Shot Analysis: Sword In The Stone

The Sword in the Stone (1963) Directed by Wolfgang Reitherman

One of Disney’s all-time classics in terms of pure character animation at its finest, Walt Disney’s Sword In The Stone (1963) is a film I would come back to again and again for inspiration and learning in my entire career as an animator.

Today we’ll look at a favorite shot of mine from the marvelous Frank Thomas*. At first glance, this appears to be a simple scene but it’s actually one loaded with ingenuity, strong staging and elegantly-timed action.

The Shot:

https://www.youtube.com/watch?v=NFrWKrbR7sw

Since film passes by so quickly in real time, it’s easy to miss out on the wonderful thought process and all the juicy details that go into a shot such as this.  Notice, for instance, that (if we listen carefully to the dialogue track) there is no basis for the creative and convoluted business that is Merlin’s battle with his wand and beard. Since the sound effects — like in all animated films — are added afterwards, that contrasting element is created entirely by the artist alone to add fun and personality to the scene that might not have been present in the storyboards or script. From Disney’s Sword In The Stone.

The Breakdown:

In this analysis, I’ll be focusing mostly on the fundamental importance of the key posing, placement of action and directional elements that I believe Frank Thomas had intended. Please enjoy!

flysketchworkflow-2016-10-15-15-27-27

In this starting position, Thomas composes Merlin in the midst of thought and action. He’s looking at the younger Arthur (off screen) and is about to turn his attention to the objects lying about the room. The shape (as recomposed in lite blue on the left) is stable yet interesting. The wand, hands and head clearly display his direction of focus.

flysketchworkflow-2016-10-15-15-26-57

Here the artist draws your attention with his rhythmical tapping of his wand against the stool and, like a conductor, he begins his work with his orchestra. A nice touch is displayed here when Merlin moves the beard towards his waistline, clearing space for the action to read.

flysketchworkflow-2016-10-15-15-27-39

As Merlin shifts upwards, you can see the arms and body curve inward, creating a nice inside-outside maneuver of his hands before ending up in the commanding position which follows. A lessor animator would’ve taken a less interesting path.

flysketchworkflow-2016-10-15-15-28-13

Here Merlin stands in command like the wizard he is, holding this position of strength with order and dignity in a perfectly timed pause before the main action. The line of action (in red) is clear and strongly arced as his energy is projected upwards and outwards.

flysketchworkflow-2016-10-15-15-28-26

Merlin “pops” into the next action jumping right into the air — a surprising yet colorful move for an old wizard. The dramatic anticipatory movement gives the action and the character a sense of fun and vitality. Note the strong underlying anatomy as the head overlaps the chest cavity giving the pose depth and volume.

flysketchworkflow-2016-10-15-15-28-36

Here the pose is curled up small, as Thomas directs your attention towards the open bag. The head and face along with the curvature of the hands and arms, triangulate the action.

flysketchworkflow-2016-10-15-15-29-27

As Merlin performs his spell, he unknowingly curls his beard into his wand in a beautiful display of the artist’s control of movement and drawing capability.

flysketchworkflow-2016-10-15-15-29-41

The swirling spell action ends in an abrupt and sharp halt, pulling Merlin’s chin and head forward while sending reverberations throughout his entire body and clothing. The sharpness of the action and clear directional forces give the movement power and thrust.

flysketchworkflow-2016-10-15-15-29-52

A series of actions and poses play out, as the character zigzags in chaotic fashion and frustration to free himself of the entanglement.

flysketchworkflow-2016-10-15-15-30-02

In a final anticipatory pose, Thomas creates a complex yet decidedly clear arrangement, displaying multiple forces at play, each taking turns in different directions of push and pull. He even uses his feet!

flysketchworkflow-2016-10-15-15-30-12

The battle with his beard and wand end in a explosive release — one that splays out in a beautiful star-like formation.

flysketchworkflow-2016-10-15-15-30-22

After that great expenditure of energy, Merlin is decidedly fatigued — the ordeal proving too much for a wizard his age — as he deflates slowly sagging down towards the stool, the weight of everything bearing downwards along with the force of gravity. All of this is completely consistent with the acting choices that define the character.

flysketchworkflow-2016-10-15-15-30-32

After the brief reprieve, the wizard re-composes himself, as he calmly erects his posture back upwards, displaying the fortitude fitting of a commander in charge of his subjects.

flysketchworkflow-2016-10-15-15-30-41

A final rotational move back towards screen left — where the action started — completes the scene perfectly. All in all, a great performance created by well-planned acting, strong staging and perfectly executed timing.

