
Look at the pictures small. If there is an obvious shape to the overall page, and you can still see what the composition is focusing on, then you probably have good staging.




































This is the modern descendent of Disney "appeal". It's not at all based on any true human feelings or experiences. It's merely the autopilot way of designing characters that follow what animators think is the way cartoons are supposed to look - animators who love Disney and let hardly any other influences into the medium without painting over them with big round wet sad drippy eyes.
For some reason, no matter how hard they try, they can't seem to make any human characters cute or appealing at all. It's a mystery to me.
By the way, I'm not against this kind of cute. It's great for 5 year olds. But we could sure use some variety in mainstream animation. This isn't the only kind of "appeal".
Now just who do they aim these modern Disney characters at?



VIP especially understands men in all their appealing hairy, brutish ugliness.
It's ironic that VIP started at Disney's as a storyboard artist. I can't imagine what they were thinking hiring someone whose whole outlook was the complete opposite of Disney's.
http://www.animationarchive.org/2005/12/media-virgil-vip-partch.html












This stuff has more texture and may look rude, but it sure tastes better than baby food.








Flat designs that are extra stylized can pose a problem for layout artists. If they get too flat or wonky, then all the individual design elements tend to veer off into their own planes and directions. This makes it hard to get an organic hierarchical warm composition.
When I was around 8 or so, Hawley Pratt and Al White's Hanna Barbera Golden Books were my favorites. I loved the design of the HB characters and Al White's bright happy colors and crisp rendering made the books look extra fun.
As a kid, I didn't think at all about composition - to me design just meant superficial stylistic tricks - like squarish heads and backwards hands.
This cover immediately caught my eye when I saw it on the bottom shelf of The Davis Agency Store in Billings Bridge Plaza in 1965. I grabbed it and stared at it in shock.
Biggest Forms of the composition make an overall interesting pleasing design. Every level of sub forms down to the smallest are interesting and fun.
The eyes have interesting angles and are asymmetrical. But they still fit on the head in the right place. They don't go in a different direction than the angle of the whole head.
This is not merely stylish and angular on a superficial level; it's great drawing, great composition and balance of filled areas against negative spaces. It has beautiful balance - much like the Bambi book, but in a more "modern" style. Balance is the key to good design. That's what's missing from so much of today's cartooning. Everyone thinks he's an instant designer just by drawing flat and wonky, or putting Anime eyes on a Bruce Timm drawing.
Of course, I also loved that Mel painted everybody the wrong colors. What a bonus!
By comparison with this stuff, the Hawley Pratt books look rushed and uninspired. I get the feeling that it was just easy money for him and he wanted to pump out as many books as he could. I know he has great layout talent because you can see it in the backgrounds of many 50s Friz cartoons. But the books look as if he just started drawing on the left side of the page and kept going till he made it to the right side of the page without worrying about having any compositional balance, or even good construction and balance in the individual characters.
I don't know if every Golden Book artist got paid the same page rate, but these Crawford paintings look like he spent some time planning each layout before he actually drew it. All the elements and shapes, big small and inbetween are related to each other in hierarchical order.
Mel is balancing a pile of skills and principles all together at the same time - a very difficult thing to do.
http://goldengems.blogspot.com/2008/10/hanna-barberras-cave-kids.html











The main difference to me between that Flintstone staging and the Bambi staging is that one is merely functional and the other is planned artistically. In the Bambi picture, the whole layout is not only clear and easy to read, but the staging tself has been turned into part of the visual pleasure. It's so well thought out and artistically managed. It's logical and creative at the same time. The artist worked from the outside in to make an overall compositional statement where every level of sub forms and details agree with the big picture and follow its plan and physics..
Bambi and Thumper are each clearly framed by the BG elements, and those elements flow around the whole composition. The sub forms in the background are being pulled along and held together by opposing forces. The whole layout design is one force. Gravity is pulling the trees and snow down. The structure of the tree branches holds together the radiating pine needles and the clumps of snow.
Each clump of needles or snow all are following the same basic forces.
When you finally get down to the tiniest details, they too follow the physics of the larger forms. You could take any part of this image and break it down. You'll find the same logic everywhere.

