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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? 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."''

to:

->''"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? Well, forget about it. If you’re gonna compete with computer animation, you better go all out and do something that’s that's totally different. Call it 'new acting'. Blow the computer out of the water."''



%% * VideoGame/SonicTheHedgehog started using this kind of acting in its cutscenes from 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.

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%% * VideoGame/SonicTheHedgehog The ''Franchise/SonicTheHedgehog'' games started using this kind of acting in its their cutscenes from VideoGame/SonicAdventure2 ''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.
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* Later games in the ''VideoGame/SuperMarioBros'' series are fond of this style of acting. It's particularly pronounced in the UsefulNotes/NintendoSwitch entries, with ''VideoGame/SuperMarioOdyssey'' and ''VideoGame/LuigisMansion3'' being standout examples.

to:

* Later games in the ''VideoGame/SuperMarioBros'' ''Franchise/SuperMarioBros'' series are fond of this style of acting. It's particularly pronounced in the UsefulNotes/NintendoSwitch entries, with ''VideoGame/SuperMarioOdyssey'' and ''VideoGame/LuigisMansion3'' being standout examples.
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Uncanny Valley is IUEO now and the subjective version has been split; cleaning up misuse and ZCE in the process


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--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 it's 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 end up in 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}}.

to:

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--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 it's 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 [[UnintentionalUncannyValley end up in 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}}.
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Not invoked.


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--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 it's 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}}.

to:

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--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 it's 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 end up in 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}}.
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[[folder:Films -- Live-Action]]
* In ''Film/{{Enchanted}}'', characters from the cartoon fairy-tale world of Andalasia gesture broadly with their hands even in live-action form.
[[/folder]]
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* ''WesternAnimation/EightCrazyNights'' uses this, something that is actually extremely unusual for more adult-oriented animation. Little surprise, since animators from ''WesternAnimation/TheIronGiant'' worked on this film as well.
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* ''WesternAnimation/TheSimpsons'' intentionally bucks this kind of theatrical, hammy character acting in favor of subdued, realistic movements, in line with the show's more down-to-earth nature compared to other cartoons at the time. It was a contributing factor in the style [[CondemnedByHistory falling out of favor with television animators]], as few shows released after ''[=The Simpsons'=]'' meteoric rise to fame (even comedies) have intentionally adhered to it.
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replacing dead link


* ''WesternAnimation/{{Rugrats}}'' intentionally avoided this style of acting to better serve the down to earth tone of the series. [[http://maxiesatanofficial.tumblr.com/image/171682388777 The original style guide for the show]] even warned the artists not to use theatrical gestures like finger pointing for the babies, saying that characters like Tommy, being one year old, should be free of any kind of acting that conveys affection, maturity, cultural conditioning and malice. The movies get a little more expressive in the acting, but nowhere to the extent of a Disney movie.

to:

* ''WesternAnimation/{{Rugrats}}'' intentionally avoided this style of acting to better serve the down to earth tone of the series. [[http://maxiesatanofficial.tumblr.com/image/171682388777 [[https://img.fireden.net/co/image/1522/55/1522554996133.jpg The original style guide for the show]] even warned the artists not to use theatrical gestures like finger pointing for the babies, saying that characters like Tommy, being one year old, should be free of any kind of acting that conveys affection, maturity, cultural conditioning and malice. The movies get a little more expressive in the acting, but nowhere to the extent of a Disney movie.
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its =/ it's


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--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}}.

to:

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--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 it's 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}}.



