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* ArchetypalCharacter: He [[http://johnkstuff.blogspot.com/2007/07/disney-characters-bland-lead-up-for.html discourages]] using characters whose personality is entirely defined by their archetype, in favor of caricaturing real life people, who tend to have more shaded motives or odd quirks in their personalities. He does acknowledge some well defined characters can fit in a ganeral archetype, but still have unique personalities in spite of that.

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* ArchetypalCharacter: He [[http://johnkstuff.blogspot.com/2007/07/disney-characters-bland-lead-up-for.html discourages]] using characters whose role or personality is entirely defined by their archetype, in favor of caricaturing real life people, who tend to have more shaded motives or odd quirks in their personalities. He does acknowledge some well defined characters can fit in a ganeral archetype, but still have unique personalities in spite of that.
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* ArchetypicalCharacter: He [[http://johnkstuff.blogspot.com/2007/07/disney-characters-bland-lead-up-for.html discourages]] using characters whose personality is entirely defined by their archetype, in favor of caricaturing real life people, who tend to have more shaded motives or odd quirks in their personalities. He does acknowledge some well defined characters can fit in a ganeral archetype, but still have unique personalities in spite of that.

to:

* ArchetypicalCharacter: ArchetypalCharacter: He [[http://johnkstuff.blogspot.com/2007/07/disney-characters-bland-lead-up-for.html discourages]] using characters whose personality is entirely defined by their archetype, in favor of caricaturing real life people, who tend to have more shaded motives or odd quirks in their personalities. He does acknowledge some well defined characters can fit in a ganeral archetype, but still have unique personalities in spite of that.
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* ArchetypicalCharacter: He [[http://johnkstuff.blogspot.com/2007/07/disney-characters-bland-lead-up-for.html discourages]] using characters whose personality is entirely defined by their archetype, in favor of caricaturing real life people, who tend to have more shaded motives or odd quirks in their personalities. He does acknowledge some well defined characters can fit in a ganeral archetype, but still have unique personalities in spite of that.
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* MickeyMousing: [[http://johnkstuff.blogspot.com/2009/05/timing-story-to-melody.html One post]] discusses how vintage cartoon directors structured their animation around music, sometimes in a straightforward way before the music was even composed (but planned to a tempo), planned directly around a specific piece of music, and sometimes in a more creative, intuitive way. He points out how cartoons like BobClampett play out more like visual music than a straight narrative.

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* MickeyMousing: [[http://johnkstuff.blogspot.com/2009/05/timing-story-to-melody.html One post]] discusses how vintage cartoon directors structured their animation around music, sometimes in a straightforward way before the music was even composed (but planned to a tempo), planned directly around a specific piece of music, and sometimes in a more creative, intuitive way. He points out how cartoons like BobClampett play out more like visual music than as a straight narrative.
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* MickeyMousing: [[http://johnkstuff.blogspot.com/2009/05/timing-story-to-melody.html One post]] discusses how vintage cartoon directors structured their animation around music, sometimes in a straightforward way before the music was even composed (but planned to a tempo), planned directly around a specific of music, and sometimes in a more creative, intuitive way. He points out how cartoons like BobClampett play out more like visual music than a straight narrative.

to:

* MickeyMousing: [[http://johnkstuff.blogspot.com/2009/05/timing-story-to-melody.html One post]] discusses how vintage cartoon directors structured their animation around music, sometimes in a straightforward way before the music was even composed (but planned to a tempo), planned directly around a specific piece of music, and sometimes in a more creative, intuitive way. He points out how cartoons like BobClampett play out more like visual music than a straight narrative.
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* MickeyMousing: [[http://johnkstuff.blogspot.com/2009/05/timing-story-to-melody.html One post]] discusses how vintage cartoon directors structured their animation around music, sometimes in a straightforward way before the music was even composed (but planned to a tempo), and sometimes in a more creative, intuitive way. He points out how cartoons like BobClampett play out more like visual music than a straight narrative.

to:

