Thursday, April 30, 2026
Wednesday, June 12, 2024
Early View of Inside Out 2
I went to an advanced screening of "Inside Out 2" on Tuesday night. The film opens to the public on Friday.The film's director is Kelsey Mann who was here in 2020 promoting the movie "Onward". (And, yes, for those of you who wonder if Disney/Pixar is capable of making anything that does NOT include at least one sequel, "Onward: Return of the Ian" is due out this year.)
Most of the voice actors were back from before (including Frank Oz as one of the guards). Fortunately, there's no Bing Bong in this one.
I hadn't watched an animated movie on a large screen in years. I have to say the animation technology through Disney/Pixar has reached amazing levels. There were scenes that I initially thought were live action. (A photo crew was credited at the end of the movie so they clearly were adhering as close as possible to live action when appropriate.)
Having said that, I had a couple of complaints about the animation. I thought the mouth movements were sometimes a bit off from what the people were speaking -- this is easier to notice on a big screen. And the light reflected in the characters' eyes was usually wrong -- the character's face would turn but the light reflected in the eye would stay in the same place relative to the pupil.
The story was wonderful as always. Four new emotions (Anxiety, Envy, Ennui, and Embarrassment) debut as Riley hits puberty and is about to enter high school. I liked how her parents and friends now had their own array of emotions.
Pixar movies tend to have Easter eggs that are usually missed until your second or third viewing. The most obvious one this time is a scene where Joy (still voiced by Amy Poehler) finds a room of, well, basically trolls. Anxiety is projected on a giant screen in the room directing them to generate images of new ways that Riley can fail. Each of these new failure scenarios is displayed on the giant screen. Joy rallies the trolls to cease obeying this remote controller. She succeeds, at which point one of the trolls (might have been one of the emotions) throws something at the screen and destroys it. This is a deliberate call-back to the famous 1984 (40 years ago!) Macintosh ad where the upstart dude throws the hammer at the controlling screen. Unfortunately, now it will also remind us of the newer Apple AI-destroys-the-established-
Folks laughed and cried. I was thinking though that people didn't laugh as much as I would have expected from a Pixar movie.

The denouement of the movie -- which I don't want to spoil -- is a message that I thought was empowering and obvious for human nature -- a philosophy in line with my news sources -- but I can imagine theocrats in red states condemning the movie for.
The movie ends with a big hockey scrimmage. If folks are into yet another sequel, Pixar could easily keep adding emotions as Riley gets older but I suspect they'd run into issues because eventually lust would have to be one of the new emotions.
I sat through the credits which was lucky because at the very end, there's a short, final reveal. Credits these days go on forever since so many people need to be acknowledged. It seemed to me that about half of the lead staff was female. (I'm thinking Riley's dad was the only talking "human" figure in the movie who was male.) I also enjoyed that one section listed 20 "production babies".
A good time was had by all!
Monday, September 26, 2022
Emotions at Play with Pixar's Inside Out exhibit review
A new interactive exhibit -- "Emotions at Play with Pixar's Inside Out"
-- opened last weekend at the National Children's Museum in downtown DC.
In
case you're not familiar with the museum, it's had a somewhat nomadic
life. The museum first opened in 1979 on H Street NW. In 2004-2009, it
was a "museum without walls." In 2009-2015, it operated at National
Harbor, Maryland. It opened at its current location in the Ronald
Reagan Building on February 24, 2020 just before COVID hit, after which
it was forced to close for 18 months. It's been reopened to the public
since September 2, 2021.
I had never been to the museum in any
of its locations before. My only interaction had been way back in 1988
when animation god Chuck Jones was going to be there for a gala event. I
was 31 then and had no idea what a gala was. I called their office to
ask about tickets and the person said "This is a black tie event." I
said, "That's okay. I can buy a black tie." She responded with, "I
don't think you know what a black tie event is..." She was right. I
wrote to Chuck saying I had wanted to see him but couldn't afford a
black tie. Unsolicited, he sent me a sketch -- "For Bruce -- Bugs Bunny
in black tie -- which you may borrow for future events."
When the opportunity to see this new exhibit came up, I was happy to check it out.
The
"Emotions at Play with Pixar's Inside Out" exhibit was developed by
Children’s Museum of Pittsburgh in collaboration with Pixar Animation
Studios. It features a diverse number of parts oriented around the
Pixar film, "Inside Out."
