Thoughts & Ideas

I’ll try to update this part frequently, this area is for thoughts on some of the mental & technical problems I’m looking to overcome as I draw the human figure especially when animation in concerned.  Any suggestions comments, disagreements, I would really like to know([email protected]).  I’m a very curious person. 

 

4-1-02 / ACTING

-I’ve been looking at “Too Funny for Words(Disney’s greatest sight gags)” by Frank Thomas & Ollie Johnson.  One of the less talked about animation books as oppose to Frank and Ollie other book, “The Illusion of Life”.  Anyhow, on p.100 of this book, they talk about, “An important part of the act is the performers’s slow, blank, helpless look at the audience, sharing his inner feelings with them.”  The pictoral example is the scene where in lady and the tramp, the two are sharing the strand of spaghetti, and it is very clear on what Frank and Ollie talk about wit the blank, slow and helpless look at the audience as they describe a thought process.

 

 

(4-3-02) / ACTING, an except I received from Ed Hooks talking about Lasseter(teaches acting 4 animation)

-During the show, he stressed repeatedly how important it is that animated characters in his movies display "true" emotion.  He cited Ollie Johnston and Frank Thomas, animators from whom Lasseter first heard the term "thinking character".  Johnston and Thomas -- and now Lasseter -- understand that all human movement comes from a thinking brain.  And emotion in turn comes from thinking.  Let's examine that for a minute because I think it is profoundly correct and not nearly as simple a concept as it might appear on the first glance.

When humans die, the moment of death is marked by the cessation of brain waves, not by cessation of heart beat.  We have the science to keep hearts beating and bodies functioning for years and years, but once the brain stops, that's the end of the road.  Our thinking brain is in fact a defining characteristic of our species. 

But there is more to this picture.  Dogs and cats and horses have brain waves and thought patterns of a sort, and yet they do not satisfy as a paradigm. Why not? The distinction between humans and lower animals is that we humans have volitional consciousness.  That means we can know a thing is bad for us and still do it.  A dog or cat or rabbit can't do that.  Short of scientists imposing a carefully designed conditioned reflex laboratory situation, lower animals will operate on instinct, avoiding what nature tells them is bad for them and pursuing that which gets them into the next generation.  For example, if you can get cigarette smoke into a raccoon, the animal will never seek out that kind of thing again.  Nature tells the raccoon that cigarette smoke is not good for its life.  A human can be holding in his hands the Surgeon General's report on cigarettes and lung cancer and still be puffing away while he reads it.

EMOTION

Now let's go to the next step by defining emotion, the other element that Lasseter seeks in his work.   Toward the start of each of my Acting for Animators classes, I ask for student definitions of emotion.  What I usually get are synonyms.  "It's a feeling", is the most common response.  "Yes,", I respond, "but what would you write if you were preparing a new dictionary definition of the word?"  After a while, someone will finally start talking about emotional "response", and that is getting close to the answer. 


DEFINITION: An EMOTION is an automatic value response.

If you and I both are shown the same photo of a gruesome murder scene, or a painting by Massacio, we will each have our own personal emotional responses to what we see.  If you show a crime scene photo to a criminologist, he may just study it carefully.  If you show the same photo to me, I might head for the bathroom.   If you show it to a rabbi, he may just feel sad.

Emotion is a factor of a thinking brain.  It has to do with the values we hold. Take away the thinking, and you remove any possibility of emotion.  They go hand in hand.  

As a practical matter, how does this help an animator?  Well, in general, thinking tends to lead to conclusions, and emotion tends to lead to action.  Define your character, get him thinking, and then he will have emotional responses to whatever is going on -- leading him to physical action.   The audience relates to the feeling that is behind the movement.

One way we are connected to one another is through empathy.  We relate to one another on an emotional level.  When you feel bad, I feel bad.  If I am happy and dancing around the room, it is likely to make you feel happy for me.  An audience empathizes with emotion.  It puts up with thinking in order to get to the emotion.  And to push this even further, the audience will empathize with the SURVIVAL MECHANISMS in a character, as they are expressed in emotion.  What this means is that we humans act to survive, and we will recognize this tendency in characters on the screen. 

The first thing we do when we are born is try to live.  The last thing we do before we die is try to live.  Think about that.  It is the secret of acting that Lasseter was hitting at.   We think and so we feel.  Thinking and emotion serves our survival as a species.
 

