Thursday, January 08, 2015
Book Review: Funnybooks
Historian and critic Michael Barrier is best known for his writings on animation such as Hollywood Cartoons: American Animation in its Golden Age and The Animated Man: A Life of Walt Disney. However, his interest in certain comics is longstanding and he previously wrote two books on this topic. In his latest book, Funnybooks: the Improbable Glories of the Best American Comic Books, he has chronicled the complicated and surprising history of Western while focusing on several creators whose work has stood the test of time. Carl Barks, Walt Kelly and John Stanley were three writer-artists whose work in comic books aimed at children transcended the target age group.
While most comic book companies of the time were located in New York City, Western had offices in New York, Poughkeepsie and Los Angeles. While other comic book companies owned the characters they published, Western licensed the majority of its titles from other media: animation, movies and TV shows.
In the days before the internet, the dominant on-demand medium was print. Movies, radio and television schedules were beyond the public's control. Magazines, produced cheaply and frequently, were present at every newsstand and were there to be read at leisure. There were general interest magazines aimed at adults and magazines specifically aimed at men, women and children. Comic books filled the niche for children starting in the late 1930s and stayed a major part of childhood until the industry was worn down by attacks linking it to juvenile delinquency, the rise of television and the decaying economics of the newsstand.
While the vast majority of comic books were formula stuff, occasionally the stars would align allowing certain creators the opportunity to satisfy themselves while satisfying the market. The three creators that Barrier focuses on all had that opportunity for varying reasons. All three had experience working in animation, though only Barks and Kelly had story experience. They were all draft exempt, making them valuable during the war years when other artists were disappearing into the military. In Barks case, as he had worked on Donald Duck cartoons at Disney, his editors in Los Angeles figured he knew as much about portraying the character in comics as anyone. Kelly and Stanley were lucky to be working for Oskar Lebeck in New York, one of the handful of editors in comics history who could not only recognize talent, but encouraged writers and artists to follow their muses.
Barks made Donald Duck and his supporting cast far more complex than the animated versions and brought a level of characterization that made superheroes pale by comparison. Walt Kelly created Pogo for Animal Comics, and also illustrated fairy tales and adapted the movie characters of Our Gang. John Stanley was handed Little Lulu, a single panel cartoon series created by Marge Henderson Buell for The Saturday Evening Post, and fleshed out Lulu and her friends into one of comics' greatest comedy series.
With his usual precision and thoroughness, Barrier has laid out the history of the company and its key creative personnel. In addition to the aforementioned cartoonists, there is material about Gaylord Dubois, Roger Armstrong, Carl Beuttner, Dan Noonan, Moe Gollub, Jesse Marsh and Alex Toth. Barrier writes about the many artists who crossed over from animation to comic books with varying success. He explains the relationship between Western and Dell in detail and the careers of Barks, Kelly and Stanley are charted from their starts to their ends, with Barrier offering his insights on the nature of their best work and when and why they fell short.
While the publishing company may now be obscure, the work of these three creators continues to be reprinted. Fantagraphics is reprinting Carl Barks' work as well as Walt Kelly's version of Our Gang and the newspaper version of Pogo. Hermes Press is reprinting the comic book version of Pogo. Dark Horse has reprinted John Stanley's work on Little Lulu as well as Tarzan, written by Dubois and drawn by Marsh. Drawn and Quarterly has reprinted some of Stanley's non-Lulu work. In addition, you can find work by most of these creators online at ComicBookPlus for free.
If you haven't read the work of these creators, you are missing some of the best that comics has to offer. If you have read this work, Funnybooks: The Improbable Glories of the Best American Comic Books will provide a historical context and a critical perspective that will enhance your understanding of how this work came to be and why it is so good.
Sunday, February 27, 2011
False Comparisons
Two quotes caught my eye.
"What I'd call the direct connection between the animator and the character that you have when the animator is drawing the character with a pencil on a sheet of paper, it simply doesn't have an equivalent as far as I'm aware, or if it has an equivalent, it's much harder to establish."I've already attempted to debunk this based on the techniques of both drawn and computer animation. My opinion hasn't changed. It's not the technique, it's how the production is organized. Should a cgi feature want a strong connection between animator and character, there is no technical reason why it couldn't be accomplished.