In case you somehow missed the 2015
film, it focuses on the "little voices inside your head" as the central
character, Riley, tries to adjust to the cacophony of emotions that
result from her family being relocated. In Riley's case, there are five
emotions -- Joy, Sadness, Anger, Fear and Disgust -- trying to navigate
Riley's long term memories and bring her back to functioning.
The
film was the seventh-highest-grossing film of 2015 and won an Oscar for
Best Animated Feature. A sequel, "Inside Out 2," is scheduled to be
released in 2024.
The exhibit features a number of independent
components. Emotions, and the characters and its color palette --
yellow=joy, blue=sadness, red=anger, purple=fear, green=disgust -- tie
all of them together.From my experience, it seemed like the
crowd favorite was "Emotions in Motion." You turn a dial to select your
current emotion, put a large white ball into a hole whose color now
reflects your chosen emotion, and turn the crank which advances the
ball. The ball retains that color, separate from the other 100-ish
balls in the system, until it makes it all the way through the
serpentine circuit.
As a computer nerd, I loved that exhibit plus several other techie exhibits.
*
"Memory Sphere": You write down a memory on a colored sheet of paper
(five colors of course). When you put that sheet into a slot, the
sensors recognize the color and change a glowing ball into that color. I
never wrote anything down but was impressed at how the
paper-reader-ball interacted.
* "Range of Emotions": You sit in a
chair and look at a mirror. As you change your facial expression, a
hidden camera reads your face and guesses what emotion(s) it's showing.
Five differently-colored tubes below the mirror indicate what emotional
mix it's detecting.
I also enjoyed "Imagination Land" which has
spinners where you watch various bits spin around in their patterns. It
wasn't at all high-tech, but I found the sights and sounds of it
mesmerizing.As an animation geek, I enjoyed "Designing the Mind
World" which had reproductions of some of the 20,000+ drawings and
paintings created during the visual development of "Inside Out."
I wasn't personally excited by the other areas but that's just personal taste -- kids and adults were playing at all of them:
* "Control Panel" -- A sound console where you're asked to create sounds that reflect emotions. This one was quite popular.
* "Dream Productions" -- A mini-stage area to create and act out skits with stick characters and stick props
* "Emotion Mirrors" -- Five mirrors which change as you come near them.
* "Train of Thought" -- You maneuver your ball (train) down a slat, trying to keep the ball from falling off.
*
"Managing Our Emotions Maze" -- a console maze where people are
encouraged to work together to get their ball in the desired emotional
basket.
* "Emotion Blocks" -- A section with emotion-shaped blocks where you try to balance them on a crescent-shaped rocking piece. In
most cases, working with someone improves the experience so teamwork
and parent-child cooperation is a plus. People can also do them solo if
desired.
All signage was in both English and Spanish and in most
cases the languages were given equal billing. Typically, one side of a
sign was in English, the other Spanish.
The exhibit is really
well built and battle tested. It debuted at the Children's Museum of
Pittsburgh (Fall 2021) then moved to the Museum of Science in Boston
(Spring 2022), DiscoveryCube in Los Angeles (Summer 2022), and it's here
in DC until January 8, 2023.
Friday, March 11, 2022
The Post on animation - Pixar’s ‘Turning Red’ and ‘I Am Here’
Pixar's 'Turning Red' is a brilliant, hilarious follow-up to Oscar-winning short 'Bao' [in print as Nothing fuzzy about coming-of-age flick]
Domee Shi's semi-autobiographical first feature film is audacious, funny and sweet.
Friday, March 06, 2020
NPR's Pop Culture Happy Hour and Glen Weldon on Onward
Linda Holmes,Stephen Thompson,Glen Weldon,Petra Mayer
NPR's Pop Culture Happy Hour March 6, 2020
https://www.npr.org/templates/story/story.php?storyId=811690139
https://play.podtrac.com/npr-510282/edge1.pod.npr.org/anon.npr-mp3/npr/pchh/2020/03/20200306_pchh_pchh_200306_pixar_onward_-_final.mp3
'Onward': Timid Teen On A Mythic Quest For Elf-Assurance
Glen Weldon
NPR's Pop Culture Happy Hour March 5, 2020
https://www.npr.org/2020/03/03/811609295/onward-timid-teen-on-a-mythic-quest-for-elf-assurance
Monday, March 02, 2020
Onward's story head Kelsey Mann really loves his job at Pixar
by Mike Rhode with Alexandra Bowman
Kelsey Mann loves his job. He emphatically made that point several times when speaking to an audience at George Washington University’s Corcoran School of the Arts and Design. The head of story for Pixar’s new animated movie Onward was in Washington last week to promote the movie and talk to students (and a few local cartoonists) about it. After his presentation, I got to speak with him for several additional minutes and ask some questions which follow at the end of this story.
