Iso thought that if it was a machine body it should be separated from the skeleton chassis and realized an animation in which the robot s material and structure could be seen He also carefully picked up the details of secondary effects such as air resistance to missile launches and vehicles floating in the blast to create realistic battle scenes In particular his drawing philosophy of accumulating what could happen on the screen had a great influence on the drawing of realistic anime in the following years 10 In this work an explosion effect called Iso Explosion is noticeable 9 Director Fumihiko Takayama gave him the opportunity to do some niche design work and he designed some of the mecha designs and military equipment 10 He was with Studio Ghibli from 1990 1992 5 Iso drew keyframes in Only Yesterday Porco Rosso Ocean Waves 11 Iso joined Roujin Z 1991 based on Katsuhiro Otomo s manga as a mechanical designer at the request of director Hiroyuki Kitakubo He was supposed to be both the mechanical designer and mechanical animation director but ended up doing only a partial design as he was asked to join Only Yesterday 12 Iso found about Neon Genesis Evangelion 1995 1997 quite early on and joined from the planning stages He was involved in all aspects of the planning process including not only the key frames but also the setting and plot 1 13 14 He originally joined the project as an animator but he actively entered other jobs by freely coming up with various ideas and writing about them to the director Hideaki Anno every day 15 As an animator he drew the urban battle between Sachiel and the UN forces in episode 1 of the TV series the scene where EVA Unit 01 preys on Zeruel in episode 19 additional scenes in the video format version of episode 21 and the battle between EVA Unit 02 and EVA Mass Production Units in the movie The End of Evangelion a episode 25 of the video version 13 16 He also wrote the script for episode 13 with Akio Satsukawa and Hideaki Anno 14 Iso s first draft was too long so Satsukawa summarized it and director Anno made some changes 16 The ending of the final draft was a little disappointing for Iso because it was forcibly connected to a plot that he had planned to use in another episode 14 In these episodes 13 and 15 Iso also supplemented the settings 14 16 As a designer he drew Lilith Seele marks rough sketches of underground facilities etc 14 16 17 Other than that Iso created many other settings including unofficial and unused ones and although his name is not credited his ideas are utilized throughout the work Especially in the middle of the TV series many of the dialogues and plots created by Iso are used 14 16 17 18 In Ghost in the Shell 1995 he not only drew the key animations but also designed all the firearms 1 In FLCL 2000 he drew the key animations but he worked with director Kazuya Tsurumaki for about six months on a preliminary project and some of his ideas were adopted However the project itself was not realized because Iso put out too many ideas and made it like his own 14 In Blood The Last Vampire 2000 he was in charge of keyframes and visual effects and also did some design work 1 13 Iso appealed to director Hiroyuki Kitakubo and was entrusted with cinematography and special effects for his own key animations parts 3 4 Production I G s introduction of computers in their studios made it possible for the key animators to add special effects to their key animations which had previously been assigned to the cinematographer 9 In Rahxephon 2002 he began working in the Digital Works and cinematographer positions throughout this television series using special effects and CG to modify drawings and art 13 19 In episode 15 The Children s Night he wrote the script storyboarded and directed and was also in charge of some of the drawing and cinematography overseeing a cross section of jobs that were originally divided b 1 This was the first time he had worked on storyboarding and directing 1 Iso decided to join the work on the condition that he would work on an entire episode by himself 11 In the animation part of the live action film Kill Bill Volume 1 2003 he drew the key animation 1 20 In 2007 he directed his first animated television series Dennō Coil He also wrote the original and the script for all episodes With this work he won