There are other reasons, salaries being one, that are incentives to prevent it. The more animators remain anonymous and the less distinctive their work, the harder it will be for an animator to demand a higher wage. As it is unlikely that an animator's name will ever increase the box office gross the same way a star voice does, why create star animators who will only drive up the budget?
The other quote is this one:
"If you look back, we've had computer animated features for 16 years going back to 'Toy Story,' and we've had computer animated characters before that, I have not seen the kind of evolution of those characters anything like the extremely compressed and dramatic evolution of the hand drawn characters in the 30s. When you think about how Disney went from 'Steamboat Willie' in 1928 to 'Snow White' less than ten years later, I think that's an extremely compressed [growth] that I don't think computer animation has nearly approached. What you have instead in computer animation is a continuing elaboration on texture and surfaces and three dimensional space without anything comparable for characters."I am at a loss to understand why the development of one medium is being measured against the development of another. It assumes that both media exist in a vacuum, not part of larger forces such as the Hollywood industrial model of the time, the availability of media to the public, the prevailing popular culture and the world economy. The conditions that existed when Walt Disney grew from Steamboat Willie to Snow White and the Seven Dwarfs are wholly different than those that exist today.
Let's examine what Walt Disney actually did. If you look at the Oswald cartoons, made immediately before Steamboat Willie, you see films that are ten or more years behind the times compared to live action films. The films are shorts instead of features and at the level of story, characterization and acting, they are not as accomplished as Chaplin's The Immigrant of 1917. Compare the Oswalds to the best live action of the time (The Big Parade, The General, The Gold Rush, Sunrise, Seventh Heaven, The Crowd, Underworld, etc.) and you see a medium that cannot compete as an equal. Except for its use of sound, Steamboat Willie was no better.
What Disney was able to do in ten years was bring animation up to the level of live action films. Snow White and the films that followed were taken as seriously by film professionals, critics and audiences as the live action films of the time.
While computer animation struggled mightily against its technical limitations in the '80s and '90s (and I know because I was there), the advances made by Disney were taken for granted. The techniques developed at the studio were codified to the point where they could be taught in a classroom to 18 year olds at Cal Arts, including John Lasseter, and put between book covers by Frank Thomas and Ollie Johnston. Computer animation's problem wasn't knowing what was needed, which was often the case in the '30s, it was figuring out how to make characters flexible enough via software. Which is to say that computer animation didn't start as crudely as Disney animation did and had less far to go to get up to the level of live action films.
And the state of live action films is a key point. Disney did not exceed the expectations of what a live action film was supposed to be in his time and computer animation is not exceeding it today. I can make an economic and cultural argument that computer animation is more successful than Walt Disney ever was in that cgi films have been nominated for Best Picture, are more numerous and have been more profitable on a consistent basis than the features Disney made himself.
You can't criticize computer animation without looking at the bigger picture. This article in GQ, entitled "The Day the Movies Died," is subtitled "No, Hollywood films aren't going to get better anytime soon." Computer animated films exist in the same economic structure and cultural zeitgeist as live action films and aren't going to escape the problems that plague the larger industry.
I'm not defending the current state of computer animated features. I just saw a preview of Rango, directed by Gore Verbinski, and while the people at ILM have done a great job on the technical side, the film itself is thoroughly mediocre. It's emotional tone is all over the map; sometimes it's a parody and sometimes it wants to be taken seriously. Its references to other films only reminded me that it's inferior to the films it's quoting. And it is a perfect example of Barrier's observation that "computer animation is a continuing elaboration on texture and surfaces and three dimensional space without anything comparable for characters."
But I insist that it's not the medium. It's the structure of Hollywood and its economic model and it's what the public expects from movies. If computer animation sucks (and it often does), there are many more reasons than technology that are the cause. Furthermore, I don't think comparing it to Disney in the '30s is a valid or useful comparison.
Tuesday, June 15, 2010
Happy Birthday Michael Barrier
I first discovered Funnyworld, the magazine Mike edited devoted to animation and comics, at a Phil Seuling comic convention in New York in the early '70s. I must admit that I bought issue #13 because it printed several model sheets by Chuck Jones. When I got home and read through it, I was flabbergasted. The issue included interviews with Jones and Carl Stalling and a two page article "Chuck Jones: From Night Watchman to Phantom Tollbooth" that was a critical survey of Jones' career that also talked intelligently about what animation directors did and how their styles differed as a result. Funnyworld treated animation with the same seriousness that the film magazines I was beginning to read treated live action films and directors.