** In ''Literature/TheIllusionOfLife'', Frank Thomas and Ollie Johnston discuss that the reason Disney animators use this kind of acting is because it's simply impossible for animation to match the same level of subtle acting or screen presence as live action, even with tools that closely try to emulate it like rotoscoping, and that its more sensible to exaggerate rather than directly copy real life.

to:

** In ''Literature/TheIllusionOfLife'', Frank Thomas and Ollie Johnston discuss that the reason Disney animators use this kind of acting is because it's simply impossible for animation to match the same level of subtle acting or screen presence as live action, even with tools that closely try to emulate it like rotoscoping, and that its it's more sensible to exaggerate rather than directly copy real life.
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* Creator/TexAvery usually avoided this in both his Looney Tunes and MGM cartoons, in favor of more straight to the point, streetwise acting--many of his cartoons rely on strong, held poses and expressions, sometimes bordering on LimitedAnimation. Occasionally, he dipped into Disney-style acting, but only when he was parodying Disney (i.e. the insufferably mawkish Sammy Squirrel in "Screwball Squirrel") or in cases where only that kind of acting would really work (i.e. all of the Red Hot Riding Hood shorts).

to:

* Creator/TexAvery usually avoided this in both his Looney Tunes ''Looney Tunes'' and [[WesternAnimation/TexAveryMGMCartoons MGM cartoons, cartoons]], in favor of more straight to the point, streetwise acting--many of his cartoons rely on strong, held poses and expressions, sometimes bordering on LimitedAnimation. Occasionally, he dipped into Disney-style acting, but only when he was parodying Disney (i.e. the insufferably mawkish Sammy Squirrel in "Screwball Squirrel") or in cases where only that kind of acting would really work (i.e. all of the Red Hot Riding Hood shorts).
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None


* The [[UsefulNotes/PlayStation [=PS1=]]] era VideoGame/CrashBandicoot and Franchise/SpyroTheDragon games used this trope to a degree that was rarely seen on the platform, with their [[VideoGame/CrashBandicootNSaneTrilogy respective]] [[VideoGame/SpyroReignitedTrilogy HD remakes]] using it to an even greater extent.
* The [[UsefulNotes/PlayStation2 [=PS2=]]] era ''Franchise/RatchetAndClank'' games (made by the same developers the aforementioned [=PS1=] ''Spyro'' games) constantly used this kind of broad gesturing 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.

to:

* The [[UsefulNotes/PlayStation [=PS1=]]] era VideoGame/CrashBandicoot ''VideoGame/CrashBandicoot'' and Franchise/SpyroTheDragon ''Franchise/SpyroTheDragon'' games used this trope to a degree that was rarely seen on the platform, with their [[VideoGame/CrashBandicootNSaneTrilogy respective]] [[VideoGame/SpyroReignitedTrilogy HD remakes]] using it to an even greater extent.
* The [[UsefulNotes/PlayStation2 [=PS2=]]] era ''Franchise/RatchetAndClank'' games (made by the same developers of the aforementioned [=PS1=] ''Spyro'' games) constantly used this kind of broad gesturing 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.
Is there an issue? Send a MessageReason:
None


* The [[UsefulNotes/PlayStation [=PS1=]]] era VideoGame/CrashBandicoot and Franchise/SpyroTheDragon games used this trope to a degree that was rarely seen on the platform. With their [[VideoGame/CrashBandicootNSaneTrilogy respective]] [[VideoGame/SpyroReignitedTrilogy HD remakes]] using it to an even greater extent.
* The [[UsefulNotes/PlayStation2 [=PS2=]]] era Franchise/RatchetAndClank games (made by the same developers ad the aforementioned [=PS1=] 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.

to:

* The [[UsefulNotes/PlayStation [=PS1=]]] era VideoGame/CrashBandicoot and Franchise/SpyroTheDragon games used this trope to a degree that was rarely seen on the platform. With platform, with their [[VideoGame/CrashBandicootNSaneTrilogy respective]] [[VideoGame/SpyroReignitedTrilogy HD remakes]] using it to an even greater extent.
* The [[UsefulNotes/PlayStation2 [=PS2=]]] era Franchise/RatchetAndClank ''Franchise/RatchetAndClank'' games (made by the same developers ad developers the aforementioned [=PS1=] ''Spyro'' games) constantly used these this kind of broad gestures gesturing and acting. This started getting downplayed in the Future ''Future'' era games, and the in-game cutscenes from the 2016 reimagining of the first game outright avoid it.
Is there an issue? Send a MessageReason:
None