I love how Shaw takes no detail for granted. Even the smallest elements -like the blades of grass above are each actually drawn with the brush, not just scribbled in. They are drawn and follow a larger form. The whole picture is a beautiful design, not merely an illustration of an event.

Let's say you saw a grab-bag full of these Little babies hanging from a peg in your local drug store or 7-Eleven and it cost 2 or 3 bucks of lousy US dollars.
I know David is gonna want this one. It's his favorite expression.





This establishing shot of Mickey lets us know what is happening in the whole scene. All the elements of the scene are carefully arranged so we can see each important point in one shot.
Obvious clear staging show exactly what Daisy is doing and is artistic and appealing at the same time.

Carl Barks was a story board artist/writer at Disney's. Storyboarding is the first step in staging the cartoons. You figure out how to present each idea of the story in sequence and decide how best to present it to the audience. You are telling the story first logically, by choosing the framing and angle of each idea so that the audience can easily follow along. You can get artistic with it too, but clarity is the most important function of telling a story.



Thanks to Frank for the lovely photos.



We open on a stage with the curtains closed. "PONTIAC PLAYHOUSE" is printed on the curtains:


George: LET'S HEAR IT FOR THE PONTIAC PLAYERS!



They all breathe a sigh of relief.























http://www.bugpowder.com/andy/e.sterrett-all.html
To see more classic comic stips go to Andy's Early Comics Page:

Do you think this is ugly? I'm sure Frank and Ollie would. I don't. I think it's immensely appealing.
Don't look at the itchy details. Look at the shapes that make up the whole image. I broke them down into their construction up here.
Basil Wolverton is a superior cartoon designer of the top-tier because of his great imagination and his control of shapes and hierarchy of sub-shapes and details.


NEGATIVE SPACE IS NOT JUST A TOOL THAT YOU APPLY TO THE OUTSIDE OF THE CHARACTER. IT SHOULD BE USED WITHIN THE CHARACTER'S SILHOUETTE AS WELL.
The bullet shape is the major form of the design. The next level of the forms do not distract from the bullet. They are smaller and move horizontally, rather than vertically like the bullet.
This Russian guy has an overall boxy form. That's clear and non-ambiguous. Basil doesn't let the rest of the sub-shapes distract from this.
Within the overall form, the next level of forms has a lot of contrasts - in size, in direction, in shape. The image isn't cluttered. There is lots of space between the funny parts. Space is a designer's friend.
Speaking of which, there is a space on everyone's head that a lot of amateurish cartoonists ignore or are not aware of - that's the space between your face and the back of your head. The face is at the front of the head, it should never fill up the whole head. I have had to explain this to so many of my own artists, that I go into a trance whenever I have to explain it again.



This style is not itchy at all to me. By "itchy" I mean useless floating cross-hatching that doesn't help describe clear entertaining forms. David has some thoughts on this too:











Professor Mole is He Hog's arch enemy. He is a genius. Moles grow on him all the time, in front of our very eyes.
Old ones drop off him from time to time. They follow him everywhere he goes and help him commit unspeakable horrors upon humanity.
Professor Mole is actually a pretty nice guy for someone who causes suffering on such a monumental scale.
He's so ugly that people run from him without even knowing anything about him. They make hasty generalizations about him, which is the worst crime any human can commit. They call him a "hard working blue collar white man", "articulate" "nappy headed" and say he's "lost his bearings". This forces him to retaliate in the most horrific ways, all in the name of protecting our God-Given rights to be offended by words that newscasters waste days of TV time reporting on.
Professor Mole creates a doomsday machine with the intent of destroying all categorizations everywhere. Anyone who says "mammals give milk" is a dead man. It's up to He Hog to stop him and restore humanity and observation to the world.
In the 40s ,every studio tried to do the Disney/WB construction style of animation drawing. Not everyone understood it though. If you can't already draw well and you see a construction model from the 40s, you will assume that a cartoon character is made up of sausage like forms, but you won't see how they properly connect to each other - as in these models from Dave Hand's Animaland series. Dave Hand came from Disney - he directed Bambi and many other cute well drawn Disney cartoons and then went to England to supervise production on some imitation Disney cartoons.
These cartoons have a lot going for them - great background design and color, beautiful motion and timing, but a lot of the designs are these lumpy looking misunderstandings of the "Preston Blair" style.
It's amazing that such expensive fluid animation can have such sloppy drawings, but that was common in American cartoons at the time too at the B and C studios.
You could even find sloppy misunderstandings of constructed drawings in Disney cartoons here and there.
MGM made great cartoons with excellent design and drawing, yet they couldn't find cartoonists to do their posters who could draw a pear and a sphere that didn't look like it was melting all over the place.
I'm sure these toys are not supposed to be formless, but they are. By the 1970s formlessness in all walks of life became mainstream. Just 5 years earlier you could still find very appealing toys of Hanna Barbera characters or any other studios'. In the quickest decline in skill and culture probably in history you saw everything go to Hell within 5 years. Cartoons joined music, TV, movies and all other forms of popular culture in overnight decay. Pleasuring the senses disappeared from the face of the earth.
These blobs are just blobs and unappealing out of straight ignorance - just plain bad design by amateurs.
As a kid I never liked scratchy looking non-cartoony drawings - especially when they were pretending to be "wacky". There were some Mad artists that were instantly appealing and cartoony -like Don Martin, Bob Clarke, Harvey Kurtzman and more and they were the first articles and comics I would "read" when I picked up the latest Mad Magazine.
Here's George Woodbridge who not only refused to draw appealing big-eyes, he refused to draw eyes at all!
The more realistic itchy artists like George Woodbridge, John Severin and Will Elder seemed to me to be throwbacks to cartoons from the 1800s that were meant to be funny by being uglier than actual life. The little unsure broken crosshatching crawling all over bland shapes with tiny eyes just baffled me as a kid. I guess this style inspired the underground artists of the 60s who took itchiness to whole new levels of unappealingness.