the Nihon SF Taisho Award and the Seiun Award as a science fiction writer 4 5 21 In 2016 he gave a presentation introducing his original animation projects Les pirates de la Reunion et les dodos レユニオンの海賊とドードー鳥 Re Yunion no Kaizoku to DōDō dori lit The Pirates of the Reunion and the Dodos and The Orbital Children 地球外少年少女 Chikyugai Shōnen Shōjo lit Extraterrestrial Boys and Girls in a series in an anime magazine In the same year Iso and French animation studio yapiko animation announced at Japan Expo 2016 that they would jointly produce Les Pirates de la Reunion Le Reveil des dodos 22 However there has been no further news about it since then Iso announced the production of The Orbital Children in 2018 and began full scale production of the film in 2020 23 Style EditMitsuo Iso is known for his jerky yet detailed animation full of dense sophisticated motion He refers to his own style as full limited In traditional animation animation with a drawing count below one drawing every two frames or on twos is considered limited animation Mixing twos threes and fours in a balanced form of timing Iso draws every keyframe without passing his work to an in betweener allowing him full control to create the most detailed motion possible with a balanced and efficient number of drawings hence the term full limited 2 24 Iso s idea of full limited is a method for controlling the image from the animator s standpoint and he has the calculation that if he draws everything in key animation the timesheets will not be modified by the director 25 Iso s thoroughgoing drawing style is highly supported not only by anime fans but also by animators in the same industry 26 27 28 He was one of the animators who played a central role in the movement from the late 1980s to the 1990s when realistic oriented expressions matured in Japanese animation drawing by creating animation drawings that were described as realistic such as depictions of characters and mechanics that made us feel weight and mass and effects such as explosions and smoke flames 9 29 His drawings are very realistic and photorealistic and the reality of his movements comes from his thorough scientific observation On the other hand he has never abandoned the appeal of animation such as entertainment and showiness 30 Iso has covered a wide variety of genres and professions and has demonstrated his talent in each of them 11 What distinguishes him as an animator is his willingness to go beyond the confines of his section which has allowed him to pioneer a new expression of animation 31 Since the production site of commercial animation is a race against time the division of labor is common with each process divided into smaller sections and job categories defined so as not to encroach on each other s job areas However Iso goes beyond this framework with the belief that the overall quality of the work will definitely be higher if he is aware of the process before and after 14 Every time Iso makes a new work he takes on a new role other than animator such as screenplay for Evangelion cinematographer for Blood The Last Vampire and direction for Rahxephon new techniques such as digital animation computer graphics and special effects new drawing tools and software 13 The reason why he finally worked on cinematography is because animators can only leave the rest to the post process once they have finished drawing with black and white lines but if they work on cinematography they can complete the scene by themselves 25 Iso has a consistent orientation of wanting to dig deep and touch something that lies at the root of a work even if it is someone else s work This is in line with his orientation as an animator to deconstruct the principles of movement 15 The visual image that integrates the world view setting design drawing and cinematography of the work was already in his mind when he was working on other directors works 11 When he participates in anime works as an animator he often uses aliases or does not give his name There are a lot of things that he wants to do so he cannot fit into just one staff As a result he tends to make other director s work his own 14 Works EditTitle Year Format RoleDirection Animation Script Setting OtherNinja Senshi Tobikage 1985 TV Key animation eps 35 40 Mobile Suit Zeta Gundam 1985 TV inbetweeningMobile