** Creator/HarmanAndIsing initially didn't use this in their early Looney Tunes shorts like [[WesternAnimation/BoskoTheTalkInkKid Bosko]] or in their early WesternAnimation/HappyHarmonies, but as their draftsmanship and animation improved, they switched to this method of acting.
* Creator/TexAvery usually avoided this in both his Looney Tunes and MGM cartoons, in favor of more straight to the point, streetwise acting--many of his cartoons rely on strong, held poses and expressions, sometimes bordering on LimitedAnimation. Occasionally he dipped into Disney style acting, but only when he was parodying Disney (i.e. the insufferably mawkish Sammy Squirrel in "Screwball Squirrel") or in cases where only that kind of acting would really work (i.e. all of the Red Hot Riding Hood shorts).
* Explicitly avoided in Creator/JohnKricfalusi's cartoons. He usually relies on strongly exaggerated drawings and expressions that don't follow a model sheet or very subtle acting to get his points across. He does agree with the point Frank Thomas and Ollie Johnston made in "Literature/TheIllusionOfLife" 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 stagey mime like acting or symbolic emotions. [[http://johnkstuff.blogspot.com/2007/06/suspicious-ralph.html There]] [[http://johnkstuff.blogspot.com/2007/04/acting-3-jackie-gleason-acting-reacting.html are]] [[http://johnkstuff.blogspot.com/2007/04/acting-specific-expressions-afraid.html several]] [[http://johnkstuff.blogspot.com/2007/04/acting-specific-expressions-exposition.html posts]] [[http://johnkstuff.blogspot.com/2007/04/acting-expressions-ralph-and-norton-act.html that]] [[http://johnkstuff.blogspot.com/2007/05/honeymooners-babysitter-ralph-hits.html reference]] Series/TheHoneymooners as a good reference point for getting anti-formulaic acting into animation. He also cites Bob Clampett and sometimes Creator/ChuckJones and Creator/RobertMcKimson cartoons, and occasionally even Creator/FleischerStudios cartoons like ''WesternAnimation/{{Popeye}}'' for examples of non-Disney style animation acting.

to:

** Creator/HarmanAndIsing initially didn't use this in their early Looney Tunes shorts like [[WesternAnimation/BoskoTheTalkInkKid Bosko]] ''[[WesternAnimation/BoskoTheTalkInkKid Bosko]]'' or in their early WesternAnimation/HappyHarmonies, ''WesternAnimation/HappyHarmonies'', but as their draftsmanship and animation improved, they switched to this method of acting.
* Creator/TexAvery usually avoided this in both his Looney Tunes and MGM cartoons, in favor of more straight to the point, streetwise acting--many of his cartoons rely on strong, held poses and expressions, sometimes bordering on LimitedAnimation. Occasionally Occasionally, he dipped into Disney style Disney-style acting, but only when he was parodying Disney (i.e. the insufferably mawkish Sammy Squirrel in "Screwball Squirrel") or in cases where only that kind of acting would really work (i.e. all of the Red Hot Riding Hood shorts).
* Explicitly avoided in Creator/JohnKricfalusi's cartoons. He usually relies on strongly exaggerated drawings and expressions that don't follow a model sheet or very subtle acting to get his points across. He does agree with the point Frank Thomas and Ollie Johnston made in "Literature/TheIllusionOfLife" ''Literature/TheIllusionOfLife'' that it is impossible for animation to reach the same subtle acting as live action, but that real life live acting should be caricatured to make its point instead of using stagey mime like acting or symbolic emotions. [[http://johnkstuff.blogspot.com/2007/06/suspicious-ralph.html There]] [[http://johnkstuff.blogspot.com/2007/04/acting-3-jackie-gleason-acting-reacting.html are]] [[http://johnkstuff.blogspot.com/2007/04/acting-specific-expressions-afraid.html several]] [[http://johnkstuff.blogspot.com/2007/04/acting-specific-expressions-exposition.html posts]] [[http://johnkstuff.blogspot.com/2007/04/acting-expressions-ralph-and-norton-act.html that]] [[http://johnkstuff.blogspot.com/2007/05/honeymooners-babysitter-ralph-hits.html reference]] Series/TheHoneymooners ''Series/TheHoneymooners'' as a good reference point for getting anti-formulaic acting into animation. He also cites Bob Clampett and sometimes Creator/ChuckJones and Creator/RobertMcKimson cartoons, and occasionally even Creator/FleischerStudios cartoons like ''WesternAnimation/{{Popeye}}'' for examples of non-Disney style animation acting.