 

(4-4-02) / GESTURE

 from-Richard williams book "animators survival guide" good quotes

-A drawing is a strong drawing because you are depicting why it's different

-If you can't draw - forget it, you're an actor w/o legs&arms.

-Good drawing is not copying the surface, but understanding expression. 

-accentuate and suppress aspects of the modal character to make it more vivid

-in order to have real movement in cartoons, you have to produce realism

-achive believability, no realism

-communicate masses, not lines

 

What is gesture when drawing for animation? 

It is:

-the meaning

-meaningful poses

-control of subtle actions

-extreme positions

-DOES NOT suggest form, but expresses action, movement,

and mood of the form

-skeletal lines sometimes describe gestures.

 

all these can describe gesture, try to keep these ideas in mind

when doing your gestures. 

 

You probably often hear the phrase,

"Don't copy the modal, but analyze it, and push the pose." 

 

But how do you push the pose?  Well look at the modal, what is the meaning

of the pose?  What is he doing?  Is he bending twisting to reach for something

or is he putting all his weight on 1 arm or 1 leg?  Look at the pose, before you

draw it.  Study the pose before you draw it.  Make sure you know what you are

drawing before you draw it.  I'm guilty of this myself, and it's rather hard not

to copy the modal.  You can't exagerate if you don't know what he's doing. 

I went to a drawing seminar with Glen Vilppu(my notes) and as he says if you find yourself drawing over the same line(aka. hiccup), "stop take 3 looks, and 2 thinks"

 

squash and stretch

 

If you don't analyze it and put meaning to the pose, your drawings are worthless.

 

(5-5-02) / BASIC APPROACHES & PRINCIPLES by Anson Jew

 

SIMPLIFY
When it gets right down to it, the only marks you need to learn to draw well are letters of the alphabet: "I", "O", "C", and "S". Anything you draw can be broken down into combinations of those marks. How do you draw those marks better? Here are a few things that have helped me:

1. Sketch those marks lightly. Bearing down hard overcommits you. Do NOT worry about line quality or weighting at this stage.
2. Back off from the drawing a little. Concentrate on the big view. If you are drawing your line slowly with your face right up to the paper, you are doing it wrong.
3. Use big arcs. Learn to draw with your arm or wrist if possible, not your fingers. Try gripping the pencil farther away from the tip. Three inches between you fingers and the tip of the pencil is not too much. Never draw with short, stubby pencils. Try using a pencil extender (even on brand new pencils). Look at Shane's title page sketch in his Sketch section. Notice those little overextended lines at the corners? You'd never ink those, but they happen because Shane uses big arcs.
4. If you do the above things and feel like you are "losing control" of your drawing, you are probably doing it right. The most common problem is that people expect too much too early in the drawing. Details, line weight, rendering are the VERY LAST things to do to a drawing. Give up some of that control. Learn a little patience.


THINK SHAPE NOT LINE
1. You shouldn't even think about putting down any of the aformentioned marks unless you know they are part of a shape. Figures are built up from combinations of shapes. Know what shape you are contributing to before you lay down a mark. Do not build a shape from a mark. Think of the shape first!
2. When I say that the figure is built up from combinations of shapes, I do NOT mean posing a "sausage man" and adding muscles over it like many comic book artists do. I mean that over time you will discover that in the figure, certain simple shapes will predictibly appear in certain situations. For example, a woman's entire leg, when foreshortened toward you often looks almost like a perfect cone. Or when a woman lays on her side, her total body shape looks similar to a sideways capital letter "B". In a different pose, that same body shape becomes a guitar or vase or lower case "B". If the foot is tucked into the buttocks, the same leg that looked like a cone now looks like a rectangle (with an "S" in it). This way of looking at things is much different than the "sausage method", but only comes as a result of carefully and repeatedly observing real life (life drawing comes in handy here).
3. Keep the shapes simple. I'm sure there's a mathematical definition of what constitutes a "simple" shape versus a "complex" shape (for brevity's sake lets just say Nevada is a simple shape, Texas is a complex shape), but basically use simple shapes, and try to use as few shapes as possible in the total drawing.