In summary, shots like this are great to study and learn from. It should, at the very least, keep us inspired. The appreciation of the works of other artists, especially great ones like Frank Thomas is critical to the understanding of the craft and retaining the humility necessary to stay grounded. We must be always looking, seeing and learning.

“Observe Everything. Communicate Well. Draw, Draw, Draw.” — Frank Thomas

Check out my analyses of other shots, including work by Frank Thomas colleague, Milt Kahl, from 101 Dalmations, and modern animations by my own colleagues, Mike Thurmeier from Robots, and Aaron Hartline from Horton Hears A Who.

(* Note: This shot was incorrectly credited to Milt Kahl in the original posting.)

Special Guest Interview: Mark Behm

markbehm_theft

“Theft” by Animation/Illustration Artist Mark Behm. Personal work done using himself as reference — a common practice among artists in every era.

Today we are privileged to have the multi-talented Mark Behm join us at the Animated Spirit. I’ve known Mark for over 15 years, and he’s one of the most diverse, talented and humble artists in the industry. He can draw, paint, animate, design, model, rigg and program. Seriously, I don’t know what Mark can’t do. He’s animated at the highest levels for feature films at Blue Sky Studios and Dreamworks Animation, and created gorgeous designs as a visual development artist at Valve and Epic Games (where he now serves as a Senior Concept Artist). His work has been showcased in art galleries, “Art Of” books as well as in highly acclaimed collections like Spectrum, which showcases the absolute best in science-fiction illustration. He’s a prolific artist whose spirit and creativity is highly valued in the art community. You’re in for a visual treat!

Watch Mark demo his work live, on his Twitch Stream!


1. Welcome Mark! Thanks for joining us!

Thanks for the opportunity, James!

steel

“Riddle of Steel.” Personal art by Mark Behm.

2. Can you share a little about yourself, as to where you’re originally from and what your early interests were before becoming an animation artist?

I’m from New Jersey — in the pine barrens east of Philadelphia. My early interests were about the same as what I do during the day.

paizopublishing_pathfinder1

Mark Behm artwork for Paizo Publishing’s Pathfinder Role Playing Game.

3. What inspired you to be part of the animation industry, and what were those first steps like breaking in?

Toy Story! I was working doing multimedia stuff and freelance illustration. A few artists and I went to see it and I was blown away. It set in motion a plan to make a change. I’d spent my childhood around animation art and defaced all the corners of my notebooks and schoolbooks as little flip-books. I got the Illusion of Life for Christmas when I was 9. I wanted to be in special effects when I grew up. I invested a ton of money in an old SGI workstation and a copy of Maya 1.0 and set to making a reel.

paizopublishing_pathfinder2

More Pathfinder Art done for Paizo Publishing by Mark Behm.

Through a friend, I met Chris Gilligan, a stop-motion animator who was starting a NYC animation shop and wanted to mentor some guys in a more traditional way. He asked if I would be interested and I jumped at the chance. I took off work (multimedia artist at the time) twice a week to take a 3 hour bus and subway ride to the studio” to work on mentoring and projects. It didn’t last very long but it solidified my childhood foundation, wet my appetite and focused me on what was important. From there I worked on a series of short physical and dialog clips for my reel. That is what got me working. First in NYC commercial work, then direct-to-video work in Chicago, then my first feature job back in New York at Blue Sky where we met.

dota2_valve_4

Concept Art for Valve’s DOTA 2 by Mark Behm.

4. You’re one of the rare artists that excel in multiple aspects of this art form; character animation, rigging, modeling, and visual development (concept art). How did that happen?

When I started animating, rigging and modeling was a requirement. If you wanted to animate a character there was only one way: go make one. I don’t enjoy rigging or the technical aspects of modeling but I do enjoy modeling and sculpting in 3D. I like to make stuff and that’s just another creative outlet. I use that skill all the time in vis-dev work.

dota2_valve_1

Concept work for Valve’s DOTA 2 by Mark Behm.

5. You primarily do concept work now, what made you ultimately decide on this path? and do you miss the other aspects of animation pipeline?