* WesternAnimation/{{Rugrats}} intentionally avoided this style of acting to better serve the down to earth tone of the series. [[http://maxiesatanofficial.tumblr.com/image/171682388777 The original style guide for the show]] even warned the artists not to use theatrical gestures like finger pointing for the babies, saying that characters like Tommy, being one year old, should be free of any kind of acting that conveys affection, maturity, cultural conditioning and malice. The movies get a little more expressive in the acting, but nowhere to the extent of a Disney movie.

to:

* WesternAnimation/{{Rugrats}} ''WesternAnimation/{{Rugrats}}'' intentionally avoided this style of acting to better serve the down to earth tone of the series. [[http://maxiesatanofficial.tumblr.com/image/171682388777 The original style guide for the show]] even warned the artists not to use theatrical gestures like finger pointing for the babies, saying that characters like Tommy, being one year old, should be free of any kind of acting that conveys affection, maturity, cultural conditioning and malice. The movies get a little more expressive in the acting, but nowhere to the extent of a Disney movie.
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* WesternAnimation/HotelTransylvania uses this quite a bit.

to:

* WesternAnimation/HotelTransylvania ''WesternAnimation/HotelTransylvania'' uses this quite a bit.
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** In Literature/TheIllusionOfLife, Frank Thomas and Ollie Johnston discuss that the reason Disney animators use this kind of acting is because it's simply impossible for animation to match the same level of subtle acting or screen presence as live action, even with tools that closely try to emulate it like rotoscoping, and that its more sensible to exaggerate rather than directly copy real life.

to:

** In Literature/TheIllusionOfLife, ''Literature/TheIllusionOfLife'', Frank Thomas and Ollie Johnston discuss that the reason Disney animators use this kind of acting is because it's simply impossible for animation to match the same level of subtle acting or screen presence as live action, even with tools that closely try to emulate it like rotoscoping, and that its more sensible to exaggerate rather than directly copy real life.



* ''WesternAnimation/TheSwanPrincess'' films use this, since it's director, Richard Rich, was an ex-Disney animator.
* All of Creator/DreamWorksAnimation's hand-drawn animated films use this.
* Creator/RalphBakshi avoids this, since he feels the style is stale and cliche. His films usually have very subtle acting. Bakshi even spoke out to young animators to stop using Disney style acting and try and experiment with new types of acting.

to:

* ''WesternAnimation/TheSwanPrincess'' films use this, since it's its director, Richard Rich, was an ex-Disney a former Disney animator.
* All of Creator/DreamWorksAnimation's hand-drawn animated films -- ''WesternAnimation/ThePrinceOfEgypt'', ''WesternAnimation/JosephKingOfDreams'', ''WesternAnimation/TheRoadToElDorado'', ''WesternAnimation/SpiritStallionOfTheCimarron'', and ''WesternAnimation/SinbadLegendOfTheSevenSeas'' -- use this.
* Creator/RalphBakshi avoids this, since he feels the style is stale and cliche. His films usually have very subtle acting. Bakshi even spoke out to young animators to stop using Disney style Disney-style acting and try and experiment with new types of acting.
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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? 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."''

to:

->''"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… 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? 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."''
Is there an issue? Send a MessageReason:
None


Recent movies like ''Disney/{{Tangled}}'' manage to transpose the style, which is largely associated with 2D animation, into CGI.

to:

Recent movies like ''Disney/{{Tangled}}'' ''WesternAnimation/{{Tangled}}'' manage to transpose the style, which is largely associated with 2D animation, into CGI.