This sequence is astounding. The artist can actually draw well, but purposely is abandoning classic Disney principles all over the place. Including just plain logical "readability"! Every pose has no silhouette-the arms are glued to the body with no space inbetween, every pose is perfectly "twinned". Whatever construction exists is buried under wobbly itchy lumps. It looks like she is covered in some medieval disease.
Here, Corny Cole gets a bit of appeal into at least the eyes of the main characters...
http://www.michaelspornanimation.com/splog/?p=1179
I'm guessing this is Kahl, but am not 100% sure. The drawings are very solid (like McKimson) but have more elaborate design details than WB characters. The drawings aim at doing all the acting while remaining appealing - cute that is. Having to remain cute at all times can be somewhat of a handicap when it comes to acting.
The motion and control in these scenes is amazing. Ultra smooth. Lots of squash and stretch, overlap, secondary actions - a million things happening at once while at the same time having to keep the audience focused on the story.
I think the pure Herculean task of keeping all these elements under control is what impresses so many animators and cartoonists - including myself. It's very humbling.
Look at those great hands! They are 40s cartoony style, while at the same time suggesting some knuckles and anatomy underneath the cartoon-skin.
Brer Fox is a very handsome design and extra hard to draw from different angles because of his long snout, snarly lips and lots of teeth - yet he moves very easily and never loses form, no matter what angle we see him from.
As I said in another post, the stories in Song of The South are told better than most Disney features, mainly because Peet tells the stories straight and succinctly. He doesn't add a lot of non-essential Disney filler.
So, in my opinion the story is staged and cut very well. And the pantomime animation is genius. In an earlier scene when we see Brer Fox coming in to greet Brer Rabbit stuck in the tar, his cocksure shuffling walk is extremely clever and cool. I'll put it up in another post.
To me, the cartoons have one flaw that cause a big disconnect between the story and the animation. The voices. The voices are so obnoxious and unintelligible that it gives the animators a big disadvantage.
When the characters talk, the animators have to come up with animation and business that matches the timing of the acting-even though the acting is bad. I think that's the origin of Disney's flailing arms and jittery acting. Walt's ear for voices wasn't always tasteful and he would stick his animators with voices that are grating or just plain weak and without character, forcing the animators to make up a bunch of arbitrary business just to try to keep the scenes alive.
Lots of twins by the way in Rabbit's posing!
Great drawings!
This bit of the rabbit stammering is very uncomfortable for me to watch. It goes on too long and seems completely inane. I think what makes me like Warners animation so much more than Disney's is it's much more character-oriented. I can identify with the characters in WB cartoons. They have motivations and personalities that I recognize. It didn't hurt that they had Mel Blanc doing the voices - a keen observer and satirist of human types. All the voice talent at WB was better suited to cartoons than the Disney voices, and that gave WB another advantage over Disney in creating convincing characters that seem to really exist.
Disney himself must have had a really naive ignorant understanding of human nature because his voices just tend to be silly and juvenile. His animators had to evolve a style of acting that wasn't very natural because they didn't have anything to hang any natural animation on. The voices and written characterizations just aren't very intelligent. It's like trying to wrap sophisticated animation around baby-talk.
Maybe another problem facing the Disney animators is their low weekly output. While McKimson was pumping out 25-50 feet of animation every week, Disney animators were expected to do 5. Working that slowly on each scene had to tempt them to keep going back and adding layers of needless secondary actions, more overlapping fur and ears and stuff that doesn't contribute to making the point.
Solid drawings, great staging, appealing (in a manly way) and speaks to real humanity.
To make big hits stronger, you gotta use really big antics and leave them on long enough to build up power before the actual contact which barely registers onscreen.


This is so well thought out and aims solely to give the audience the biggest entertainment possible. It uses the same principles as Disney, but doesn't overdo it to the point where the action distracts from the acting or the gag. When he uses secondary actions he focuses the action on the main action. A lot of late 30s animation used too many secondary actions happening all over the character and made it hard to see hat the main actions of the characters were. Some Disney animators continued this practice to the end. Pete offered an example of this kind of thing from the Aristocats a couple of posts ago in the comments.
Bob McKimson completely directs his animation and staging to make the entertainment point come across clearly -which makes him a great director.
He doesn't confuse your eye with a lot of extra superfluous overlapping action, or too much squash and stretch and general animator show off stuff. He knows how to communicate with the audience and does it with extreme precision.
I think maybe why McKimson tried to constrain Scribner so much in his cartoons was because he felt Rod would have too much going on in his actions that distracted from the main point. It kind of backfired though, because Scribner in McKimson's cartoons had his characters move around and twitch within McKimson's prescribed "legal area" as if they were trying to wriggle out of a straight jacket. - I have clips of that stuff too. Maybe I'll show that in a later post. It's funny and sad at the same time.
This is beyond retarded and to this day I can't believe that anyone in charge of a TV network, or a studio could approve any of it. How did the Jacksons approve it? They actually have considerable talent themselves.







Holy flying crap. How can this even exist? A big human head with tiny human hands and a ball shaped body. To me there is nothing uglier than real humans trying to be cartoons. These movies are like freak shows. I can't understand why Hollywood pumps so much of this stuff out. Why not just do a real Dr. Seuss or Flintstone movie?
I don't know if modern-day furries even realize it, but this whole movement grew out of Disney fan art from the 1970s. Nerdy kids who loved Lady and the Tramp and Bambi and wished they could draw as well as Disney animators. They took the squirrel-mask face style, drew it poorly and stuck it on top of human proportioned bodies and then had nasty things happen.
This looks like it was drawn by an 80s Saturday Morning cartoon artist with a gun to his head. Superficially trying to look like classic cartoons, it confuses 30s rubber-hose style with 40s pear and sphere style and gets every aspect of both styles wrong.
I'll discuss this style in its own post.



