I managed to come up with a copy of issue 12 from the late Ed Aprill, an early fanzine dealer and publisher. That issue contained the long and controversial interview with Bob Clampett and I was hooked on Funnyworld for good. I bought each succeeding issue as it appeared (unfortunately at too long intervals) until Mike ceased his involvement with it.
Funnyworld was also responsible for introducing me to the work of Carl Barks. While I had read some Disney comic books as a child, I had moved on to DC and Marvel. If a writer of Mike's perceptiveness thought Carl Barks' work was worthwhile, I had better check it out. I soon realized that while the stories starred funny animals, they were more mature and better written than the superhero comics I was rapidly outgrowing.
After that, the wait was on for what everyone in animation fandom referred to as "the Barrier book" and what was eventually titled Hollywood Cartoons: American Animation in its Golden Age. Mike had started interviewing animation artists with Milt Gray in the late '60s and had amassed an archive of animation information second to none. The book took years to complete but was worth the wait. The book is essential reading for anyone seriously interested in the history of American animation.
Mike has his detractors. Many feel he is too opinionated or too demanding in his standards, but as animation remains mired in formula work both on TV and in features, I'd say that the rest of us haven't been demanding enough.
Mike has continued to author books. His biography of Walt Disney, The Animated Man, is historically accurate and free from hagiography, portraying Disney as a believable human being. His other books include A Smithsonian Book of Comic Book Comics (with Martin Williams) and Carl Barks and the Art of the Comic Book. More books are on the way.
To date, I can't think of a single person who has done more to uncover animation history or to shape my view of it. It's been a pleasure for me to swap emails with Mike and to meet him very occasionally, so assuming that Amid is correct, Happy 70th Birthday!
Tuesday, August 05, 2008
The Vital Connection
There's no reason to believe that [computer animated] characters will ever live on the screen as the characters do in the best hand-drawn films; given the way that computer-animated films must be made, the vital connection between artist and character simply can't be strong enough.Working off of the above quote, I'd like to talk a little about "the vital connection." Mainly, I want to talk about the technical side of how animators work in various media. There's no question that different forms of animation have different strengths and weaknesses, but, if anything, computer animators have a level of control over characters that easily rivals other forms and in some ways exceeds them.
In stop motion, the animator is limited by the puppet itself. If the puppet's movement is physically restricted by its construction, the animator must adapt to that. There are also limitations imposed by the recording technique. Ray Harryhausen's animation tends to be jittery due to his technology. Because his work was being photographed onto film, he was stuck waiting for it to be developed and wasn't able to relate his current frame to previous ones. On more recent stop motion projects, such as The Corpse Bride, the frames were digitally captured, allowing for playback of previous frames on the set. As a result, modern stop motion animation is generally smoother.
Even with digital recording, though, a stop motion shot still needs to be thoroughly visualized before animation begins. The animation is still being done straight ahead, so timing and paths of action must be worked out in advance and they're not easily changed without re-animating a character.
In drawn animation, an animators drawing ability is roughly equivalent to the limitations of a puppet. With drawings, it is definitely easier to revise shapes and the overall timing of a character than it is in stop motion. Visualization doesn't need to be as thorough as the animator can add or subtract drawings at any time. While it is easier to revise timing or the path of the overall motion, it remains difficult to revise timing on only a portion of a character. Assuming that all parts of a character are drawn on a single level, altering timing for an arm or a leg requires erasing and redrawing before a test can be shot.
In cgi, the limitations of the rig are equivalent to the limitations of a puppet. While I'm sure that cgi animators all have their pet peeves about the flexibility and controls of rigs, the rigging at studios doing high budget features is very impressive. There is quite a bit of flexibility of a character's shapes, though not as much as pencil animators whose work is heavily graphic, like Eric Goldberg or Fred Moore.
Timing in cgi is far more flexible than in stop motion or drawn animation. In cgi, it is trivial to alter the timing on the arms of a walking character. It literally takes seconds to select the relevant arm controls in the dope sheet and slide them forwards or backwards in time. Timing can also be globally or locally compressed or stretched in the dope sheet. This makes trying variations more practical than they are in other forms of animation. Paths of action for an entire character or just a part can also be altered with far less effort. If anything, from a technical standpoint, the level of animator control in cgi is equal to or greater than stop motion or drawn animation.
