


I'm purposely putting a lot of effort into these principles posts in the hopes of inspiring animation students, to give you more tools to create with, to make your future career easier and more creatively rewarding. I see a lot of students - even very talented ones who are great at life drawing, being lured by the modern trend of "designy" flat unprincipled drawings.
I was surprised and impressed at a Cal Arts art show a couple weeks ago to see some really observant 3 dimensional life drawings and reaized that if the students wanted to, they could actually apply this ability and thought to their cartoon drawings.
I don't know how anybody with a good eye could not be totally inspired by the sheer draftsmanship and control of all these great drawings below.
I hope it inspires you to spend your school time methodically aquiring the most powerful skills you can. You will have plenty of time to develop a "style" later - after you've spent your hundred thousand bucks at school. Make that investment pay off now! When you have skills, you will realize how much more important they are than superficial style. Once you're out working for the man, you won't have the time or youthful energy you have now. Take advantage of it so you can be great!-John
"Women are the best judges of anything we turn out. Their taste is very important. They are the theatre-goers, they are the ones that drag the men in. If the women like it, the heck with the men."- Walt Disney, from Wisdom 1959
Disney's forte: really cute, appealing and well constructed drawings reached their pinnacle of execution in the 1940s.







Disney perfected general animation principles in the 1940s. Good principles are not a "style."
Warner Bros. APPLIED the principles to specific individual characters and styles.
1940s


Honing The Principles
The 1940s animators didn't make earth shattering progress or discoveries in animation drawing, especially at Disney. The animators mainly polished the principles they learned so fast in the 1930s.
In the process, the extreme attention to these principles created a generic cliche ridden style that has passed down to us today, only now without the principles of good drawing, staging and posing.
Many of Disney's supercial cliches are still used today (only not drawn as well), probably without many animators even knowing where they came from.

They are very well drawn, but all made up of the same basic simple shapes. But the animators can move these simple shapes in amazing ways.
Instead of moving animation to the next level of creating specific characters with individual looks and expressions and personalities, Disney used his creativity to
polish what his animators already knew how to do while giving his crew more difficult technical problems to solve.
How to animate animal anatomy,









The expressions are general. Disney animators found a formula for how to draw a mouth attached to the cheeks and used exaggerated squash and stretch rather than specific expressions that could define their characters' personalities.

This kind of facial mugging looks like chewing gum to me. It doesn't attempt to match the distinct inflections you hear in the voice actors' dialogue. The Disney animators created formula designs and movements for each phonetic sound and assigned them routinely for decades to come.



Pinocchio is a design made of principles alone with a tiny suggestion a bit of angularity tossed in to give it some modern appeal. He isn't an individual, he instead represents all boys. It is designed to move easily in 3 dimensions, an impressive feat for sure. Generic but well done.

Beautiful examples of solid general principles working together

















Caricature is your best friend! Break habits the easy way...draw your friends and family.






Lampwick here is less solid than Pinocchio but has a clear line of action. His generic bullying is easy to read. He has stock baby head structure too.

Stromboli is very solid in still drawings, but moves like rubber bags filled with jello.
His acting is practically non-existent.

This blustery action, as simple and generic as it is has become the standard action for every other fat villain in Disney history.
The routine at Disney's seems to be:
Everyone wants to please Walt because he is a scary man.
When they do something that finally pleases him, they repeat that action every time there is a similar situation in successive films. It's safer than risking something new that might displease him.
That's why you see the same movements, expressions and gestures in every Disney feature...and every Bluth feature and Cal Arts film and Pixar feature. (Although, now and then Pixar adds some new expressions and actions-as in the great shark animation in Nemo.)
These stock movements have come down to us all because someone wanted to please a very bland man in the 1930s, 40s or 50s.
Animators today-some probably without even knowing it, subconsciously pull out these stock movements and expressions and glue them onto their scenes, not because they thought about what could be happening in an interesting way in the scene, but because "That's the way you animate someone saying no."











Generic but well structured whale.



Compare it to this awkward and completely unstructured girl that melted and deformed all over the screen a few years ago:

I believe wholeheartedly in construction and other powerful skills, but there was a danger at least at Disney's in being ONLY concerned in skills, so concerned with the general that they drifted into extreme blandness by never tackling the specific.

Good construction but with even proportions and no specific design elements or human expression equals this monstrosity:

The Disney animators-had they worked under a more creative and observant student of human nature could have gone on to the next level to discover acting and specific expressions and poses and specific designs, but that was left for the Warner Bros. animators and directors to do.
To take Chuck Jones for example:
His early cartoons looked more like general animation principles without specific individual design elements,





You couldn't draw the coyote if you didn't already draw fundamentals well.

Here are two chracters that are both a general type: tough strong military men, yet they are two different specific characters that fit into the broader category.