Suit Gundam ZZ 1986 TV inbetweening Key animationMachine Robo Revenge of Cronos 1986 TV Key animation eps 18 38 Metal Armor Dragonar 1987 TV Key animation eps 29 32 36 GeGeGe no Kitarō 1987 TV Key animation eps 97 99 c 102 d 104 Inbetween animation ep 88 Mashin Hero Wataru 1987 TV Key animation ep 279 e Transformers Super God Masterforce 1988 TV Key animation eps 6 12 f 18 24 Peter and Wendy 1989 TV Key animation ep 20 g Ocean Waves h 1993 TV Key animationNeon Genesis Evangelion 1995 TV Key animation eps 1 19 21 video version i Script ep 13 Setting assistance eps 13 15 Settings for the entire series j g 16 17 Rurouni Kenshin 1996 TV Key animation OP1 RahXephon 2002 TV Episode director ep 15 Storyboards ep 15 Key animation eps 2 15 In between animation ep 15 Script ep 15 Digital work and CGI eps 2 3 After effects eps 4 10 12 14 26 Dennō Coil 2007 TV Director Storyboards OP ED eps 1 12 17 19 26 Key Animation eps 1 4 12 26 Original Story Script Character rough design Settings for the entire series Art setting ep 2 Digital Effects Cinematography ep 26 Mobile Suit Gundam 0080 War in the Pocket 1989 OVA Key animation eps 1 4 5 Explorer Woman Ray 1989 OVA Key animation ep 1 Gosenzo sama Banbanzai 1989 OVA Key animation eps 4 6 The Hakkenden 1990 OVA Key animation ep 1 Like the Clouds Like the Wind 1990 OVA Key animationTeito Monogatari 1991 OVA Key animation ep 2 Yumemakura Baku Twilight Gekijō 1991 OVA Key animationJoJo s Bizarre Adventure 1993 OVA Key animation ep 13 k Super Dimension Century Orguss 1993 OVA Key animation ep 5 Final Fantasy Legend of the Crystals 1994 OVA Key animation ep 2 l Effects animation supervisor l Giant Robo OVA 1994 OVA Key animation ep 5 Mighty Space Miners 1994 OVA Key animation ep 2 Golden Boy 1995 OVA Key animation ep 4 Voogie s Angel 1997 OVA Key animation ep 3 m Blue Submarine No 6 1998 OVA Key animation ep 1 FLCL 2000 OVA Key animation ep 6 Mobile Suit Gundam Char s Counterattack 1988 Film Animation director m Key animation n Only Yesterday 1991 Film Key animation o Roujin Z 1991 Film Mechanical design p Porco Rosso 1992 Film Key animationHashire Melos 1992 Film Key animationKattobase Dreamers 1994 Film Layout assistance Key animation g m Junkers Come Here 1995 Film Key animation m q Ghost in the Shell 1995 Film Key animation Firearm designMagnetic Rose Memories 1995 Film Key animation Imageboards Firearm designThe End of Evangelion 1997 Film Key animation Effects r g Cinematography r g Perfect Blue 1998 Film Key animationDigimon Adventure 1999 Film Key animation m Blood The Last Vampire 2000 Film Key animation Visual effects s r Cowboy Bebop The Movie 2001 Film Key animation t Digital work m RahXephon Pluralitas Concentio 2003 Film Digital workSteamboy 2004 Film Pre production conceptual developmentWelcome to the Space Show 2010 Film Key animation m Giovanni s Island 2014 Film Key animation g The Case of Hana amp Alice 2015 Film Cooperation in animation drawingKill Bill 2003 Film Key animation u Les Pirates de la Reunion suspended Film Director Original Story ScriptNapping Princess 2017 Film Key animationThe Orbital Children 2022 Film Director Storyboards Key animation Original Story Script Character rough design Settings for the entire series Art setting Digital Effects CinematographyChildren of Ether 2017 Webcast Key animationBlade Runner Black Out 2022 2017 Webcast Key animation Cooperation in cinematographyPopolocrois 1996 Game Key animationGhost in the Shell 1997 Game Layout system Key animationAwards EditThe Excellence Award in the Animation Division of the 2007 Japan Media Arts Festival The 29th Nihon SF Taisho Award 2008 The Best Dramatic Presentation of the 39th Seiun Award 2008 The Best TV Animation Award of the 7th Tokyo Anime Award 2008 Individual Award at the 13th Animation Kobe 2008 Notes Edit He drew the scene with thorough attention to the basis of the movement such as the hardness of the scaffolding and the weight of the handheld weapons and also added various innovations such as shooting handheld camera style with blurring and shaking to move the viewpoint 10 Episode 15 known as The Iso Episode This production style is rare in TV animation and is similar to Hayao Miyazaki s Future Boy Conan in terms of consistency from script and storyboard to layout and drawing and to Makoto Shinkai s personal work Voices of a