 

(5-11-02) / Force vs. Form by Ed Hooks

CRAFT NOTES
"Further Consideration of Force vs. Form"

Recently, I was re-reading a transcript of a Don Graham class at the old Disney Studio.  His subject was the importance of animating force rather than animating mere forms.  He rightly pointed out that if you draw the form of a leg and then another bunch of forms of legs, it might all flow together as a moving image, but it will not stimulate the audience emotionally.  To have that effect on an audience, you must animate force.  And force is most often something that originates in the character's thinking and emotion.

Don Graham was a brilliant man, an ace in Walt's deck.  I wish I had known him, and I wish Disney Studios would publish all of his class notes.  I am told they are all residing in the Disney library in the Burbank studios.  If you know somebody that knows somebody with pull at Disney, you might pass this particular newsletter along to him...PUL-EEEZE PUBLISH THE LECTURES!

Anyway, regarding force versus form, Graham said the correct thing about its origin being in thinking, but he stopped too soon.  And thinking in and of itself is not enough for successful storytelling.  You must also have scene construction that includes obstacles, actions, objectives and negotiations.

As I mentioned in a previous newsletter, the bookends of human life are brain waves -- i.e. thinking.  Medical science can keep hearts and bodies alive mechanically now, but when the brain stops, that's the end of the party.   This is more than a simple observation.  It is a profound connection between all humans, something that we all have in common.  It doesn't matter if we are talking about Mother Teresa, Osama Ben Laden or Tom Cruise, we all come into the world the same way, and we exit the same way.   We are all part of the same family. Though we may disagree with one another about the best ways to spend our time between entrances and exits, we are hard wired by nature to recognize in one another the very attempt to spend the time.  And that attempt manifests itself as the force that Graham was talking about.    To paraphrase Gertrude Stein, a body is just a body is just a body, even if it is an inert one.  The thing that causes us to pay attention to one another as humans is force -- the way we go about living and spending the time.  Acting is doing!

Though all of us humans have thinking brains -- making us all part of the same family -- the kind of thinking we do varies from person to person.  Because each of us is an individual product of our genes and environment ("nature vs. nurture") therefore, the key to successful character animation is in understanding the character's particular sense of life and personal style.  Pluto and Mickey Mouse were both humanized animals, with human-type brains.  But Pluto's brain and style were more dog-like than human.  Mickey was a normal human boy in every way except his mouse ears and disappearing tail.  Pluto was always a dog.  Once the animators understood this, they were good to go.  If Mickey Mouse had gotten himself stuck on the flypaper the way that Pluto did in the famous sequence, he would have handled the predicament altogether differently.


(Reminder to myself: One of these days, I must write about how and why we humanize animals in animation.  A dog in our U.S. culture is a pet and a friend.  But I visited Western Samoa some years ago, and in that culture the dogs were viewed as oversized rats.  The locals threw rocks at them and were horrified when I wanted to feed the half-starved strays.)

THE THINKING CHARACTER IS NOT ENOUGH

It is not, however, enough to simply make a character think.   Thinking qua thinking is not inherently theatrical.   Because Disney's contribution to animation was the thinking character, some animators figure if they can just make their character's appear to think, they are home free.  Not so.  You can see people thinking all day long over at the 7-11, and that doesn't make a good story, nor will people pay to watch it.  What you need for successful animation -- particularly feature animation -- are thinking characters that express emotionally for a theatrical purpose!  

Walt Disney based his early features largely on fairy tales like "Snow White", and those stories had obstacles built in, sort of like a blueprint.   He had only to apply thinking characters to the already- conflict-charged story lines, and voila!  Today's animators frequently must invent scenes from whole cloth rather than mythic tales, so it is necessary for them to understand classic Aristotelean scene construction -- actions, obstacles/conflict, objectives, empathy.

(5-28-02) / Animation advise/exercises by ILM&Pixar Animators.

How do I become a better animator?

“Let's see...anything that involves animation will help
you. Definitely try to do mechanics exercises...such
as making characters walk here and there...doing
things...picking up objects..walking
upstairs...anything creative you can come up with will
help to start with. Then, outside the computer...the
number one thing is...observation. Watch
everything...how everything moves...watch animated
films...watch people in different places, coffee
places, whatever...but watch how they talk...they
move...anything is going to be gold reference for us
animators. I hope that helps man.” By Carlos(ILM)


Well I'm not sure what the typical class teaches now so
forgive me if I'm just regurgitating what they've told you.

If you've mastered the bouncing ball and the flower sack
exercises you can move on, but walks are always good
to practice regardless of how good you think you are.