* MickeyMousing: [[http://johnkstuff.blogspot.com/2009/05/timing-story-to-melody.html One post]] discusses how vintage cartoon directors structured their animation around music, sometimes in a straightforward way before the music was even composed (but planned to a tempo), planned directly around a specific of music, and sometimes in a more creative, intuitive way. He points out how cartoons like BobClampett play out more like visual music than a straight narrative.
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* MickeyMousing: [[http://johnkstuff.blogspot.com/2009/05/timing-story-to-melody.html One post]] discusses how vintage cartoon directors structured their animation around music, sometimes in a straightforward way before the music was even composed (but planned to a tempo), and sometimes in a more creative, intuitive way. He points out how cartoons like BobClampett play out more like visual music than a straight narrative.
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* DeconstructiveParody: Discussed in his post about [[http://johnkstuff.blogspot.com/2007/04/funny-pathos-vs-cheap-trick-pathos.html Fake Pathos]], and how he made Son of Stimpy as a satire of shallow sad moments in movies and animated films, using every emotional tripwire in the book to make the audience cry over the most ridiculous plot element (namely Stimpy ''not being able to fart again'').

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* DeconstructiveParody: Discussed in his post about [[http://johnkstuff.blogspot.com/2007/04/funny-pathos-vs-cheap-trick-pathos.html Fake Pathos]], and how he made Son of Stimpy as a satire {{Satire}} of shallow sad moments in movies and animated films, using every emotional tripwire in the book to make the audience cry over the most ridiculous plot element (namely Stimpy ''not being able to fart again'').
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* ExcusePlot: A [[http://johnkstuff.blogspot.com/2007/03/writing-for-cartoons-1.html point brought up in his posts]] about writing for cartoons is that many cartoons very rarely have anything resembling a real story, and that most of the entertainment value comes from the emotional sensations and other ingredients of visual filmmaking. He also stresses that story is just one of the many creative ingredients that can be used to make a good cartoon, and that it isnt particularly necessary. He also says that a straightforward premise that can be described on one or two pages is more convienient for an animator, using such an approach for episodes like [[http://johnkstuff.blogspot.com/2007/05/writing-for-cartoons-stimpys-invention.html "Stimpy's Invention"]] and [[http://johnkstuff.blogspot.com/2006/12/yogi-bear-pie-pirates-1958-frank.html "A Yard Too Far".]]

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* ExcusePlot: A [[http://johnkstuff.blogspot.com/2007/03/writing-for-cartoons-1.html point brought up in his posts]] about writing for cartoons is that many cartoons very rarely have anything resembling a real story, and that most of the entertainment value comes from the emotional sensations and other ingredients of visual filmmaking. He also While his blog and Cirriculum does have many posts dedicated to story and writing, he stresses that story is just one of the many creative ingredients that can be used to make a good cartoon, and that it isnt particularly necessary. He also says that a straightforward premise that can be described on one or two pages is more convienient for an animator, a cartoon, using such an approach for episodes like [[http://johnkstuff.blogspot.com/2007/05/writing-for-cartoons-stimpys-invention.html "Stimpy's Invention"]] and [[http://johnkstuff.blogspot.com/2006/12/yogi-bear-pie-pirates-1958-frank.html "A Yard Too Far".]]

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''John K. Stuff'' is a blog run by (as the title says) animator Creator/JohnKricfalusi in which he gives info on animation, expression, character design, and many other animation subjects. It's home to John K’s opinions regarding animation, including his belief that good drawings are the back-bone of a cartoon's success (rather than it being the story, which is the common contemporary belief).

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''John K. Stuff'' is a blog run by (as the title says) animator Creator/JohnKricfalusi in which he gives info on animation, expression, character design, and many other animation subjects. It's home to John K’s opinions regarding animation, including his belief that good drawings are the back-bone of a cartoon's success (rather than it being the story, which is the common contemporary belief). belief).

The blog can be found [[http://johnkstuff.blogspot.com/ here.]] A companion version of it, [[http://johnkcurriculum.blogspot.com/ John K Cirriculum]], exists alongside it and focuses more on the instructional posts.



* ExcusePlot: A [[http://johnkstuff.blogspot.com/2007/03/writing-for-cartoons-1.html point brought up in his posts]] is that many cartoons very rarely have anything resembling a real story, and that most of the entertainment value comes from the emotional sensations and other ingredients of visual filmmaking. He also stresses that story is just one of the many creative ingredients that can be used to make a good cartoon, and that it isnt particularly necessary. He also says that a straightforward premise that can be described on one or two pages is more convienient for an animator, using such an approach for episodes like "Stimpy's Invention" and [[http://johnkstuff.blogspot.com/2006/12/yogi-bear-pie-pirates-1958-frank.html "A Yard Too Far".]]