![]() |
| Dan Scanlon, director of Monsters University and Onward |
“Whenever Dan felt the scene was ready to go, we would hand it out for story art,” Mann said. The story team working under him were the first people to read the words, “trying to absorb the scene that they’re eventually going to storyboard.” Meanwhile Mann and the story manager spend a lot of time organizing the work. “I’m a creative filmmaker, but a lot of my job is organization. I need to know what everyone is doing.” At this point, Mann showed a complex weekly chart of how scenes are assigned and when the animator will create a first pass and ‘pitch’ their suggested art for the scene.| photo by Bruce Guthrie |
The process becomes iterative at this point with the scene possibly being redrawn, artists being ‘scratch’ voice actors, and then the entire scene with temporary sound, scratch voices, temporary sound effects and basic art screened several times until the story works. Eventually the animated storyboards for the whole movie are strung together into a basic preliminary version of the movie. Parallel with the story development is some visual development, but throughout this time, the characters and backgrounds aren’t finalized and the animators aren’t working on it. “It’s not until about screening four until animators start building the characters in 3-D.” Onward had eight internal screenings, once every three months, throughout its development. “We’ll watch in the theater. Screening is a big day and we fill the audience with people who are on the crew and people who are working on other movies, because we want a fresh perspective.” When the movie is getting closer to a final vision, it’s seen by the Brain Trust, the creative leaders of the company, and studio head Pete Docter, who get together and make suggestions about the version they’ve just seen. “It’s all just advice. What’s great about the Brain Trust is that we don’t have to blindly do what they tell us to do. If they presented a solution, isn’t doesn’t mean we have to do that solution. They’re trying to solve a problem so we want to identify the problem they’re talking about. We’re only there for two hours and we can’t solve everything in that meeting.” For weeks after the meeting, emailed comments come in to one of the writers, who reads and aggregates the suggestions, and then the story team starts all over again. Responding to a question about storyboard artists working with the final animators, Mann noted “The movie is really made in the in the last year or year and a half of the process, and we’re on this thing for six or seven years. Most of the story artists, when the movie begins to get made, aren’t on the show anymore. We’re trying to get more overlap with the story team and different departments. Layout is the next department after us. They’re the first ones who take our storyboarded scene and start to put it in a 3-D environment and start to block it out.” Mann tried to get the story people work with the layout people to solve potential problems as they arose.| The audience gathers for a group shot (photo by Bruce Guthrie) |
| photo by Bruce Guthrie |
MR: I saw one press piece on Yahoo where an article was about a character referring to her lesbian daughter. Was that part of a story conference from when you were working on it, or did someone come in and say we’d like an LGBTQ+ reference?Friday, February 21, 2020
Feb 26: Pixar's Head of Story, Kelsey Mann at Corcoran

Set in a suburban fantasy world, Disney and Pixar's Onward introduces two teenage elf brothers who embark on an extraordinary quest to discover if there is still a little magic left out there.
Wednesday, November 08, 2017
Catching up with graphic artist Marty Baumann
by Mike RhodeWe're checking in with Arlington's Marty Baumann again on the publication of Toybox Time Machine, his new book from IDW, . We've featured his work in passing a couple of times in the past, and it's been six years since I interviewed him for the Washington City Paper (which sadly is currently for sale in case anyone reading this can afford to buy a newspaper). He's answered my usual questions again, but in new ways, as well as discussing his recent work so I'm running the whole interview here. Honestly, both Marty and I forgot about that interview (an occupational hazard when you know people personally and socially. I've seen him at the Baltimore Comic Con in September and at a flea market last weekend when he bought some Kirby and Kubert comic books). I highly recommend his new book; Marty is one of the cleverest illustrators I know -- as this interview shows.