Like I said, I like to make stuff. I’ve been inventing things and drawing heroes and monsters since I was a kid. I went to school for illustration. The whole time I worked in animation I was doing concept art and illustration in a freelance capacity. It’s more like I detoured to work as an animator. An Intentional detour to be sure, but what I do now is more where I belong. When I was animating full time in features, I spend too much of my free time drawing, painting, designing monsters. It was a sign. When you are painting on your tablet PC as you wait for a playblast… you need to start asking why.

dota2_valve_2

Concept work for Valve’s DOTA 2 by Mark Behm.

I don’t miss animation from a large scale production standpoint. I’d rather reserve it for personal work. I also enjoy the creative and advantageous scheduling aspects of the early part of the pipeline. Everyone is less rushed and stressed. They tend to be more free and creative. A little pressure and touch of fear can be a good motivator but the sharp teeth of a deadline and the ‘suits’ tapping their watches rarely makes for good work.

dota2_valve_3

Concept Art for Valve’s DOTA 2 by Mark Behm.

Someday I’d like to work on an independent short with a friend. We’ve been talking about it for a decade but we both still have bills to pay. He somehow finds time to do his but I’m too ADD to focus on one big project at the moment.

epicgames_fortnite_hammershot_

Hammershot Concept Art done for Epic Games’ Fortnite by Mark Behm.

6. Tell us a bit about your work day. How do you get started each day? What’s your routine?

At Epic Games we have Dailies with our art director just like we do in film. I get in early, work on whatever is on my plate and maybe go to Dailies if I have something to show or want to keep up on what’s going on. After that I spend the rest of the day drawing and painting — and sometime modeling if I have some hard-surface thing to work out and 3d might be faster. Go out to lunch w the guys. 2pm is workout time. After that the AD comes around to desks if you have something else to show. Work on changes and new stuff till I go home. I have anywhere from a single task to a half dozen to work on at any given time. It might be a character, creature, costume, environment, or hard-surface design. That kind of variety is something I love about this part of production. I have been lucky enough to work on both Paragon and Fortnite, so I get to play with two stylistically divergent worlds.

epicgames_paragon_khaimera_

Epic Games’ Paragon Khaimera character designed by Mark Behm.

7. You’ve produced a book and continue to creative work outside of production. What inspires you to keep creating?

When I produced the images for the book I was in a particularly un-creative point in my career. At the time I felt my directors were getting more and more conservative in their decision-making processes.The focus seemed to shift from idea and performance to polish and finish. Watching great work from all my peers get neutralized in Dailies was hard. As a creative person — that energy had to go somewhere. So I spent all my down-time on 2D art. I didn’t even realize it was happening for a long time. I noticed this trend in my behavior at some point and have since found it’s been a reliable indicator that something is off with my day job.

markbehm_wotc_cloaker

Concept Art for Wizards of the Coast’s Dundgeons and Dragons by Mark Behm.

wizardsofthecoast_dnd3

Concept Art for Wizards of the Coast’s Dundgeons and Dragons by Mark Behm.

wizardsofthecoast_dnd1_ogre

Concept Art for Wizards of the Coast Dundgeons and Dragons by Mark Behm.

8. Being an artist is challenging. As a family man, how do you balance yourself in the face of all the external, as well as personal demands?

Yes – something has to give! I made sure it wasn’t my family or my relationship with my wife, or my art. So it was sleep. I tend to need less sleep than most people and I often take even less than I need. Even when I’m not working I don’t like to put the day away! It’s not good or healthy, but it’s what I do. I think I inherit it from my uncle. I’d go to bed — him reading in the living room at 2am. I get up at 7 — he’s up reading in the same chair. Wait — did he change clothes? Can’t remember. Does he sleep? I never found out.

personal_maysketchaday

A beautiful environment piece done for “Sketch A Day” by Mark Behm.

9. A hypothetical; if you were to choose anyone in history that you could apprentice under, who would it be?

Oh there’s a new one every couple months and many are still alive and younger than I am! I’m a big fan of the apprentice/mentor relationship model when done right. As it implies the critical element of skill-development rather than just knowledge acquisition and accumulation.

Creature

Creature” by Mark Behm. Another personal piece displaying Mark’s lovely sense of color and light.

Can I have a few?! I’d love to sit in and watch Norman Rockwell’s work in the 30’s. And J.C. Leyendecker. And Mucha. And Sargent. Wait – Frazetta!! How much juice does this time machine have?

Another live video demo of Mark’s marvelous working process. Absolutely amazing!

10. Thank you so much for your time Mark! We look forward to seeing more of your awesome work!

To see more of Mark’s artistry, visit his Website or his various accounts at:

Facebook

Twitter

Twitch