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* ExcusePlot: A [[http://johnkstuff.blogspot.com/2007/03/writing-for-cartoons-1.html point brought up in his posts]] about writing for cartoons is that many cartoons very rarely have anything resembling a real story, and that most of the entertainment value comes from the emotional sensations and other ingredients of visual filmmaking. He also stresses that story is just one of the many creative ingredients that can be used to make a good cartoon, and that it isnt particularly necessary. He also says that a straightforward premise that can be described on one or two pages is more convienient for an animator, using such an approach for episodes like like [[http://johnkstuff.blogspot.com/2007/05/writing-for-cartoons-stimpys-invention.html "Stimpy's Invention" Invention"]] and [[http://johnkstuff.blogspot.com/2006/12/yogi-bear-pie-pirates-1958-frank.html "A Yard Too Far".]]
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* ExcusePlot: A [[http://johnkstuff.blogspot.com/2007/03/writing-for-cartoons-1.html point brought up in his posts]] is that many cartoons very rarely have anything resembling a real story, and that most of the entertainment value comes from the emotional sensations and other ingredients of visual filmmaking. He also stresses that story is just one of the many creative ingredients that can be used to make a good cartoon, and that it isnt particularly necessary. He also says that a straightforward premise that can be described on one or two pages is more convienient for an animator.

to:

* ExcusePlot: A [[http://johnkstuff.blogspot.com/2007/03/writing-for-cartoons-1.html point brought up in his posts]] is that many cartoons very rarely have anything resembling a real story, and that most of the entertainment value comes from the emotional sensations and other ingredients of visual filmmaking. He also stresses that story is just one of the many creative ingredients that can be used to make a good cartoon, and that it isnt particularly necessary. He also says that a straightforward premise that can be described on one or two pages is more convienient for an animator.animator, using such an approach for episodes like "Stimpy's Invention" and [[http://johnkstuff.blogspot.com/2006/12/yogi-bear-pie-pirates-1958-frank.html "A Yard Too Far".]]
Is there an issue? Send a MessageReason:
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* ExcusePlot: A [[http://johnkstuff.blogspot.com/2007/03/writing-for-cartoons-1.html point brought up in his posts]] is that many cartoons very rarely have anything resembling a real story, and that most of the entertainment value comes from the emotional sensations and other ingredients of visual filmmaking. He also stresses that story is a small part of the many creative ingredients that can be used to make a good cartoon, and that it isnt particularly necessary.

to:

* ExcusePlot: A [[http://johnkstuff.blogspot.com/2007/03/writing-for-cartoons-1.html point brought up in his posts]] is that many cartoons very rarely have anything resembling a real story, and that most of the entertainment value comes from the emotional sensations and other ingredients of visual filmmaking. He also stresses that story is a small part just one of the many creative ingredients that can be used to make a good cartoon, and that it isnt particularly necessary.necessary. He also says that a straightforward premise that can be described on one or two pages is more convienient for an animator.
Is there an issue? Send a MessageReason:
None


* ExcusePlot: A [[http://johnkstuff.blogspot.com/2007/03/writing-for-cartoons-1.html point brought up in his posts]] is that many cartoons very rarely have anything resembling a real story, and that most of the entertainment value comes from the emotional sensations and other ingredients of visual filmmaking. He also stresses that story is a small part of the many creative ingredients that can be used to make a good cartoon, and that it isnt particularly necessary.



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* DisneySchoolOfActingAndMime: Discussed and discouraged in several posts as formulaic and insincere acting. He does point out that it is impossible for animation to reach the same subtle acting as live action, but that real life acting should be caricatured to make its point instead of using stages mime like acting.