Marty has provided the following biographic information:
Marty has worked as an artist at Walt Disney Pictures and Pixar Animation Studios as an illustrator, graphic artist and production designer on such films as “Toy Story 3,” “Big Hero 6,” “Zootopia,” “Cars 2,” “Planes,” “Wreck-It Ralph 2” and many others. He also helped develop theme park installations, toy packaging and Pixar corporate branding.
Marty has rendered illustrations and developed characters for toy manufacturers, magazines and newspapers, illustrated children’s books, created logos, info-graphics, broadcast promotions and presentation art for Hasbro, Universal Studios, National Geographic, Scholastic Books, Nickelodeon and many others.
Recent projects include his role as concept artist for the new “Mystery Science Theater 3000,” and the visual development of Sir Paul McCartney’s feature film, “High in the Clouds.”
![]() | |
| Marty's dog Summer |
Marty has been a rhythm and blues singer/guitarist for more than 40 years. He’s shared the stage with Hound Dog Taylor’s Houserockers, Danny Gatton, Bobby “Blue” Bland, Jr. Walker and the All Stars, Fenton Robinson, John Hammond, Johnny Winter and others. Marty’s sold-out CD “Let’s Buzz Awhile” features 13 original blues tunes.
He encourages everyone to adopt at least one dog.
What type of comic work or cartooning do you do?
As far as personal projects: My influences are primarily of mid-century vintage; the logos, designs, signage and draftsmanship, often combining limited color palettes, stylized figures and crazy type treatments. They communicate fun and excitement in a way we don't see today. I tried hard to emulate that aesthetic in my book, "Toybox Time Machine."

As far as film work goes: Logos, title card design, billboards and signage, magazine covers, posters and general production design and just about anything you see in the background or applied to the body of a character.
How do you do it? Traditional pen and ink, computer or a combination?
I do some pencil roughs, scan them and use primarily Illustrator and a bit of Photoshop. If I'm doing a commission or a personal piece for someone I might print what I've done digitally and finish it with touches of ink.
When (within a decade is fine) and where were you born?
I was born in Maryland the same year "Invasion of the Saucer Men" hit theaters. Is that specific enough?
What is your training and/or education in cartooning?Jack Kirby comics. He's one of my heroes. It might not show in my style but I started drawing because of him. I've had no formal training.
Who are your influences?
The first books I actually recall buying were Joe Kubert's Sgt. Rock comics. Starting in grade school it was Kirby. Then a friend said, "If you like Kirby, get a load of Steranko -- and I got a load. Then I discovered Ditko, Toth, Meskin. As time went on I became aware of the great magazine, paperback and movie poster illustrators -- James Bingham, Robert McGinnis, James Bama. And then the groundbreaking design work of the UPA cartoons and the logo and title designs of Saul Bass and Paul Julian. Not to mention the great children's book artists, a particular favorite being the great Mel Crawford -- who also worked in comics and fine art.
If you could, what in your career would you do-over or change?
Nearly everything! I tell aspiring artists to look at my career path and do the opposite. I wish I'd taken art classes, studied life drawing, studied painting, tried oils, charcoal, etc. I fell under the sway of rhythm and blues and began playing in clubs as a teenager. I was trying to focus on two creative areas. Maybe I should have focused on just one -- but I couldn't! In the end I think they complimented one another.
What work are you best-known for?I didn't know that I was KNOWN! So I'd have to say my Disney/Pixar work.
What work are you most proud of?
I'll cite this example: I did a TON of work on "Zootopia." My wife and I saw it in a theater packed with kids and they LOVED it. I was kinda proud that I helped in some small way to make those kids happy.
How did you come up with the idea of Toybox Time Machine?
Well, after having one children's book idea after another rejected, I decided to draw whatever the heck I wanted. I love old toys. I have a small collection of old favorites. And I think my real artistic strengths are design, typography and color. I tried to channel the artistic influences mentioned previously and I never had more fun working on a project.
What's the process of conceptualizing and then drawing a toy that never existed?
My wife and I go to lots of estate sales. I buy the stuff nobody else wants: stacks of old magazines, postcards, travel literature. I snap pictures of anything with nifty retro packaging. It seems that in the 1940s and 50s every advertiser employed an illustrator in lieu of using a photo. With inspiration like this the ideas flow.

