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* Almost all the characters in ''WesternAnimation/PeppaPig'' suffer this, as they only ever face in two directions and both eyes are always on whatever side of their face is facing the viewer. Like with ''My Little Pony'', this is averted with the merchandise.

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* Almost all the characters in ''WesternAnimation/PeppaPig'' suffer this, as they only ever face in two directions and both eyes are always on whatever side of their face is facing the viewer. Like with ''My Little Pony'', Most merchandise have only one eye on each side of the face, as to make this is averted with the merchandise.less noticable.
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** Played straight in the first ''Franchise/KingdomHearts'' game, but not in the sequels, presumably because his increased presence in realtime scenes made it impractical. His various official art from the series do, however feature it. Other video games and 3D cartoons, such as ''VideoGame/EpicMickey'' or ''WesternAnimation/MickeyMouseClubhouse'', have the ears animated specifically to fit the familiar look[[note]]'For ''Clubhouse'', one of the first instances of Mickey being computer animated, the animators had to write special software to make Mickey's ears work "correctly" in 3D; if you watch closely, you can see his ears sliding around on his head as he moves. The ears even "switch sides" when he turns around, with the right ear becoming the left and vice-versa[[/note]].

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** Played straight in the first ''Franchise/KingdomHearts'' game, but not in the sequels, presumably because his increased presence in realtime scenes made it impractical. His various official art from the series do, however feature it. Other video games and 3D cartoons, such as ''VideoGame/EpicMickey'' or ''WesternAnimation/MickeyMouseClubhouse'', have the ears animated specifically to fit the familiar look[[note]]'For look[[note]]For ''Clubhouse'', one of the first instances of Mickey being computer animated, the animators had to write special software to make Mickey's ears work "correctly" in 3D; if you watch closely, you can see his ears sliding around on his head as he moves. The ears even "switch sides" when he turns around, with the right ear becoming the left and vice-versa[[/note]].
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** Played straight in the first ''Franchise/KingdomHearts'' game, but not in the sequels, presumably because his increased presence in realtime scenes made it impractical. His various official art from the series do, however feature it. Other video games and 3D cartoons, such as ''VideoGame/EpicMickey'' or ''WesternAnimation/MickeyMouseClubhouse'', have the ears animated specifically to fit the familiar look[[note]]'For 'Clubhouse'', one of the first instances of Mickey being computer animated, the animators had to write special software to make Mickey's ears work "correctly" in 3D; if you watch closely, you can see his ears sliding around on his head as he moves. The ears even "switch sides" when he turns around, with the right ear becoming the left and vice-versa[[/note]].

to:

** Played straight in the first ''Franchise/KingdomHearts'' game, but not in the sequels, presumably because his increased presence in realtime scenes made it impractical. His various official art from the series do, however feature it. Other video games and 3D cartoons, such as ''VideoGame/EpicMickey'' or ''WesternAnimation/MickeyMouseClubhouse'', have the ears animated specifically to fit the familiar look[[note]]'For 'Clubhouse'', ''Clubhouse'', one of the first instances of Mickey being computer animated, the animators had to write special software to make Mickey's ears work "correctly" in 3D; if you watch closely, you can see his ears sliding around on his head as he moves. The ears even "switch sides" when he turns around, with the right ear becoming the left and vice-versa[[/note]].
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None


** Played straight in the first ''Franchise/KingdomHearts'' game, but not in the sequels, presumably because his increased presence in realtime scenes made it impractical. His various official art from the series do, however feature it. Other video games and 3D cartoons, such as ''VideoGame/EpicMickey'' or ''WesternAnimation/MickeyMouseClubhouse'', have the ears animated specifically to fit the familiar look.

to:

** Played straight in the first ''Franchise/KingdomHearts'' game, but not in the sequels, presumably because his increased presence in realtime scenes made it impractical. His various official art from the series do, however feature it. Other video games and 3D cartoons, such as ''VideoGame/EpicMickey'' or ''WesternAnimation/MickeyMouseClubhouse'', have the ears animated specifically to fit the familiar look.look[[note]]'For 'Clubhouse'', one of the first instances of Mickey being computer animated, the animators had to write special software to make Mickey's ears work "correctly" in 3D; if you watch closely, you can see his ears sliding around on his head as he moves. The ears even "switch sides" when he turns around, with the right ear becoming the left and vice-versa[[/note]].
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Of course, Administrivia/TropesAreTools; sometimes cheating angles is preferable -- be it to keep that distinctive feature visible, or to avoid a distracting [[https://schweizercomics.tumblr.com/post/11966164633/the-schweizer-guide-to-spotting-tangents tangent line]] (ie., when outlines appear to connect or overlap in a way that makes the composition or perspective of an image visually confusing) that would be caused by drawing it "correctly". In addition, this happens all the time even in live action. Visual storytelling requires reality to bend in order to tell the story with all the important information. Individuals will stand unusually close together so that no one is cut off by the frame, give enough room for the camera to follow them into a confined space and [[ScullyBox actors will stand on boxes]] so they don't disappear behind the tall people.

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Of course, Administrivia/TropesAreTools; sometimes cheating angles is preferable -- be it to keep that distinctive feature visible, or to avoid a distracting [[https://schweizercomics.tumblr.com/post/11966164633/the-schweizer-guide-to-spotting-tangents tangent line]] (ie., when outlines appear to connect or overlap in a way that makes the composition or perspective of an image visually confusing) that would be caused by drawing it "correctly". In addition, this happens all the time even in live action. Visual storytelling requires reality to bend in order to tell the story with all the important information. Individuals will stand unusually close together so that no one is cut off by the frame, give enough room for the camera to follow them into a confined space space, and [[ScullyBox actors will stand on boxes]] so they don't disappear behind the tall people.
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Cat Smile was renamed to Playful Cat Smile. Moving wicks with enough context to the new trope.


** This led to a meme where a hypothetical face-on view of Peppa would show her with two eyes on each side of her face, plus a CatSmile to represent how her mouth was also on both sides of her face.

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** This led to a meme where a hypothetical face-on view of Peppa would show her with two eyes on each side of her face, plus a CatSmile cat smile to represent how her mouth was also on both sides of her face.
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moving that to Model Dissonance as it seems to fit better there


* ''VideoGame/AnimalCrossing'' games starting with ''[[VideoGame/AnimalCrossingWildWorld Wild World]]'' have a "rolling log" effect on the world that causes an exaggerated curve on faraway objects. The full extent of the effect can be seen if the camera is [[https://i.kinja-img.com/gawker-media/image/upload/t_original/e0jz1lw54ykaxwwmsi1x.gif zoomed out]] past the normal field of view. In ''[[VideoGame/AnimalCrossingNewHorizons New Horizons]]'', the curve actually flattens out if the camera is adjusted to the overhead view.

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