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* DisneySchoolOfActingAndMime: Discussed and discouraged in several posts as formulaic and insincere acting. He does point out that it is impossible for animation to reach the same subtle acting as live action, but that real life acting should be caricatured to make its point instead of using stages stagey mime like acting.
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* DisneySchoolOfActingAndMime: Discussed and discouraged in several posts as formulaic and insincere acting. He does point out that is is impossible for animation to reach the same subtle acting as live action, but that real life acting should be caricatured to make its point instead of using stages mime like acting.
* LazyArtist: Strongly discouraged as he teaches poor artistry is a serious handicap to not only being a functional artist, but using animation to its full creative potential, and he has numerous posts dedicated to sharing foundation skills of drawing.

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* DisneySchoolOfActingAndMime: Discussed and discouraged in several posts as formulaic and insincere acting. He does point out that is it is impossible for animation to reach the same subtle acting as live action, but that real life acting should be caricatured to make its point instead of using stages mime like acting.
* LazyArtist: Strongly discouraged as he teaches that poor artistry is a serious handicap to not only being a functional artist, but using animation to its full creative potential, and he has numerous posts dedicated to sharing foundation skills of drawing.

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Apparently, it\'s \"Kricfalusi\". Please No Circular L Inks.


JohnKStuff is a blog run by (as the title says) animator JohnKrisfaluci in which he gives info on animation, expression, character design, and many other animation subjects. It's home to John K’s opinions regarding animation, including his belief that good drawings are the back-bone of a cartoon's success (rather than it being the story, which is the common contemporary belief).

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JohnKStuff ''John K. Stuff'' is a blog run by (as the title says) animator JohnKrisfaluci Creator/JohnKricfalusi in which he gives info on animation, expression, character design, and many other animation subjects. It's home to John K’s opinions regarding animation, including his belief that good drawings are the back-bone of a cartoon's success (rather than it being the story, which is the common contemporary belief).



* TheTwelvePrinciplesOfAnimation: Several posts address them in detail, and he believes the first five (Solid Drawing, Appeal, Exaggeration, Staging and Timing) are all the basic needs for a cartoon, with the rest being accessory principles. He uses Roger Ramjet as an example of using those five principles alone and still being skilled and fun.

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* TheTwelvePrinciplesOfAnimation: Several posts address them in detail, and he believes the first five (Solid Drawing, Appeal, Exaggeration, Staging and Timing) are all the basic needs for a cartoon, with the rest being accessory principles. He uses Roger Ramjet as an example of using those five principles alone and still being skilled and fun.fun.
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* DisneySchoolOfActingAndMime: Discussed and discouraged in several posts as formulaic and insincere acting. He does point out that is is impossible for animation to reach the same subtle acting as live action, but that real life acting should be caricatured to make its point instead of using stages mime like acting.



* QuantityVsQuality: Discussed in [[http://johnkstuff.blogspot.com/2007/09/by-what-criteria-do-we-judge-quality.html "By What Criteria Do We Judge Quality"]], specifically referring to heavily detailed, super high budgeted aesthetics of features like {{Shrek}}, giving the analogy that a layman audience member or critic would believe excessive quantity of details gives the impression of a better product, as opposed to a more economical approach to animation. In contrast, John's own criteria is that a film should rely on pure skill and entertainment, regardless of budget. In a humorous analogy, he [[http://johnkstuff.blogspot.com/2007/05/soupy-sales-pookie-sings-id-like-to.html contrasted]] the multi million cgi Shrek to the approach of an ultra low budget vintage show (namely, a SoupySales skit) which relied on pure talent and skill alone.

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* QuantityVsQuality: Discussed in [[http://johnkstuff.blogspot.com/2007/09/by-what-criteria-do-we-judge-quality.html "By What Criteria Do We Judge Quality"]], specifically referring to heavily detailed, super high budgeted aesthetics of features like {{Shrek}}, giving the analogy that a layman audience member or critic would believe excessive quantity of details gives the impression of a better product, as opposed to a more economical approach to animation. In contrast, John's [[http://johnkstuff.blogspot.com/2007/05/soupy-sales-pookie-sings-id-like-to.html own criteria criteria]] is that a film should rely on pure skill and entertainment, regardless of budget. In a humorous analogy, he [[http://johnkstuff.blogspot.com/2007/05/soupy-sales-pookie-sings-id-like-to.html contrasted]] the multi million cgi Shrek to the approach of an [[NoBudget ultra low budget budget]] vintage tv show (namely, a SoupySales puppet skit) which relied on pure talent and skill alone.