Walks are the basis of how to build character and that's
why there done. You may have done a walk
but have you done a real "character walk." A walk that
embodies the essence of who this character is and what
he or she represents. Walks, as said by Richard Williams
are the most difficult thing to accomplish and that's also
why you have to practice them.

That being said there are other things you can try as well.

I'm not sure what materials and equipment you have at your
disposal but I might suggest taking a sample of dialogue from
a show or movie. Preferably something with a range going
from sad to happy, or angry to reflective. Just something that
has a change and is entertaining. Always think in terms of
contrast. Animate a short piece to that.

If you don't have access to the necessary equipment for that
then there's always pantomime. Come up with a little bit of
business for a character to do. Again make sure it has some
range to it. No matter what you have the character doing realize
that they are a character and filled with emotions. This is what
makes your characters believable and come alive. You can move
them around all you want, but what your looking to inject is that
spark of life, that's what will make your animation stand out.

If your stuck on a character pick something from your favorite
comic (if you have one.) Just pick something you like because
you'll be spending lots of time with it.

good luck – ron zorman

(5-30-02) / Gesture/ By Ed Hooks ML

CRAFT NOTES
"WHAT CAME FIRST?  THE GESTURE OR THE EGG?"

For years in my workshops I've been teaching that the gesture preceded the spoken word in human evolution. It seems self-evident to me that we didn't spring out of a dust cloud spouting Shakespeare.  Now I discover that this view is actually controversial among linguists.  Some Big Thinkers, like Noam Chomsky, would beg to differ with me evidently.  There is a new book out entitled "From Hand to Mouth: The Origins of Language" (Princeton University Press) by Michael C. Corballis, that is attracting a lot of attention because he is professing some of the same things I have been saying all this time.  Let me tell you, it is darned disconcerting to wake up one day and find out that a long-held view is considered unorthodox.  But I'm standing by what I teach.  Let me tell you why:

Nothing is more important to the contemporary animator than gestures.  In fact, if I could point to one single aspect of animation that is consistently subject to improvement, it would be the use of gestures.  It is not that gestures are used incorrectly; it is that they are not generally used in an innovative way.   Facial animation is actually pretty sophisticated nowadays, especially since Paul Ekman has contributed so much knowledge and research to the field.  But the face does not act alone!  Many animators seem not to know what to do with the rest of the body once they get the face done, and so they sort of vamp with these generic poses. I strongly contend that improvement in this arena of secondary animation will be a hallmark of development in the next and more sophisticated wave of the art.

SOME RANDOM NOTES ON THE USE OF GESTURES:

1) A gesture is not simply an illustration of the spoken word.  It speaks of an inner emotional truth and can even work in juxtaposition to the spoken word.  Michael Chekhov ("Lessons for the Actor") taught the Psychological Gesture, which is something I also teach in my workshops.  Actor Anthony Hopkins, for one, is a big proponent of the use of the Psychological Gesture.

2) A gesture should not be equated with mime.  Mime is what actors used before talkies.  Charlie Chaplin's early work had mimetic qualities because he did not have words at his disposal.

 

3) A gesture is more than simple physical movement or behavior.  It is purposeful and has a motivation.  Biting ones fingernails or moving ones lips while one reads a book is not a gesture; it is shadow movement.


4) A gesture can be used to create in the audience a complex emotional reaction.  The human sense of sight is many times more powerful than the sense of hearing.  Therefore, if you have your character gesture in a particular way, it creates an impression that may well over-ride whatever the character is actually saying.

5) Humans are hard-wired to gesture.  It appears to the observer odd and not-quite-right when an actor, whether he be animated or live, does not gesture.


6) The gesture precedes the word.  I was once hired to do a parody of baseball great Joe Damaggio in a training film.   I studied his old Mister Coffee commercials and discovered that he consistently got gesture and word reversed.  He would look into the camera and say, "Let me tell you what I think." -- and then he would tap his forehead to illustrate where the thinking was taking place.  Actually, the tapping would come just slightly prior to, and overlapping, the line.  Joe was nervous and ill at ease in front of the camera, and so he did his gestures by the numbers.  Say the line, do the gesture....say the line, do the gesture....  It was funny as hell once you saw what he was doing.  And so I adopted that as my hook into the parody.  It was one of the most successful short acting gigs I ever had.  The client was roaring and rolling on the floor with laughter.