Disney took 30 years or so to create a few approved Disney expressions, always weighing them against whether they are appealing (their type of appealing) or not. This severely restricted the range of their acting - in my opinion.
http://johnkstuff.blogspot.com/2007/04/acting-1-expressions-cartoon-vs-live.html
While I agree with Frank and Ollie that we can't compete directly with realistic subtle live action acting, we can more than make up for it with cartoon license if we think liberally.
Having to do limited animation for most of my career, while really wanting to do lush full animation, has made me make practical choices in what to focus on.
I don't actually memorize a thousand expressions and then summon them up for the appropriate emotions taking place in the stories. I don't think about what eye and mouth shapes to use at all - for the most part. Instead, I act out the scene as I go and draw what I'm feeling. The shapes of the eyes change and bend almost without my conscious control. Somehow my pencil just knows the shapes that will convey the emotions I'm feeling. It isn't random weirdness just to be weird - it's all in context of the story.
A good character designer, unlike a stylist actually thinks about his appeal. It's partly a science of balancing shapes and contrasts in order to make an assortment of characters who vary from each other in design. You can see in Ed Benedict's baseball players above that he is consciously experimenting with arranging different shapes together. They aren't good merely because they look simple or flat or designy - there is a lot of careful thought in them. Ed has natural appeal in his drawings and strong principles in general, and top of those 2 rare abilities he is visually creative - which is different than being able to draw well. The 9 Old Men are all very strong in principles, but rarely show much imagination in their designs. They recycled the same designs over and over again for decades, with very slight variation.
Here are some really expensive nasty designs. Unbelievable. I feel like I live in an alternate universe where nothing makes sense.


Mel Crawford is one of those artists (who is not so much a designer) who has a very appealing unique personal style. When you take an appealing artist and give him appealing character designs you get the best of both worlds.


These artists are not at the level of Crawford, but they are good enough to allow Ed's design appeal to still come through.


As a kid I watched as HB went from appealing cartoony designs to copying Filmation's ugly semi-realistic characters with flesh colored eyes. I was shocked. To this day, I can't understand how big studios can have so many people in charge that can "yes" to having their expensive cartoons look ugly or bland. Just hire a real designer. There are a handful left in the business.






This made them instantly more appealing than the previous 500 years worth of cartoons, which were really just itchy looking ugly caricatures of reality.





Compare Coal Black above to the Friz Freleng version of the same character. Which one has more instant appeal?
Tiny eyes are a sign of the conservative cartoonist; someone who thinks being too cartoony is not responsible or sensible.
Big heads, big eyes = cute
Small eyes, smaller heads = blah...



http://johnkstuff.blogspot.com/2006/10/specific-acting-scribner-clampett.html
Here's a Clampett Bugs drawn by Bob McKimson. His drawings for Clampett are more appealing than his drawings in his own cartoons.

You'd swear that McKimson actually rebelled on purpose against the accepted visual symbols of appeal.
Low hairlines add to the natural unappeal of small eyes and tiny craniums.

Tiny Pupils Lack Appeal and The Ability To Express Emotion
Cal-Arts animators had a period where they used pin-point pupils. To me this made the characters very cold and unappealing. The animators relied on a handful of Disney eye expressions from the late 70s, but simplified them to the point of - I don't know...coldness. It makes it very hard to get into the characters. You can see it came from Disney, but eliminated what made Disney appealing in the first place. It's Disney without solid drawing or cuteness.
Solid drawings are made up partly of construction. Perspective and foreshortening help make the drawings even more convincing - and harder to do. They also afford you more creative choices to tell your stories with.
Note how Bugs' feet are in the same perspective (the same angle) as the grave pit.
I love the hills and valleys in Bugs' ears. Very subtle and adds even more form.
The way Bugs drags Elmer floating through the air and into the grave is cheated. Even McKimson couldn't figure out how to make that look natural. I bet he was cursing Clampett for this scene. It's full of technical problems to solve - yet the result makes the cartoon even funnier. It's amazingly directed - as someone pointed out in the comments the other day, Elmer is crying to the music. As always, Clampett's actions and gags flow along melodic music like a cartoon ballet.
I can't imagine how they choreographed all these ideas and made them work together so smoothly - and funny. They must have been supermen in the 1940s.
http://www.cartoonthrills.org/blog/Clampett/45OldGrayHare/bugsdeath2shorter.mov