* ThatMakesMeFeelAngry: Likewise, having characters merely describe their feelings is a big no no. Of course, a rule can be broken with care, such as when Ren says "I'm so angry..." In Sven Hoek, when he's clearly going through a lot more complex emotions than mere anger.

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* ThatMakesMeFeelAngry: Likewise, having characters merely describe their feelings is a big no no. Of course, a rule can be broken with care, such as when Ren says "I'm so angry..." In Sven Hoek, when he's clearly going through a lot more complex emotions than mere anger.anger.
* TheTwelvePrinciplesOfAnimation: Several posts address them in detail, and he believes the first five (Solid Drawing, Appeal, Exaggeration, Staging and Timing) are all the basic needs for a cartoon, with the rest being accessory principles. He uses Roger Ramjet as an example of using those five principles alone and still being skilled and fun.
Is there an issue? Send a MessageReason:
None


* QuantityVsQuality: Discussed in [[http://johnkstuff.blogspot.com/2007/09/by-what-criteria-do-we-judge-quality.html "By What Criteria Do We Judge Quality"]], specifically referring to heavily detailed, super high budgeted aesthetics of features like {{Shrek}}, giving the analogy that a layman audience member or critic would believe excessive quantity of details gives the impression of a better product, as opposed to a more economical approach to animation. In contrast, John's own criteria is that a film should rely on pure skill and entertainment, regardless of budget.

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* QuantityVsQuality: Discussed in [[http://johnkstuff.blogspot.com/2007/09/by-what-criteria-do-we-judge-quality.html "By What Criteria Do We Judge Quality"]], specifically referring to heavily detailed, super high budgeted aesthetics of features like {{Shrek}}, giving the analogy that a layman audience member or critic would believe excessive quantity of details gives the impression of a better product, as opposed to a more economical approach to animation. In contrast, John's own criteria is that a film should rely on pure skill and entertainment, regardless of budget. In a humorous analogy, he [[http://johnkstuff.blogspot.com/2007/05/soupy-sales-pookie-sings-id-like-to.html contrasted]] the multi million cgi Shrek to the approach of an ultra low budget vintage show (namely, a SoupySales skit) which relied on pure talent and skill alone.

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* LimitedAnimation: Many posts are dedicated to the virtues of low budget cartoons and that many techniques can be learned from them, and that low budgets are no excuse for lack of skill or cheating your audience out of entertainment, pointing to shows such as RogerRamjet, BeanyAndCecil, and TheFlintstones as proof you can make a good cartoon with only the most paltry budgets.



* QuantityVsQuality: Discussed in [[http://johnkstuff.blogspot.com/2007/09/by-what-criteria-do-we-judge-quality.html "By What Criteria Do We Judge Quality"]], specifically referring to heavily detailed, super high budgeted aesthetics of features like {{Shrek}}, giving the analogy that a layman audience member or critic would believe excessive quantity of details gives the impression of a better product, as opposed to a more economical approach to animation.

to:

* QuantityVsQuality: Discussed in [[http://johnkstuff.blogspot.com/2007/09/by-what-criteria-do-we-judge-quality.html "By What Criteria Do We Judge Quality"]], specifically referring to heavily detailed, super high budgeted aesthetics of features like {{Shrek}}, giving the analogy that a layman audience member or critic would believe excessive quantity of details gives the impression of a better product, as opposed to a more economical approach to animation. In contrast, John's own criteria is that a film should rely on pure skill and entertainment, regardless of budget.
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None

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* QuantityVsQuality: Discussed in [[http://johnkstuff.blogspot.com/2007/09/by-what-criteria-do-we-judge-quality.html "By What Criteria Do We Judge Quality"]], specifically referring to heavily detailed, super high budgeted aesthetics of features like {{Shrek}}, giving the analogy that a layman audience member or critic would believe excessive quantity of details gives the impression of a better product, as opposed to a more economical approach to animation.

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* DeconstructiveParody: Discussed in his post about Fake Pathos, and how he made Son of Stimpy as a satire of shallow sad moments in movies and animated films, using every emotional tripwire in the book to make the audience cry over the most ridiculous plot element (namely Stimpy ''not being able to fart again'').