** ''Disney/WreckItRalph'' has a rare aversion of this with the Nicelanders, who are animated in a [[LimitedAnimation very stilted, mechanical style]] to [[StylisticSuck emulate the movement of 8-Bit sprites in CGI form]]. WordOfGod says the effect was much harder to achieve than it looked, because the Disney animators had been so conditioned to always avoid using this style of movement in their animation.

to:

** ''Disney/WreckItRalph'' ''WesternAnimation/WreckItRalph'' has a rare aversion of this with the Nicelanders, who are animated in a [[LimitedAnimation very stilted, mechanical style]] to [[StylisticSuck emulate the movement of 8-Bit sprites in CGI form]]. WordOfGod says the effect was much harder to achieve than it looked, because the Disney animators had been so conditioned to always avoid using this style of movement in their animation.
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''Please don't list individual examples if they belong to a larger group of works that use this style (list that larger group instead)!''

to:

''Please don't list individual examples if they belong to a larger group of works that use this style (list that larger group instead)!''
instead)!''\\
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* Later games in the ''VideoGame/SuperMarioBros'' series are fond of this style of acting. It's particularly pronounced in the UsefulNotes/NintendoSwitch entries, with ''VideoGame/SuperMarioOdyssey'' and ''VideoGame/LuigisMansion3'' being standout examples.
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* VideoGame/SonicTheHedgehog started using this kind of acting in its cutscenes from 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.

to:

%% * VideoGame/SonicTheHedgehog started using this kind of acting in its cutscenes from 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.

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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.

to:

* The [=PS2=] [[UsefulNotes/PlayStation [=PS1=]]] era VideoGame/CrashBandicoot and Franchise/SpyroTheDragon games used this trope to a degree that was rarely seen on the platform. With their [[VideoGame/CrashBandicootNSaneTrilogy respective]] [[VideoGame/SpyroReignitedTrilogy HD remakes]] using it to an even greater extent.
* The [[UsefulNotes/PlayStation2 [=PS2=]]]
era Franchise/RatchetAndClank games (made by the same developers ad the aforementioned [=PS1=] 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.
Is there an issue? Send a MessageReason:
None


* Explicitly avoided in Creator/JohnKricfalusi's cartoons. He usually relies on strongly exaggerated drawings and expressions that don't follow a model sheet or very subtle acting to get his points across. He does agree with the point Frank Thomas and Ollie Johnston made in "Literature/TheIllusionOfLife" 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 stagey mime like acting or symbolic emotions. [[http://johnkstuff.blogspot.com/2007/06/suspicious-ralph.html There]] [[http://johnkstuff.blogspot.com/2007/04/acting-3-jackie-gleason-acting-reacting.html are]] [[http://johnkstuff.blogspot.com/2007/04/acting-specific-expressions-afraid.html several]] [[http://johnkstuff.blogspot.com/2007/04/acting-specific-expressions-exposition.html posts]] [[http://johnkstuff.blogspot.com/2007/04/acting-expressions-ralph-and-norton-act.html that]] [[http://johnkstuff.blogspot.com/2007/05/honeymooners-babysitter-ralph-hits.html reference]] Series/TheHoneymooners as a good reference point for getting anti-formulaic acting into animation. He also cites Bob Clampett and sometimes Creator/ChuckJones and Creator/RobertMcKimson cartoons, and occasionally even Creator/FleischerStudios cartoons like WesternAnimation/PopeyeTheSailor for examples of non-Disney style animation acting.

to:

* Explicitly avoided in Creator/JohnKricfalusi's cartoons. He usually relies on strongly exaggerated drawings and expressions that don't follow a model sheet or very subtle acting to get his points across. He does agree with the point Frank Thomas and Ollie Johnston made in "Literature/TheIllusionOfLife" 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 stagey mime like acting or symbolic emotions. [[http://johnkstuff.blogspot.com/2007/06/suspicious-ralph.html There]] [[http://johnkstuff.blogspot.com/2007/04/acting-3-jackie-gleason-acting-reacting.html are]] [[http://johnkstuff.blogspot.com/2007/04/acting-specific-expressions-afraid.html several]] [[http://johnkstuff.blogspot.com/2007/04/acting-specific-expressions-exposition.html posts]] [[http://johnkstuff.blogspot.com/2007/04/acting-expressions-ralph-and-norton-act.html that]] [[http://johnkstuff.blogspot.com/2007/05/honeymooners-babysitter-ralph-hits.html reference]] Series/TheHoneymooners as a good reference point for getting anti-formulaic acting into animation. He also cites Bob Clampett and sometimes Creator/ChuckJones and Creator/RobertMcKimson cartoons, and occasionally even Creator/FleischerStudios cartoons like WesternAnimation/PopeyeTheSailor ''WesternAnimation/{{Popeye}}'' for examples of non-Disney style animation acting.
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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? 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."''
-->-- '''Creator/RalphBakshi''', discouraging the use of this