7) Stage actors learn early on that "acting has very little to do with words."  Same is true of animation.  Animators involved in feature animation receive the recorded lines of the script and then animate them, a procedure, which invites an over-emphasis on the spoken line.  I realize I lack sophistication about this process, but isn't it true that, in early animation, the animation preceded the word?  I'm not sure where it got reversed, but I'm not totally convinced it was a good thing from an acting standpoint.   Communication begins with impulse and gesture, not with word.


Maybe it is just a useless academic debate about whether gestures preceded words in evolution.  One way or the other, we got to where we are today, and the 21st century animator has the chore of balancing word with gesture in animation.  Well, looking five or seven years down the road, I am convinced that artistic growth rests on a deeper understanding of the correlation between physical and verbal communication.  The expectations of the movie-going audience have been raised to such a level that it would be impossible for animators now to turn back or to falter.

 

(6-5-02) / Picking a school

-My thoughts on choosing a school.

(6-6-02) / Acting/ By Ed Hooks

-Another useful tip when considering emotions is that most people
COVER them!  You can sometimes convey the strongest emotion by having
the character trying NOT to show it.  This is the type of thing you
see in more sophisticated feature animation, and I think we'll be
seeing more and more of it in the future.  This is how you get
emotional complexity in a character.  That, plus refining
correlations between facial expression and gestures.

 

(7-7-02) / Acting/ By Ed Hooks
 
"What Creates Laughter"

Walt Disney wrote a now-famous letter to Don Graham in 1935, outlining the kind of training he wanted the Disney animators to have.  Number three on the list, after good draftmanship and knowledge of character, was "Knowledge and appreciation of acting".  Amplifying, Walt explained that the Disney animator "... should know what creates laughter (and) why do things appeal to people as being funny."   I think that dictum is as important today as it was in 1935, and I'd like to take a quick run at it.

Stage actors learn that comedy is, basically, drama caffeinated.  Drama Plus.  You can't make good comedy by simply trying to be funny.   If you think you're funny, there is a good chance the audience will disagree.  A good comedy moment, if played with lowered stakes, ought to work on a dramatic level.   The celebrated live action director Mike Nichols, said in an interview I read a while back that when he is directing a comedy, he let's the actors get all the laughing out of the way at the first read-through of the script.  Then he instructs them to forget for a while that they are working on a comedy at all.  He has them first discover what is true, and then the comedy will take care of itself.

Consider for a moment my personal favorite animated comedy character, Wile E. Coyote.  This is a sick animal.  He has one foot inside the institution if you get my drift.  This guy gets up every morning and thinks about only one thing, namely getting the Roadrunner home for dinner.  He has no moderation whatever about it, which is what makes him funny.  On one level, a perpetually hungry coyote isn't funny at all, right?  It makes you want to leave him a dish of Alpo or something.  But when the animator ups the stakes and renders him so perpetually hungry that he becomes obsessive for the bird, we in the audience enter the realm of comedy!


Walter Kerr, the late New York Times drama critic, wrote a classic book  (it's out of print and well worth searching for) on this subject entitled "Tragedy and Comedy".  In it, he repeatedly correlates the fine line between tragedy and comedy, pleasure and pain.  He cites, for example, the tragic figure Oedipus, who killed his own father and married his own mother.  When he discovered what he had done, he put out his own eyes and banished himself from Thebes.  Kerr observes that this is for sure tragedy.  Oedipus makes his way blindly out of town, blood streaming down his cheeks, a miserable hulk of a human being.  It's not funny.  But, if on his way out the town gates, he were to pass another guy coming into town that has also killed his own father and married his own mother and had put out his own eyes -- it would become comedy!  One Oedipus is tragic.  Two Oedipus's are funny.  The reason is that we laugh when we cannot tolerate any more pain.  We simply can't integrate or accept the idea of two Oedipus's!