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* DeconstructiveParody: Discussed in his post about [[http://johnkstuff.blogspot.com/2007/04/funny-pathos-vs-cheap-trick-pathos.html Fake Pathos, Pathos]], and how he made Son of Stimpy as a satire of shallow sad moments in movies and animated films, using every emotional tripwire in the book to make the audience cry over the most ridiculous plot element (namely Stimpy ''not being able to fart again'').again'').
-->"Animation features and some live action directors use the cheapest methods to make you cry. Sad music, gloomy staging, a certain cutting technique and contrived story points. ET for Christs's sake. Disney had the best method: shoot or torture your Mom. What kid won't cry if they see the main character's Mother get gunned down? What a dirty trick to play on kids! Using cheap tricks like these gets you critical acclaim: 'Wow that cartoon made me cry! It must be brilliant! Much better than those shitty little funny cartoons that make you feel good.' I purposely made a cartoon that used some filmic tricks to make people cry just to show that it's not hard to do it. And I didn't have to shoot anyone's Mom either. I made people cry over the fact that Stimpy couldn't fart for a second time. I went out of my way to make the story have the most preposterous plot events in it-everything to undermine the seriousness of Stimpy's depression. Besides the mood tricks, I relied heavily on Stimpy and Ren's acting-the drawings of their expressions and their interactions. A lot of films will ignore this part of the pathos recipe. They rely on the filmic tricks and contrived story points."
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* DeconstructiveParody: Discussed in his post about Fake Pathos, and how he made Son of Stimpy as a satire of shallow sad moments in movies and animated films, using every emotional tripwire in the book to make the audience cry over the most ridiculous plot element (namely Stimpy ''not being able to fart again'').
Is there an issue? Send a MessageReason:
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* LazyArtist: Strongly discouraged as he teaches poor artistry is a serious handicap to not only being a functional artist, but using animation to its full creative potential, and he has numerous posts dedicated to sharing foundation skills of drawing.


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* {{Rotoscoping}}: Discouraged in a comment to a student, saying it doesn't help animation at all, and looks terrible on top of that.
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No editorializing, just share the good stuff


JohnKStuff is a blog run by (as the title says) animator JohnKrisfaluci in which he gives info on animation, expression, character design, and many other animation subjects. It's home to John K’s notoriously controversial opinions regarding animation, including his belief that good drawings are the back-bone of a cartoon's success (rather than it being the story, which is the common contemporary belief). He is very opinionated, and some rants may be a little overwhelming.

to:

JohnKStuff is a blog run by (as the title says) animator JohnKrisfaluci in which he gives info on animation, expression, character design, and many other animation subjects. It's home to John K’s notoriously controversial opinions regarding animation, including his belief that good drawings are the back-bone of a cartoon's success (rather than it being the story, which is the common contemporary belief). He is very opinionated, and some rants may be a little overwhelming.
Is there an issue? Send a MessageReason:
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* ColorContrast: [[http://johnkcurriculum.blogspot.com/2008/01/color-theory.html Several posts]] are dedicated to color theory and how color theory from other mediums like illustration, fine art and real life can be applied to cartooning. He also notes how raw primaries and secondaries are nowhere as effective as more subdued palettes of carefully balanced color.



* ThatMakesMeFeelAngry: Likewise, having characters merely describe their feelings is a big no no. Of course, a rule can be broken with care, such as when Ren says "I'm so angry..." In Sven Hoek, when he's clearly going through a lot more complex emotions than mere anger.

to:

* ThatMakesMeFeelAngry: Likewise, having characters merely describe their feelings is a big no no. Of course, a rule can be broken with care, such as when Ren says "I'm so angry..." In Sven Hoek, when he's clearly going through a lot more complex emotions than mere anger.

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* ShowDontTell: John [[http://johnkstuff.blogspot.com/2007/04/writing-8-dialogue.html adamantly stresses this]], even if a cartoon is dialogue heavy, and that writing should not be the main storytelling tool in animation. He also claims that blatant exposition, meta humor that serves solely as a writer mouthpiece, and cliche dialogue are anti-character and actually undermine the humor.

