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For People Crazy About 2D Animation!

Acme Punched! is for people crazy about 2D animation. It may be enjoyed by beginners and others, but it is aimed at animators who know already something about the process of animation and the basics of character animation. In large part, it will attempt to provide a deep look into the problem solving that goes on in my head as I work out a scene, often in step-by-step posts that I will sometimes enter in "real time", without knowing in advance what the outcome will be. Mistakes and false starts will not only be included but emphasized, so that the creative process of animation will be portrayed realistically. And, while my own bias is for 2D drawn animation, many of the effects and principles discussed here can apply to CGI 3D animation as well. I hope the blog will prove useful and instructive for all.

-Jim Bradrick

Wednesday, November 18, 2015

No. 81, Book Review: The Nine Old Men, by Andreas Deja.



By the beginning of Franklin Roosevelt's second term as President in 1937, he had begun to call the U.S. Supreme Court justices of the time "the nine old men" for their obstructive attitude toward his social policies and programs.  It became his aim to try to replace six of their number in order to get a court more friendly and supportive of his attempts to bolster the economy.

Roosevelt failed in that, but the phrase Nine Old Men was picked up by Walt Disney and applied to his crew of senior animators, who just happened to be nine in number. Who were these men? Among other things, they were all animators who had stayed on Walt's side during the studio's labor troubles of the early 1940s. All nine were born between 1907 and 1914, and all but one started at the Disney studio in the early to mid thirties when intensive hiring and training were ramping up for the move into feature animation. (The exception was Les Clark, who began in 1927 at the age of 20, which made him the only one to arrive before both sound and color came to the movies). None of these young men except Clark had animation experience, and Clark had to retrain himself now to keep up with the sophisticated design and animation that was in development; the old rubber hose limbs and often crude drawing of the silent days were obsolete.

Les Clark learned to animate very well indeed.  From Symphony Hour, 1942.


In the new book by Andreas Deja, The Nine Old Men (392 pages, CRC Press, 2015), these animators are spotlighted and compared with one another in their strengths and styles from the personal viewpoint of the author, a brilliant animator in his own right who knew many of them and who actually trained under Eric Larson, best known for his animation of the sultry dog Peg in Lady and the Tramp.

Larson didn't do only animals.  Here, from Peter Pan, Wendy fails at her first attempt to leap into flight. Now she crouches for a second attempt.


As in John Canemaker's 2001 book of a similar title, Deja's book is divided into nine sections, each devoted to one animator. But the new book, subtitled Lessons, Techniques and Inspiration from Disney's Great Animators, is all about the drawing and the animation, with shorter illustrated biographies that detail each man's development at the studio from novice to mature artist. The latter part of each chapter is comprised of sequences of key animation drawings from important work along the career arc of the artist.

If you want to get as close as you can to the work of a master animator, there is nothing short of being inside the man's head that is better than to look at his pencil animation. I have always treasured reproductions of animation pencil drawings, and there have been some good collections.  Examples in the past include the oversized Treasures of Disney Animation Art (Abbeville Press, 1982) and The Walt Disney Studios Archive Series volume on Animation (Disney Editions, 2009). Both of these are made up of color reproductions (even of mostly black and white drawings!) that have been printed the actual size of the originals. Wonderful to look at, but limited in the amount of material that can be covered in a single volume.  And the otherwise terrific Illusion of Life, written by Frank Thomas and Ollie Johnston (Abbeville Press, 1981), though considered an essential bible by most of us who love drawn animation, contains numerous animation sequences that are disappointing on the page, each image in a stark black and white that illustrates the action without displaying the subtleties of the artist's drawing.

Frank Thomas, a Nine Old Man and co-author of Disney Animation: The Illusion of Life, does Merryweather the fairy, from Sleeping Beauty, 1959.


Andreas Deja and his publishers have found a happy medium,  reproducing in color all the pencil lines, because those lines were not only black or grey; a single drawing might also include pencil lines in blue or red--sometimes even green and ochre! The multiple colors were used for roughing in or for indicating match lines or other cues for those who would ink the drawings onto cels. As a bonus, almost all the drawings in the sequence sections include the original drawing numbers written on the sheets by the animators.  The serious student of animation can deduce much about the timing of the scenes from these notations.  Seldom included here, alas, are spacing guides, which can be even more revealing.

A Woolie Reitherman drawing from the El Gaucho Goofy segment of Saludos Amigos, 1943. Note the use of multiple colors of pencil.  Note also this amazing action drawing by Woolie!