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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 halt -- all that turn-of-the-century old fashioned mime stuff. Is that what you’re talking 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”.'new acting'. Blow the computer out of the water."''
-->-- '''Creator/RalphBakshi''', discouraging the use of this
this trope






!!Examples

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!!Examples!!Examples:



[[folder: Films - Animated]]

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[[folder: Films - Animated]][[folder:Films -- Animation]]



[[folder: Video Games]]

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[[folder: Video [[folder:Video Games]]



[[folder: Western Animation]]
* 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.

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[[folder: Western [[folder:Western Animation]]
* WesternAnimation/FelixTheCat ''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.
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-->--'''Creator/RalphBakshi''', discouraging the use of this

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-->--'''Creator/RalphBakshi''', -->-- '''Creator/RalphBakshi''', discouraging the use of this
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** ''Disney/WreckItRalph'' has a rare aversion of this with the Nicelanders, who are animated in a [[LimitedAnimation very stilted, mechanical style]] to [[StylisticSuck emulate the movement of 8-Bit sprites in CGI form]]. WordOfGod says the effect was much harder to achieve than it looked, because the Disney animators had been so conditioned to always avoid using this style of movement in their animation.


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* WesternAnimation/{{Rugrats}} intentionally avoided this style of acting to better serve the down to earth tone of the series. [[http://maxiesatanofficial.tumblr.com/image/171682388777 The original style guide for the show]] even warned the artists not to use theatrical gestures like finger pointing for the babies, saying that characters like Tommy, being one year old, should be free of any kind of acting that conveys affection, maturity, cultural conditioning and malice. The movies get a little more expressive in the acting, but nowhere to the extent of a Disney movie.
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* WesternAnimation/LooneyTunes, although they do have plenty of non-mime acting at the same time. Warner Bros. also used this in their [[TheRenaissanceAgeOfAnimation Renaissance Age]] animated films, such as ''WesternAnimation/CatsDontDance'', ''WesternAnimation/QuestForCamelot'', ''WesternAnimation/TheIronGiant'', ''Film/OsmosisJones'', and ''Film/SpaceJam''; and TV series, like ''WesternAnimation/TinyToonAdventures'', ''WesternAnimation/{{Animaniacs}}'', ''WesternAnimation/PinkyAndTheBrain'', and ''WesternAnimation/{{Freakazoid}}''.

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* WesternAnimation/LooneyTunes, although they do have plenty of non-mime acting at the same time. Warner Bros. also used this in their [[TheRenaissanceAgeOfAnimation [[UsefulNotes/TheRenaissanceAgeOfAnimation Renaissance Age]] animated films, such as ''WesternAnimation/CatsDontDance'', ''WesternAnimation/QuestForCamelot'', ''WesternAnimation/TheIronGiant'', ''Film/OsmosisJones'', and ''Film/SpaceJam''; and TV series, like ''WesternAnimation/TinyToonAdventures'', ''WesternAnimation/{{Animaniacs}}'', ''WesternAnimation/PinkyAndTheBrain'', and ''WesternAnimation/{{Freakazoid}}''.

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The source of the page quote goes in boldface and gets indented at second level. Page quote aside, quotes do not go in italics. "Disney" is a proper noun and so begins with a capital D. Also fixing other typographical errors.