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* OutOfCharacterMoment: In-character writing is stressed by John. For an example, he points out that "In the Army" originally had a scene where Stimpy blows his top and chews out Ren for getting them in trouble. He thought it was funny, but realized it was completely out of character for Stimpy, since it's very difficult to actually get him mad.
* ShowDontTell: John [[http://johnkstuff.blogspot.com/2007/04/writing-8-dialogue.html adamantly stresses this]], even if a cartoon is dialogue heavy, and that writing should only partly aid the storytelling in animation and not be the main storytelling tool in animation.tool. He also claims that blatant exposition, meta humor that serves solely as a writer mouthpiece, and cliche dialogue are anti-character and actually undermine the humor.


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* ThatMakesMeFeelAngry: Likewise, having characters merely describe their feelings is a big no no. Of course, a rule can be broken with care, such as when Ren says "I'm so angry..." In Sven Hoek, when he's clearly going through a lot more complex emotions than mere anger.
Is there an issue? Send a MessageReason:
None


* ShowDontTell: John [[http://johnkstuff.blogspot.com/2007/04/writing-8-dialogue.html adamantly stresses this]], even if a cartoon is dialogue heavy. He also claims that blatant exposition, meta humor that serves solely as a writer mouthpiece, and cliche dialogue are anti-character and actually undermine the humor.

to:

* ShowDontTell: John [[http://johnkstuff.blogspot.com/2007/04/writing-8-dialogue.html adamantly stresses this]], even if a cartoon is dialogue heavy.heavy, and that writing should not be the main storytelling tool in animation. He also claims that blatant exposition, meta humor that serves solely as a writer mouthpiece, and cliche dialogue are anti-character and actually undermine the humor.
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!!Tropes about his blog include:

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!!Tropes about his blog include:include:
* ShowDontTell: John [[http://johnkstuff.blogspot.com/2007/04/writing-8-dialogue.html adamantly stresses this]], even if a cartoon is dialogue heavy. He also claims that blatant exposition, meta humor that serves solely as a writer mouthpiece, and cliche dialogue are anti-character and actually undermine the humor.
-->"A lot of characters in modern cartoons are simply mouthpieces for the writers. They speak in the writer's voice rather than the character's voice, tell the jokes that the writer and his writer friends think are funny, but are totally out-of-character for the character who is actually saying them. This common writer's flaw is known as "writerspeak". "I'll bet that asteroid will burn out in the atmosphere and shrink to the size of a chihuahua's head". That's writerspeak. It's informational, a setup for a gag that is supposed to happen at the end of the cartoon. A gag that the audience will predict the second they hear the writerspeak setup and congratulate themselves when they find that they were duped into being right. A gag that the cartoonists are not allowed to actually make funny by drawing the payoff funny. This is a line of dialogue that could be read by any character in the story. To the writer of a line like this, the characters are interchangable, just an assortment of extra mouths for the writer, whose mouth doesn't appear on screen. The writerspeak writer avoids writing character specific dialogue by using catch phrases. If you just tack on "D-oh" at the end of the line, then you know who said it. You could change that to "Cowabunga" or whatever else and instantly define your characters."
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You can Wiki Magic this one.


JohnkStuff is a blog run by (as the title says) animator JohnKrisfaluci in which he gives info on animation, expression, character design, and many other animation subjects. It's home to John K’s notoriously controversial opinions regarding animation, including his belief that good drawings are the back-bone of a cartoon's success (rather than it being the story, which is the common contemporary belief). He is very opinionated, and some rants may be a little overwhelming.

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JohnkStuff JohnKStuff is a blog run by (as the title says) animator JohnKrisfaluci in which he gives info on animation, expression, character design, and many other animation subjects. It's home to John K’s notoriously controversial opinions regarding animation, including his belief that good drawings are the back-bone of a cartoon's success (rather than it being the story, which is the common contemporary belief). He is very opinionated, and some rants may be a little overwhelming.
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JohnkStuff is a blog run by (as the title says) animator JohnKrisfaluci in which he gives info on animation, expression, character design, and many other animation subjects. It's home to John K’s notoriously controversial opinions regarding animation, including his belief that good drawings are the back-bone of a cartoon's success (rather than it being the story, which is the common contemporary belief). He is very opinionated, and some rants may be a little overwhelming.
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!!Tropes about his blog include:

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