Yet Michael Barrier and others somehow feel that cgi character animation is lacking. Why? One possible answer is the need for pre-visualization of a character's actions before starting to animate. A stop motion animator must do this more than a pencil animator and a pencil animator must do it more than a cgi animator. If this was what was bothering people, then stop motion animation would be the gold standard and that doesn't seem to be the case.
Perhaps it is the animator's interface for creating motion. Stop motion animators put their hands on the puppet to manipulate it. That makes for an intimate relationship. Drawn animation is done with a pencil, something animators have used for 15 years before entering the industry, giving them a greater familiarity with that tool than with a computer mouse. A pencil certainly expresses individuality better than a mouse does. An artist's line is a form of a signature, though in drawn animation the animator's lines are often homogenized by assistants for the sake of consistency. A cgi character will automatically look consistent, though nothing stops cgi animators from having as individual a sense of posing and timing as any other type of animator.
Another possible answer is that the ease of revising cgi leads to over refinement. It's sort of the difference between whole wheat and white bread or molasses and white sugar. In both cases, the refinement leads to blandness. While cgi animators can revise more quickly, the footage quota on cgi features is not higher than in drawn features of a similar budget. The time saved goes towards refining the surface. There are few imperfections in the movement, which may lead to a kind of sterility.
While cgi lends itself to this level of refinement, it is not a necessity. As I've said, artists make decisions and some of them are bad ones. This is why I think that blaming a form of animation for the weaknesses in a film is wrong. The bigger problem is not the technique, but how the characters are conceived. I'll take up this issue in a future entry.
Friday, July 25, 2008
Babies and Bathwater
What's clear from WALL•E and Kung Fu Panda , as never before, is that computer animation is a dead end, a form of puppetry even more limited than stop motion. There's no reason to believe that its characters will ever live on the screen as the characters do in the best hand-drawn films; given the way that computer-animated films must be made, the vital connection between artist and character simply can't be strong enough.And Sporn says this:
My disagreement isn't with their views on particular films, but I think that their generalizations are far too broad. Barrier not only writes off cgi, but stop-motion as well. Sporn says that because commercials or effects for live action are capable of matching the technical sophistication of a Pixar film, somehow that makes Pixar superfluous.When I first saw Toy Story, I realized that the possibility of computer animation replacing traditional animation might actually exist. Nothing prior to that point led me to think that. What I didn’t expect was that I was watching the high point of the medium.
People concentrated on animating grass (A Bug’s Life), hair (Monsters Inc.), water (Finding Nemo) and, now, machines (Wall-E). Essentially, they were concerned with moving the technical capability of the medium forward and ignored the very real need of moving the characters with any REAL depth. Pixar and Dreamworks gerry-rigged stories around the capabilities of the new medium and animated around those problems. They’ve gotten to the point where they can successfully impersonate the things of real life.
However, if a well rigged commercial can feature computer animation that equals or betters something in Pixar’s best, or a live-action/computer-effx feature (such as Spiderman 2, which has a story almost identical in parts to The Incredibles, or The Dark Knight, which has superior performances to anything in Pixar) works better than the best feature animation scene, what’s the point?
Barrier believes that in computer animation, the "vital connection between artist and character simply can't be strong enough." I disagree. For one thing, I've written extensively on how tenuous the link between animator and character is in drawn animation. The process of animating cgi characters is different in the details, but the system is an extension of what was used in drawn animation. If the connection between artist and character is possible in drawn animation, it is every bit as possible in cgi.
I resolutely believe that no animator can be held accountable for what's on screen, and that's true of classic Disney films as much as it is for recent cgi efforts. This industry is and always has been filled with talent, but that talent requires the right type of producers, directors and writers to let the talent shine. Take Bill Tytla out of Disney and Tytla becomes average. I would bet that there are animators capable of great things currently working, but who are not given material with depth or that plays to their strengths. Condemn the industry and the production system if you like, but they are not the medium or the technology.
