History Main / DisneySchoolOfActingAndMime

14th Dec '17 3:58:55 PM trulymadmoves
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** This crosses over into ''Franchise/KingdomHearts'', naturally.[[note]]Interesting because the other company involved in the games, ''Creator/SquareEnix'', averts it.[[/note]]


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* In ''Franchise/KingdomHearts'', being a Square-Enix and Disney crossover, the Square-Enix animators make an effort to convert the Disney characters' acting style into video game graphics. It doesn't quite translate, and you can definitely tell you're not looking at Disney-made animation. Most of the anime-style characters created specifically for the series also emote this way, to interesting effect, while characters who cameo from other Square-Enix properties stick to a more stoic, subdued acting style more characteristic of Japanese animation.
7th Nov '17 1:09:50 AM bt8257
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->''"When I hear 2D animators today talking about acting in hand-drawn cartoons, I ask, what kind of acting? Are you talking about the old fashioned acting that animators have always done? You know… the hand on the hip, finger-pointing, broad action, lots of [[TheTwelvePrinciplesOfAnimation overlapping action]], screeching to a halt--all that turn-of-the-century old fashioned mime stuff. Is that what you’re talking about?"''\\

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->''"When I hear 2D animators today talking about acting in hand-drawn cartoons, I ask, what kind of acting? Are you talking about the old fashioned acting that animators have always done? You know… the hand on the hip, finger-pointing, broad action, lots of [[TheTwelvePrinciplesOfAnimation overlapping action]], screeching to a halt--all that turn-of-the-century old fashioned mime stuff. Is that what you’re talking about?"''\\about? Well, forget about it. If you’re gonna compete with computer animation, you better go all out and do something that’s totally different. Call it “new acting”. Blow the computer out of the water."''\\
14th May '17 11:47:31 AM Vir
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* Danny Antonucci likewise tells his animators to avoid this style of acting [[EdEddNEddy in his cartoons.]]
* The made for tv Creator/HannaBarbera cartoons and their contemporaries such as Filmstion and Ruby Spears usually avoided this, largely because of their use of LimitedAnimation.

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* Danny Antonucci likewise tells his animators to avoid this style of acting [[EdEddNEddy [[WesternAnimation/EdEddNEddy in his cartoons.]]
* The made for tv TV Creator/HannaBarbera cartoons and their contemporaries such as Filmstion and Ruby Spears usually avoided this, largely because of their use of LimitedAnimation.
29th Mar '17 5:20:10 AM Morgenthaler
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* HotelTransylvania uses this quite a bit.

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* HotelTransylvania WesternAnimation/HotelTransylvania uses this quite a bit.
10th Oct '16 7:15:07 PM nombretomado
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** [[ClassicDisneyShorts Classic Disney animated shorts]] and TV shows.

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** [[ClassicDisneyShorts [[WesternAnimation/ClassicDisneyShorts Classic Disney animated shorts]] and TV shows.
8th Sep '16 6:21:59 AM Prinzenick
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* VideoGame/SonicTheHedgehog started using this kind of acting in its cutscenes from Sonic Adventure 2 and onward. The earlier games avoided this due to technical limitations. Most of Sega's other games avoid using this kind of acting, too.

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* VideoGame/SonicTheHedgehog started using this kind of acting in its cutscenes from Sonic Adventure 2 VideoGame/SonicAdventure2 and onward. The earlier games avoided this due to technical limitations. Most of Sega's other games avoid using this kind of acting, too.
8th Sep '16 6:12:58 AM Prinzenick
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* WesternAnimation/FelixTheCat is one of the earliest examples of using this in animation, and it's justified, since almost all of the original B&W films were silent cartoons. Creator/OttoMessmer had studied actor Creator/CharlieChaplin extensively (even working on a cartoon series based on him prior to creating Felix) and realized how important it was to get this kind of expressive acting into drawings. While the cartoons do employ speech balloons for the characters to talk, a lot of the personality is conveyed through the broad, hammy poses and animation.
8th Sep '16 6:08:29 AM Prinzenick
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Note that [[LargeHam Hamming it Large 101]] is a required class at the Disney School of Acting and Mime -- after all, [[MilkingTheGiantCow gesturing plentifully]] is a great way to convey emotion silently. The realistic but overblown movements hark back to {{Silent Movie}}s and {{Vaudeville}} when actors had to emote more visibly. The style is rooted in visual realism while many younger animated works (after the migration of cartoons from film to TV) [[LimitedAnimation are more stylized and hence easier and cheaper to animate]] as not the whole body of a character has to move from one frame to the next. This also sets this style apart from {{Anime}}.

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Note that [[LargeHam Hamming it Large 101]] is a required class at the Disney School of Acting and Mime -- after all, [[MilkingTheGiantCow gesturing plentifully]] is a great way to convey emotion silently. The realistic but overblown movements hark back to {{Silent Movie}}s and {{Vaudeville}} when actors had to emote more visibly.visibly--curiously, while that kind of live action acting has long fallen to the wayside in mainstream works, animation [[UndeadHorseTrope still uses it without irony]] simply because its easier to convey emotions and acting that way than by trying to emulate more subtle live action acting, which is very difficult and in some cases downright impossible to get across in drawing form (and going too far with it can [[UncannyValley inevitably invoke another trope altogether]]). The style is rooted in visual realism while many younger animated works (after the migration of cartoons from film to TV) [[LimitedAnimation are more stylized and hence easier and cheaper to animate]] as not the whole body of a character has to move from one frame to the next. This also sets this style apart from {{Anime}}.
21st Jun '16 11:36:36 PM Adept
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* FleischerStudios used this in ''WesternAnimation/GulliversTravels'' and ''Film/MrBugGoesToTown''. Most of their other works avoid it, however.

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* FleischerStudios Creator/FleischerStudios used this in ''WesternAnimation/GulliversTravels'' and ''Film/MrBugGoesToTown''. Most of their other works avoid it, however.
3rd Jun '16 9:54:44 AM nombretomado
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* The PS2 era Franchise/RatchetAndClank games constantly used these kind of broad gestures and acting. This started getting downplayed in the Future era games, and the in-game cutscenes from the 2016 reimagining of the first game outright avoid it.

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* The PS2 [=PS2=] era Franchise/RatchetAndClank games constantly used these kind of broad gestures and acting. This started getting downplayed in the Future era games, and the in-game cutscenes from the 2016 reimagining of the first game outright avoid it.
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