I agree with almost everything Frank and Ollie say about appeal - in theory. Appeal is really important to all art. The combination of skill and attractiveness or pleasure to the senses is what makes art. For cartoons, that's the combination of "solid drawing" and what F and O are calling "appeal". Solid drawing is very easy to judge, because it is objective. It's either right or wrong. That doesn't make it easy to do, of course, but without it, you lack control over anything else, including "appeal".


Big heads, big eyes, soft flesh - but wrapped around good construction and perspective.
Cal Arts animators love the flow and rhythm in his loose sketches (I do too) and figure that if they draw loose with flowing lines and never commit to a finished drawing, then they will be as appealing as Moore himself.
There is a lot more to Moore than just flowing lines. He understands construction, anatomy, balance and just happens to put it all together in a very unique and pleasing way that invites hordes of copycats who draw vague flowing blobs.
Disney designers deduced that the fur pattern of a squirrel's face is the most pleasing of all and designed a squirrel face mask that they stretched over countless characters to make them automatically cute.
Even though this is supposed to be cold and uninviting, it still retains many Disney design principles: balance, construction (2d construction), clear staging, variety of shapes and more.
Your loved ones will want to celebrate the order by having the new ruler of the free world under the tree.
Each and every one of these Hillary dolls have been personally flocked by communist atheists who want you to have the most wonderful Christmas ever.
If you know someone who doesn't believe in turning the other cheek at Christmas, then this guy is for him! Her?
Here is more solid drawing and direct animation, with no reliance on tricks by Bob McKimson.
Note how all the wrinkles wrap around the characters' forms, and in perspective when they tilt their heads.
McKimson animated the best death scenes. All very subtle, carefully drawn and animated stuff.
McKimson always said that the WB artists took their lead from Disney, but except for the good drawing, this is nothing like Disney. McKimson had his own way of animating that was just very direct and to the point.
http://www.cartoonthrills.org/blog/Clampett/45OldGrayHare/bugsdeath1short.mov
Song of The South is probably my favorite Disney movie storywise.
It's the only movie where the stories aren't stuffed with filler (unless you count the live action sequences)
Disney didn't write the stories of course, but Bill Peet staged and cut them together very cleverly in his storyboards and gave the animators a strong structure to work in.
Most Disney movies are derived from 4 or 5 page fairy tale stories, and then filled up with 65 more pages worth of junk that has nothing to do with the stories: naked flying babies, animals that wipe dishes clean with their butts, long sneezing sequences, big chunks of insufferable pathos and more.
The Uncle Remus stories are told straight. They're good stories for kids and they look beautiful. I'm not sure if these first few frame grabs are Kahl; they look a little different than the close ups, so someone help me out here...
The backgrounds are beautiful, the compositions clear and handsome and the animation is really fun to look at.
Brer Fox here has a lot more detail and a more complex construction than Elmer Fudd (who is generic) and this would make him harder to control. Only really top animators could turn this guy around and tilt his head in every angle. If you are trying to teach yourself construction, this is the wrong thing to study, because there is too much to control. Start with Elmer and Porky or Tom and Jerry who are more basic.
Also Disney characters move so much and flail their arms all over the place that you get distracted from the drawings and mesmerized by the flailing. It's easier to copy the flailing animation than the really tough solid drawings.
These drawings can be figured out logically in the same way Elmer can, by starting with the basic shapes. I'll do that in another post.