Barrier's mention of stop motion makes me wonder if drawings are a prerequisite, in his view, for good character animation. I hope not. There are performances in stop motion that touch me deeply, whether dramatic or comic. Jiri Trnka's The Hand is a great film, one where the main character's face never changes expression, yet his feelings are crystal clear. It's a great performance, one that contributes to a film with a strong political point of view. Tim Burton's The Corpse Bride contains moments of achingly beautiful character animation, though the film as a whole has problems. Nick Park's The Wrong Trousers is a small masterpiece, one that I would hold up as comparable to shorts by Keaton or Laurel and Hardy.
I have enormous respect for Sporn's historical knowledge, but I would point out that the sins he accuses Pixar and DreamWorks of can also be aimed at the Disney studio in the 1930s. Disney was fixated on effects and technology. Disney "gerry-rigged" stories around animation's capabilities, avoiding human characters for years as well as sticking to low comedy. Barrier, in Hollywood Cartoons, talks about how Disney seemed to abandon his advances in character animation after Snow White in order to pursue other goals.
Artists, regardless of their medium, tend to be seduced by surfaces. It was true of Disney in Fantasia and Sleeping Beauty and it's certainly true of recent cgi films. The problem with Hollywood animation across the board is that it aspires to be slicker, not deeper. Another problem is that animated feature directors seem to do their best work early in their careers: Walt Disney, Don Bluth, Ralph Bakshi, Musker and Clements, Trousdale and Wise, and now, unfortunately, John Lasseter. With only two features he's directed, I don't know if the same is true of Andrew Stanton, but it's possible.
Barrier points to Brad Bird and Stanton gravitating to live action and it's because animated features are exhausting. Combine that with having a limited number of things to say, the seduction of slicker surfaces, the excitement of new technology, and the pressures of the marketplace, and you're left with animation directors who either don't think deeply enough about their stories and characters or who are prevented from doing so by commercial considerations. The people making animated films are either not smart enough or are being constrained. Both are likely true, as much as artists prefer to place the blame elsewhere.
The problems and failures of industry animation are far bigger than whatever technique is chosen. Just as we believe that animation is capable of expressing the entire range of human experience, I believe that every technology is equally capable. Artists and business people make choices and some of them are bad ones. To paraphrase Shakespeare, the fault, dear Michaels, lies not in our technologies, but in ourselves.
Saturday, May 31, 2008
The Disney-Pixar Relationship
This quote, in particular, caught my eye.
One Pixar insider, who requested anonymity because he was not authorized by the company to speak, joked that scheduling a meeting with Mr. Lasseter has become harder than “lining up a chat with the pope.”
Monday, January 07, 2008
Forthcoming Books
The Idea of Nature in Disney Animation by David Whitley.
The Colored Cartoon: Black Representation in American Animated Short Films by Christopher P. Lehman.
Stepping into the Picture: Cartoon Designer Maurice Noble by Robert J. McKinnon.
Working with Walt: Interviews with Disney Artists by Don Peri.
The Mouse Machine: Disney and Technology by J.P. Telotte.
And the paperback version of The Animated Man: A Life of Walt Disney by Michael Barrier, the only book on this list I've read and one that I highly recommend.
Wednesday, December 05, 2007
Hockey Homicide Animator ID's
Milt Kahl is known for his princes and his tremendous draftsmanship, but the truth is that he was brilliant at cartoon comedy. Take a look at the Lake Titicaca sequence from Saludos Amigos where Kahl did the llama. In this cartoon, Kahl revels in the cartoon violence he's asked to animate.
Kahl isn't the only one who did excellent work on this cartoon. John Sibley is another stand-out in the Kinney unit and other animators (Cliff Nordberg, Hal King and Al Bertino) are no slouches either, yet more proof of Disney's bench strength. There's a bit of Kimball here as well, but for once Kimball's wild animation doesn't stand out because it's surrounded by everybody else going nuts.
If you're not familiar with this cartoon, you're in for a treat. If you don't like Disney, give this one a try as you'll be surprised. In any case, it's great that the animators on it can finally get their due.
Tuesday, July 31, 2007
Various Links
Michael Sporn has posted the first part of John Hubley's storyboard for Cockaboody.
Keith Lango has written a three part essay entitled "The Fool's Errand," talking about strategies for making independent computer animated shorts. Part 1, Part2, Part 3.
Kevin Langley has put up some slow motion videos of Bobe Cannon's animation from the Chuck Jones cartoon The Dover Boys. Keith Lango adds his thoughts about Cannon's animation here.