->''"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? 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."''\\
-- Creator/RalphBakshi, discouraging the use of this

to:

->''"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? 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."''\\
-- Creator/RalphBakshi,
"''
-->--'''Creator/RalphBakshi''',
discouraging the use of this



-->''"The actor is trained to know these symbols of communication because they are his tools in trade. Basically, the animator is the actor in animated films. He is many other things as well; however, in his efforts to communicate his ideas, acting becomes his most important device. But the animator has a special problem. On the stage, all the foregoing symbols are accompanied by some kind of personal magnetism that can communicate the feelings and attitudes equally as well as the action itself. There is a spirit in this kind of communication that is extremely alive and vital. However, wonderful as the world of animation is, it is too crude to capture completely that kind of subtlety. If in animation we are trying to show that a character is sad, we droop the shoulders, slump the body, drop the head, add a long face, and drag the feet. Yet those same symbols also can mean that the character is tired, or discouraged, or even listless. We can add a tear and pinpoint our attitude a little better, but that is the extent of our capabilities."''

to:

-->''"The --->"The actor is trained to know these symbols of communication because they are his tools in trade. Basically, the animator is the actor in animated films. He is many other things as well; however, in his efforts to communicate his ideas, acting becomes his most important device. But the animator has a special problem. On the stage, all the foregoing symbols are accompanied by some kind of personal magnetism that can communicate the feelings and attitudes equally as well as the action itself. There is a spirit in this kind of communication that is extremely alive and vital. However, wonderful as the world of animation is, it is too crude to capture completely that kind of subtlety. If in animation we are trying to show that a character is sad, we droop the shoulders, slump the body, drop the head, add a long face, and drag the feet. Yet those same symbols also can mean that the character is tired, or discouraged, or even listless. We can add a tear and pinpoint our attitude a little better, but that is the extent of our capabilities."''"



* Creator/RalphBakshi avoids this, since he feels the style is stale and cliche. His films usually have very subtle acting. Bakshi even spoke out to young animators to stop using disney style acting and try and experiment with new types of acting.

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* Creator/RalphBakshi avoids this, since he feels the style is stale and cliche. His films usually have very subtle acting. Bakshi even spoke out to young animators to stop using disney Disney style acting and try and experiment with new types of acting.



* WesternAnimation/LooneyTunes, although they do have plenty of non-mime acting at the same time.
** Warner Bros. also used this in their [[TheRenaissanceAgeOfAnimation Renaissance Age]] animated films, such as ''WesternAnimation/CatsDontDance'', ''WesternAnimation/QuestForCamelot'', ''WesternAnimation/TheIronGiant'', ''Film/OsmosisJones'', and ''Film/SpaceJam''; and TV series, like ''WesternAnimation/TinyToonAdventures'', ''WesternAnimation/{{Animaniacs}}'', ''WesternAnimation/PinkyAndTheBrain'', and ''WesternAnimation/{{Freakazoid}}''.

to:

* WesternAnimation/LooneyTunes, although they do have plenty of non-mime acting at the same time.
**
time. Warner Bros. also used this in their [[TheRenaissanceAgeOfAnimation Renaissance Age]] animated films, such as ''WesternAnimation/CatsDontDance'', ''WesternAnimation/QuestForCamelot'', ''WesternAnimation/TheIronGiant'', ''Film/OsmosisJones'', and ''Film/SpaceJam''; and TV series, like ''WesternAnimation/TinyToonAdventures'', ''WesternAnimation/{{Animaniacs}}'', ''WesternAnimation/PinkyAndTheBrain'', and ''WesternAnimation/{{Freakazoid}}''.



* MikeJudge avoids this in his cartoons such as WesternAnimation/BeavisAndButthead and ''WesternAnimation/KingOfTheHill'' in favor of more subdued acting.

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* MikeJudge Creator/MikeJudge avoids this in his cartoons such as WesternAnimation/BeavisAndButthead and ''WesternAnimation/KingOfTheHill'' in favor of more subdued acting.



* 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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* The made for TV Creator/HannaBarbera cartoons and their contemporaries such as Filmstion Filmation and Ruby Spears usually avoided this, largely because of their use of LimitedAnimation.

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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.
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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?"''\\

to:

->''"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."''\\

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