I screwe mine up by drawing my construction on the same layer as the frame grab.
Here's a scene animated by Bob McKimson that shows the value of solid drawings. I purposely picked a scene that didn't have a lot of Clampett's direction in it. It looks like Clampett just told him what was was hapening in the scene and let him do it, so it's very basic McKimson.
Elmer tilts his head in all kinds of difficult subtle angles and he is animating slowly where you can't cheat anything.
Elmer's body is compact and solid, yet has enough give to feel like it's flesh wrapped in cloth - note that the wrinkles in the clothes don't stick way out! The bulge just enough to feel like clothes, but bulge following the form of his body.
This would be a very hard scene for an animator to do. McKimson's animation relies mostly on the drawings being solid and in perspective and moving cleanly from one pose to the next without losing volume and without have the features crawl around the face.
Titling the head into all these angles is hard enough, but that huge tall hat ads another degree of difficulty to control.
McKimson doesn't use an overload of overlapping action (except when Bob Clampett makes him) or squash and stretch or even drag - except in fast motions. His animation is very direct and to the point. It's all in the drawing.
It doesn't always get the best inking.
The fingers are wrapped solidly around Elmer's face. His other hand around his elbow. Feet in perspective.
Antic into...
Accent.
Look at those great feet!
Here's a real tricky pose to pull off. Elmer is all twisted around, laying on the ground and turned away from us. No problem for McKimson.
Here's a strong accented gesture - some nice "twins" for you. Richard Williams would approve.







This drawing from the "twins" model sheet has a very symmetric robotic face. The page warns against "twinning" in the pose, but not in the design or expression.
Compare to this looser more natural Freddy Moore face. Nothing on the left side of his face matches exactly the shape and size of its counterpart on the right. ***ALSO**** and this is very important - nothing on TOP of a shape is the same as the BOTTOM of the shape. The eyes are not only different from each other...each eye itself is a different shape on the left and right ...AND on the top and bottom. They are asymmetrical in every dimension - just like your own face and mine.
Here is a pose that is asymmetric and each part of the design is asymmetrical - very natural without being "realistic". It's still a cartoon mouse, but one that seems alive.
It's important to note that even with all this natural unevenness, all the features still wrap around the bigger shapes in the right dimensions - organic and constructed mixed together.
It's hard to avoid "twins" in your poses every time. Even Freddie Moore does it sometimes. But you don't notice it, because every part of the design itself is fluid, uneven and natural ..."Organic".
These Moore models from "The Little Whirlwind" show just about every fundamental Disney principle working at the same time - all in balance. To balance so many different skills all at the same time is not easy. To Moore, it came naturally. He was lucky - gifted from the 12,000 Gods above (choose the ones you believe in) .
Once you have "solid drawing" working for you, you can start on "appeal" and "organic", but without the solid drawings, everything will be uncontrolled and mushy.
All these poses were not created to be a model sheet. The models were made after the fact, from Moore's animation in the cartoon. They are key poses: the poses that tell the story in continuity.
http://www.michaelspornanimation.com/splog/?p=1357



By solid, Thomas doesn't mean stiff like granite...the characters have to look alive.









I almost didn't get a job on the Jetsons because Bob Singer (head of the model department) thought I drew too angular and flat. He was right, but the models they were doing themselves at HB were beyond primitive. I wish I had saved some to show you. We used to pin them up on the walls in Taipei and everyone would laugh hysterically when the new ones came in. We'd have contests with the Nelvana directors to see who would be sent the ugliest models.
I'm embarrassed to show these now, but at the time they were fun to do and were considered pretty radical.







![[nostalgia-animados-shazzan2.jpg]](http://2.bp.blogspot.com/_JalUMBmMBJE/RdpIYWxg3uI/AAAAAAAAAF4/uDR-OFffAGA/s1600/nostalgia-animados-shazzan2.jpg)

Why would anyone spend a couple hundred million dollars on something that looks like a low-budget Saturday Morning cartoon? Anyone have an answer for that? Will?

...as long as the animators promise to fill their scenes with visual metaphors aimed at the family audience