Hans Perk has resumed putting up drafts for Disney shorts. Here's Moving Day, Polar Trappers, and The Dognapper.
Didier Ghez has also posted some Disney drafts from the collection of Mark Kausler. Here are Pioneer Days, Midnight in a Toy Shop, Winter, and Playful Pan.
Mark Kausler's own blog has an evaluation of the various studios that made Krazy Kat cartoons over the years.
Michael Barrier revisits The Iron Giant. It's not possible to link to specific entries on Barrier's blog, but it was posted on July 25.
And a reminder that Volume 1 of the Popeye DVD set is now available. All the Popeye cartoons from 1933 to 1938 restored from original negatives. Furthermore, the Woody Woodpecker set, including cartoons by Tex Avery, Shamus Culhane, Dick Lundy and Bill Nolan, is also available.
Sunday, July 08, 2007
The Animated Man

The other camp attacks Disney for his taste (Richard Schickel's The Disney Version) or his character (Marc Elliot's Walt Disney: Hollywood's Dark Prince; the recent play Disney in Deutschland by John J. Powers). These authors are intent on showing Disney's feet of clay; we wouldn't admire him if we only knew the truth.
Michael Barrier's The Animated Man: A Life of Walt Disney falls into neither camp and is all the better for it. While we know Barrier for his work as an animation historian, he earned a living for many years writing about business and entrepreneurs. The is the lens that he views Disney through. While the facts of Disney's life are generally well-known (though details are still being filled in), it's the interpretation of that life where Barrier makes his major contribution.
Disney's father Elias is often portrayed as a Dickensian villain, but Barrier points out the similarities between Elias's entrepreneurial bent and Disney's own. Neither was content to stick to just one thing and both continuously chased success.
Barrier notes how even into the early 1930s, Disney's drive to dominate the animation business was based more on competitiveness than any artistic vision. Disney only gradually awakened to the acting possibilities of the animation medium and unfortunately they only held his attention for a relatively short time. For Barrier, Snow White and the Seven Dwarfs is Disney's high point, but it's clear in Barrier's view that Disney didn't fully realize what he had accomplished or how to proceed beyond Snow White. While Disney poured money into the other pre-war features to make them more visually elaborate, with few exceptions the acting didn't match the emotional impact of his first feature.
Disney's entrepreneurial qualities may have worked against his artistic sensibilities in the long term. Entrepreneurs identify completely with their companies and immerse themselves in the minute details of running their businesses. Often, this means that their companies can't grow beyond a certain size as they become too big to be managed by a single person. Disney defied gravity in this regard, but he spread himself thinner and thinner over time and the quality of his company's product suffered as a result. His loss of interest in animation in the '50s meant that the films remained slick but were full of mis-steps and inconsistencies. His expansion into live action films and TV rarely resulted in anything, nostalgia aside, that's stood the test of time.
In the 1930s, the artists were pushing against the limitations of animation and that stimulated Disney into thinking in new ways. By the 1950s, Disney was no longer willing to have anyone push against him. This is why he hired impersonal directors and lacklustre performers, none of whom had clout to challenge Disney's decisions. As a result, nothing was better than an overstretched Disney was capable of creating himself. Furthermore, Barrier makes it clear that TV dominated Disney rather than the reverse.
Barrier rightly identifies the passiveness of Pinocchio's character and documents how Disney accidentally found a star presence in Fess Parker and then did little to build him up. This made me realize that I couldn't name a strong male lead in any Disney feature, live or animated. For whatever reason, Disney was uncomfortable with Hollywood's idea of heroism and didn't feature it. For all of Disney's own accomplishments, he saw the world in non-heroic terms. People are always on the defensive and triumph more through perseverance than by dominating their environments. Fess Parker might have developed into another John Wayne, but Disney had no use for Wayne's kind of character or story.
Michael Barrier has stripped away the mythology and examined Disney in very down to earth terms. His Disney is always an entrepreneur and only occasionally an artist. Where others only see Disney successes, Barrier sees mediocre live films and TV, tying them to the same personal qualities that fueled Disney's better films. While Barrier is critical, he never resorts to character assassination.
You may not agree with all of this book's judgments, but this Disney biography cuts away much of the fluff and the misconceptions that have attached themselves to Disney and presents you with a believable human being, one whose work is a logical outgrowth of his life and personality. That alone makes this book worth reading.