Distant Star from his indie days in terms of comprehensiveness with the addition of cinematography 10 Ballet scene in the beginning Classroom scene after the title Workers panicking From cancer raging from the bed to computer exploding a b c d e f Uncredited It was later released in theaters Pre title sequence Iso set up the names and details of the facilities and so on original 6 a b Under the pseudonym Hideo Nieda a b c d e f g Under the pseudonym Mikio Odagawa Credited as both Mitsuo Iso and Mikio Odagawa Taeko s childhood including the dodgeball scene Various designs including hospital equipment Monologue scene in the end a b c Only his own key animation part Effects and cinematography Uncredited presumed Animated scene in the live action film Citations Edit a b c d e f g h Den noh Coil Proposal 2008 p 80 a b KARISUMA ANIMATORS AniPages Diary Archived from the original on September 21 2021 Retrieved October 17 2021 a b Animage 2008 p 88 a b c C93で 磯光雄 ANIMATION WORKS vol 2 が発売 大ボリュームの384ページ WEBアニメスタイル in Japanese 株式会社スタイル December 19 2017 Retrieved December 29 2021 a b c 電脳コイル の監督 磯光雄氏がXRコンテンツアワード NEWVIEW AWARDS 2021 の審査員に決定 Real Sound in Japanese blueprint October 9 2021 Retrieved October 12 2021 連載 タニグチリウイチの 今のアニメを知るために 第2回 どこまでも虚構でどこまでも現実 押井守監督編 IGN Japan in Japanese Sankei Shimbun July 26 2020 Retrieved July 22 2021 ポケ戦 の 神作画 にインスパイアされ うねる波間を進撃するハイゴッグを立体化 ORICON NEWS in Japanese オリコン March 20 2020 Retrieved October 17 2021 a b c d 封入特典 逆襲のシャア ドキュメントコレクション 収録インタビュー冒頭公開 機動戦士ガンダム 逆襲のシャア 公式サイト in Japanese Sunrise September 11 2015 Retrieved October 17 2021 a b c d 安原まひろ June 29 2018 アニメーションにおける リアル とはなにか 磯光雄ANIMATION WORKS メディア芸術カレントコンテンツ in Japanese Agency for Cultural Affairs Retrieved October 12 2021 a b c d Animage 2008 p 87 a b c d Animage 2008 p 90 Animage 2008 p 88 89 a b c d e 連載 理想のアニメ原画集を求めて 第57回 磯光雄 ANIMATION WORKS vol 2 ニコニコチャンネル in Japanese Dwango January 16 2018 Retrieved October 17 2021 a b c d e f g h i Animage 2008 p 89 a b Animage 2008 p 89 90 a b c d e f アニメ様の七転八倒 第46回 エヴァ雑記 第拾参話 使徒 侵入 WEBアニメスタイル in Japanese 株式会社スタイル June 5 2006 Retrieved July 30 2021 a b c 磯光雄 IsoMitsuo January 24 2017 古い資料を整理してたら出てきたので供養シリーズ第6弾 Tweet in Japanese Retrieved July 30 2021 via Twitter 磯光雄 IsoMitsuo April 11 2017 ちょっとあいまいな日本語だったので誤解を招かないため補足 Tweet in Japanese Retrieved August 19 2021 via Twitter Animage 2008 p 88 90 Animage 2008 p 84 科学とフィクション その果てしなき イタチごっこ の行方 Wired in Japanese Conde Nast June 20 2020 Retrieved October 17 2021 Anime Director Mitsuo Iso Teaming Up With French Studio Crunchyroll July 8 2016 Archived from the original on July 10 2016 Retrieved October 12 2021 電脳コイル の磯光雄氏による新作オリジナルアニメ 地球外少年少女 2022年初春公開決定 吉田健一氏がキャラクターデザインを担当 Famitsu in Japanese KADOKAWA October 27 2020 Retrieved July 30 2021 Mitsuo Iso Anipress Daily November 18 2005 Archived from the original on September 28 2007 Retrieved October 17 2021 a b 美術手帖 2020 p 52 53 animator interview 井上俊之 3 WEBアニメスタイル in Japanese 株式会社スタイル December 5 2000 Retrieved October 17 2021 animator interview 橋本敬史 4 エヴァンゲリオン と磯光雄ショック WEBアニメスタイル in Japanese 株式会社スタイル January 8 2009 Retrieved October 17 2021 もう一度作ってみたい シン エヴァンゲリオン劇場版 メカ作画監督 金世俊インタビュー WebNewtype KADOKAWA May 17 2021 Retrieved October 17 2021 神アニメーター 井上俊之が考える 本当にすごいアニメーター とは アニメ アニメ in Japanese IID Inc August 9 2018 Retrieved October 17 2021 Animage February issue 2008 p 87 sfn error no target CITEREFAnimage February issue2008 help Art Techo February 2020 2020 p 52 53 sfn error no target CITEREFArt Techo February 20202020 help References EditIso Mitsuo October 31 2008 電脳コイル 企画書 Den noh Coil Proposal in Japanese 1st ed Tokyo Japan Tokuma Shoten ISBN 978 4 19 862613 6 電脳コイル 磯光雄の世界 The World of Mitsuo Iso in Den noh The 2008 February issue of Animage in Japanese Vol 31 no 2 Tokyo Japan Tokuma Shoten January 10 2008 特集 アニメーションの創造力PART2 Special Feature The Creative Power of Animation Part 2 美術手帖 2020年2月号 in Japanese Tokyo Japan 美術出版社 January 7 2020 External links EditIso Mitsuo at Anime News Network s encyclopedia Mitsuo Iso interview concerning RahXephon 15 Anipages Mitsuo Iso overview http www18 atwiki jp sakuga pages 52 html http www lares dti ne jp iso 000 index html Retrieved from https en wikipedia org w index php title Mitsuo Iso amp oldid 1097843770, wikipedia, wiki, book, books, library,

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