Though not the only good animators at the studio, the Nine were all excellent, they had the all-important support and respect of Walt Disney, himself, and they got the cream of the important scenes to animate.  Eventually they mostly became supervising animators, mentoring younger animators such as Andreas Deja, Glen Keane, and many others who were to succeed them when they retired.

Two frames of Smee from Peter Pan, by Ollie Johnston, who was known for his light touch, sensitive emotional interpretations, and speed.  Johnston is the other co-author of Illusion of Life.


Deja has the advantage over other Disney historians in that he lived the life, producing in his own right numerous memorable animated performances such as villains Gaston, Scar and Jafar, and the comic hero Hercules. His insights about these men and their work are keen, and his own unflagging enthusiasm for his subject shines through.

Somewhat amazing is the wide variety of personalities and temperaments among these men who, nevertheless, were all able to sit and perform these feats of acting and creation at their drawing desks. Several, despite their differences, had the discipline and versatility to follow each other's lead in design and animation on a character, so that they could provide sequences of their own that integrated seamlessly with the other man's work.

John Lounsbery could even capture the style of Milt Kahl, and he could define his own characters, too.  Here, John's character Ali Gator, from the Dance of the Hours sequence of Fantasia, 1941.

Ward Kimball managed to get through his Disney career without once having to animate a realistic character like a prince or princess.  He liked it that way, but he was amazingly innovative both as a designer and in staging his scenes.  Here are some wonderful Kimball roughs from the Peter and the Wolf segment of Make Mine Music, 1946. 

Milt Kahl, because of his wonderful draftsmanship, did more princes  than anyone, but he enjoyed the cartoony stuff as well.  Here is the eponymous star of Pinocchio, 1940, as he finds himself turning into a donkey on Pleasure Island.


Marc Davis, creator of Flower the skunk in Bambi, 1942, and two immortal female villains, Maleficent in Sleeping Beauty, 1959, and, shown here, Cruella DeVil from 101 Dalmations, 1961. Davis then became a principal designer for attractions at the Disney theme parks.

Any student or practitioner of 2D animation should certainly have this book for both inspiration and study, and 3D animators and designers could also learn from it.  These are the very men who discovered and perfected what are now known as the 12 Principles of Animation.  The Nine Old Men are all gone now, but they have much yet to teach us.

All images copyright Disney.

Wednesday, November 11, 2015

No. 80, Why I Sometimes Don't Post Regularly

Writer's Blog


Whenever I fail to post to this blog over a period of weeks or months, you can be sure there is a good reason for it.  It will not be because I am bored with it, or that I am burnt out or have run out of material and ideas to blog about, or that I don't care.  I recognize the value in posting regularly, and I try to do that as much as possible.  Failing to post can result in lost followers and other readers.

If I don't post new material, it will be due to a serious cause, like ill health or death. Or, best of all from my point of view, because I am working. The period between May and November of 2015 was just such a case, where animation and design that I was doing for a game went into crunch mode and I was putting in more than 40 hours a week on it.

My blog is not only commentary.  It often involves adaptation or creation of visual images specially for the blog, which takes time. A lot of thought and preparation go into each posting, because I want to be lucid and engaging and often instructive all at the same time.

If I have full-time work with deadlines, that takes away both from my blogging time and also from the energy needed to do justice to my blog.

So whenever I fail to post for a while, please don't give up on me.  I'll return and probably pick up where I left off.

Thank you for your loyalty.  I will continue to try to give you something new to think about each week or so.

--Jim Bradrick

Sunday, November 8, 2015

No. 79, Drawing Problem 2: Breakdown Challenge—“Pulling the Switch”, Part 2

Last time I presented a drawing problem as another exercise in finding a meaningful breakdown drawing between two extreme drawings where the solution was not immediately obvious.

Here again are the extremes:

Extreme Pose 1




Extreme Pose 2

The issue is that if the king pulls down the knife switch, he will have to get out of the way of the arc of the switch handle.  In such a case as this, one might be tempted to re-stage the extremes so that no such problem exists and there is an unobstructed path for the switch, but I chose to persist in trying to come up with a plausible and workable solution. (In post No. 78, I encouraged readers to try their hand at a solution, but there were no takers.)

The Solution

Here is my solution to the problem:

The Breakdown Pose

As you can now see, what happens is that the king has to dodge out of the way of the switch in mid action, which is something we all naturally do in real life.  Approaching a door, for example, we do not always calculate in advance the arc that it needs to pivot on its hinges, and we have to back up a little or otherwise adjust our stance in order to get the door open.

Here is the very brief animation as it was done for the video game I have been working on. Unfortunately, I believe that this scene has been cut from the final game. Nevertheless:


This is just one more illustration of the truism that in animation, there can be multiple ways of doing something, each one arguably as valid as the others.