This is also why we tend to hear sick jokes so soon after a national tragedy.  People can't integrate the pain, and so they laugh.  I recall the day that John Kennedy was assassinated.  I was in the Air Force at the time, stationed in Washington, D.C.  When he was killed in Dallas, I was waiting at the Andrews AFB to catch a plane to Florida.  All the air traffic was grounded on my end because Andrews is the presidential airport, and I was stuck there until they brought his body back from Texas.  Between the time the Air Force One departed Dallas and the time it arrived in D.C., I heard the first "dead Kennedy" joke, right there at the presidential terminal. (Okay,  because I know everybody will be asking me, I'll tell you the joke. Question: 'What's Jackie bringing back from Dallas?' Answer: 'A Jack in the Box'.)    At the time, I was shocked at the bad taste of such humor but, after studying comedy for some years, I have come to see how that happened.  The country was in shock, suffering with a pain so deep it could not be fathomed -- and so some people, overcome with grief and fear, resorted to jokes.  I was standing there in that terminal with soldiers after all, and this was their commander in chief that had just been assassinated.  In a sense, it was sadly understandable.

 

Empathy is the key to eliciting laughter from an audience.  You want the audience to identify with what is funny on screen.  This was Charlie Chaplin's great contribution to comedy.  He first came to the U.S. as a Keystone Kop but, from the start, he was a lousy Kop.  For the Kops, the humor was slapstick.  They slipped on banana peels, crashed into trees, whatever, and that was the comedy.  Chaplin slipped on the same banana peel and was embarrassed by it!  The audience empathizes with the embarrassment.  The humor is not in the slip; it is in the reaction.   We humans love to see ourselves imitated.  It is fundamental to the way we learn how to survive, and it has a name:  mimesis.  We take a particular pleasure in seeing ourselves reflected on stage or on the screen, and that is another key to comedy.  Who among us has not slipped on the banana peel at one time or another?  We all are embarrassed, and that is the point of empathy.  And so we laugh.


Chuck Jones, in "Chuck Amuck", relays what he learned about comedy from Tex Avery.  He said, "animation is the art of timing, a truth applicable as well to all comedy.  And the most brilliant masters of timing were Keaton, Chaplin, Laurel and Hardy, Landdon - and Fred (Tex) Avery."  He was right of course that timing is an important aspect of comedy, but he over-simplified things by suggesting that timing alone might account for it.  I've seen a lot of comedy with good timing but shallow depth, and it doesn't resonate.  Heck, the Keystone Kops had good timing, but I just sit there and stare at the screen when they do their thing.  On the other hand, when Wile E. Coyote runs out of ground when chasing the bird, discovering that there are about fifteen stories of air between him and the hard ground, he sits there in the air looking first this way, then that way, then at us.  Then he rockets toward the ground.  Cracks me up every time.  Yes, the timing is awesome, but it wouldn't work if we didn't empathize with what it feels like to run out of ground under our feet.

 

This is a big and important subject for animators, and I'll revisit it from time to time. One thing for sure, though, that old guy Walt Disney could sure ask the right questions!  I wish I could have been a fly on the wall at some of those Don Graham classes at the old Hyperion Studios.  It must have been a heck of a good time.

 

(8-11-02) / Gravity/ By Ed Hooks

In response to reading the book, “Composing Pictures” by Don Graham

The parts of the book that most caught my attention were the sections
about gravity, graphic movement and, in particular, his analysis of
how our eye perceives things. That bit about thinking of the eye as a
fly that is flying around the room is really brilliant.  His chapter
on the story board was also very interesting.

Mainly though, this book is so wonderful and yet is just slightly
off-topic for what I wish so much I could learn from Graham.  I wish
he had more to say about acting, although I knew going in that he
would not.

The chapter on gravity has me thinking again about how to animate the
aging process.  It is largely a factor of a negotiation with gravity.
Babies are totally at gravity's control, and then adults negotiate
the ability to walk erect, and then in old age, gravity starts
winning again.  I believe that the word "grave" must somehow come
from "gravity", in fact, but I can't prove it.

(1-20-03) / Drawing/

I went to the Mike Surrey(lion king animator 4 Timon) talk at the tech musuem yesterday and although I was pestering him and he had to go, I got some good reminding tips from him.  Go over 1 drawing like 20 times, thinking in terms of changing individual part slightly, keeping what you like and discarding what you don’t, whether it would be adding more twist or bend to the body to making a bigger head or something to that extent.  Then compare your 1st one to your 20th, and you will have yourself a very good modal. 

Also reminded me about the contrast of curve vs. straight, or a more general term, simple vs. complex, one side of the form would have a nice simple rythmic motion, and the other side would have more complex and overlapping actions…thus more contrast and more appealing to the eye.

 

 

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