How did IDW come to publish this?
At the risk of sounding like a name-dropper, Jim Steranko has been something of a mentor since I was a teenager. (When he critiques your work, you KNOW you've been critiqued, and HOW!) He mentioned to IDW that they might want to look at my work, and, as Bogart would say, it was the beginning of a beautiful friendship.
What's your favorite non-existent toy?
That's the one question I'm going to side-step -- because I just don't know! The sci-fi and monster related toys would be near the top of the list. And I love cowboys!
How did you end up working for Pixar?
I had always loved what Pixar was doing. That retro sensibility seemed to be present in everything they turned out. Quite by accident I discovered that they were looking for a Graphic Artist and I sent them some stuff. They called me a couple weeks later, flew me out there, apparently liked me, and within a few weeks, we were living in San Francisco! I know that makes it sound easy, but let me be clear, I paid my dues for years working for newspapers, magazines, ad agencies, toy companies...
How has the experience been?
It's been great -- and also tough. Every artist working there was better than me! So I really had to up my game.
What have you worked on for them?
"Big Hero 6," "Zootopia," "Toy Story 3," "Cars 2," so many shorts that I can't remember them all -- "Hawaiian Vacation," "Small Fry," "Partysaurus Rex". I also worked on installation pieces for Disney resorts and contributed to the development of Cars Land at Disneyland.
What would you like to do or work on in the future?
Well, I worked on the visual development of a film with Paul McCartney. It would be cool to work with Ringo one day!
What do you do when you're in a rut or have writer's block?
Writer's block? Let me see. I, um, er -- sorry…gimme a minute...I just can't think of anything to write at the moment…
When did you start collecting comics?Maybe 1961 or 1962, when I first discovered Sgt. Rock and the Kirby monster books. I wouldn't call it "collecting" in the modern sense of the word, i.e. as if a comic book were a precious object to be preserved for posterity to accrue in value. I traded them, rolled them up and stuck 'em in my back pocket to read again later, and sat down with pencil and paper and tried to copy them. I read my favorite ones until the covers came off. Isn't that how they were meant to be used? Then -- a familiar story -- my mom threw a ton of them away.
What do you focus on? Who are your favorite comic book artists?
I guess my big four are Kirby, Kubert, Toth and Steranko. But there are so many -- the great Jack Davis, Ditko, Mort Meskin, Fred Kida, Wally Wood, and the incredibly underrated and versatile Bob Fujitani. The "Hangman" stories he did for MLJ in the mid-1940s are some of my favorites. I love the books Hillman put out in the 40s, ("Air Fighters," "Clue") and the stuff ME (Magazine Enterprises) published in the late 40s and early 50s ("Jet," "The Avenger"). I've often been asked what, in my opinion, are the best comics of all time. Without hesitation I say choose any issue of Fantastic Four from numbers 30-90. Any one of them is better than anything produced since.
How large is your collection?
It's quite modest. I'm no big-time collector. I buy comics I think I can learn from. I have dealers who save their coverless, moldy, brittle, flaking old books for me because they know I love the obscurities, learning the forgotten history of comics and discovering great cartoonists who have been unjustly overlooked. Mike Roy is a favorite, and Tony DiPrieta, and John Cassone, and Mike Suchorsky, etc. etc.
What do you think will be the future of your field?
Do you mean animation or comics-related material? In either case I don't know. What used to be marginal pop-culture interests are big, BIG business now and it's all too complicated for me to understand.
How was your Baltimore Comic Con experience this year? How often have you attended it?
I always have a great time at Baltimore. I was at the very first one! I believe I've been a guest at all of them except for those that I missed when I lived in the Bay Area.
Do you have a website or blog?www.martybaumann.com
What's your favorite thing about DC?
That I don't have to commute there.
Least favorite?
The times I DO have had to commute there.
What monument or museum do you like?
Without a doubt Arlington Cemetery. Not only do we have relatives buried there, but it's brimming with history and trivia. For instance: My wife's uncle is buried just a few tombstones away from Lee Marvin -- who is buried right next to Joe Louis! Dashiell Hammett is resting there, and cartoonist Bill Mauldin.
How about a favorite local restaurant?
Caribbean Grill in Arlington, hands down.








