In 1937, on Hyperion Avenue in Los Angeles, Disney’s camera department finished a machine that looked less like a movie camera than like a vertical printing press.

It stood more than fourteen feet high. Technicians used hand cranks and geared tracks to shift stacked sheets of painted glass. At the top, a Technicolor camera pointed down through those planes. When the foreground pane moved faster than the distant one, pine branches could rush the lens while a moon barely drifted. That is parallax as hardware, not as a software slider.

William Garity’s vertical multiplane camera was not the first attempt at animated depth. Lotte Reiniger had layered silhouette work. Ub Iwerks built a multiplane system after leaving Disney. The Fleischers had their stereoptical “setback” camera, with a revolving miniature set. Disney’s tower mattered because it was yoked to feature production and to a studio that could afford the labor of painting, checking, and shooting those layers. The Old Mill (1937) tested it.

A village with air between the rooftops

The opening of Pinocchio (1940) is the sales pitch: cobbles, lamps, and a camera that seems to travel down into a town instead of sliding a flat painting sideways. A single-plane pan enlarges every painted inch at the same rate. Mountains swell as fast as shutters. The multiplane refused that lie, and it did so by making more work for more people. Each pane had to be painted, registered, and cranked in time with the rest. A mistake was not an undo. It was a reshoot of a stack of glass.

Drawing classes, not fairy dust

The camera was useless if the figures on the cels could not occupy the space.

In the early 1930s Walt Disney hired Don Graham from the Chouinard Art Institute to run life-drawing on the lot. Animators sketched models and, for Bambi (1942), studied deer with the painter Rico Lebrun: how a shoulder blade slides, how weight hits a hoof. The point was not to make a documentary animal. It was to make a cartoon that still knew bone.

Out of that culture Walt later nicknamed a core of directing animators the Nine Old Men, borrowing Franklin Roosevelt’s jab at the Supreme Court: Les Clark, Marc Davis, Ollie Johnston, Milt Kahl, Ward Kimball, Eric Larson, John Lounsbery, Wolfgang Reitherman, Frank Thomas. The nickname is publicity. The work was division of labor.

Frank Thomas and Ollie Johnston spent decades with facing desks, worrying the frame before the drawing moved: thought, then gesture, then the body. Milt Kahl turned volumes in space (a cat’s paw, a prince’s jaw) as if the pencil were a chisel. Marc Davis could design both Aurora’s poise and Cruella’s angles. Ward Kimball pushed eccentricity until Jiminy Cricket and the Mad Hatter felt like they might leave the model sheet. The others kept features on schedule: staging, action, the unromantic mathematics of footage.

A list of virtues is still a résumé. What the audience actually received was a pipeline. Story sketches (the subject of Disney’s story artists) decided the beat. Animators drew on punched paper over light. Assistants cleaned. The ink-and-paint department, staffed largely by women whose names the posters omitted, traced and filled acetate cels. Camera crews shot the stack. Mary Blair and other stylists could set a film’s color climate in concept paintings the animators then had to live with. Eyvind Earle on Sleeping Beauty (1959) pushed the stiff verticals of fifteenth-century Franco-Flemish hunting hangings so hard that character curves had to sharpen to survive the backgrounds. That was an argument conducted in gouache, not a lone genius moment.

Pinocchio still belonged to the nitrate-cel era. Sleeping Beauty, two decades later, was shot in Technirama on cellulose acetate, in a studio that had already learned how expensive a “hand-made” look really was.

The year the drawings went on strike

In 1941, Disney animators struck. The Screen Cartoonists Guild, Art Babbitt, and a workforce that had watched bonuses and credit concentrate at the top walked out while Dumbo was in progress. Walt’s response was bitter and public. Some strikers never came back. Other studios hired the diaspora. The Golden Age story that mentions only the multiplane and the Nine is a studio tour with the labor history locked in a cupboard.

You do not need to turn an animation essay into a union pamphlet. You do need the physical truth: every blink on Pinocchio is graphite, sweat, and a wage. There were no undos. A bad week of footage was paper in a bin. When a character weeps on a 1940 screen, you are watching a transmission from a lighted desk through a department that the credits still struggle to name.

The next time a restored feature makes the line look “timeless,” look at the jitter at the edge of a cel, the slight mismatch where paint meets ink, the way a background tree does not quite share the character’s weather. Those are people, and a machine fourteen feet tall, and a factory that could break a career in a season.

↑ Back to Top