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Hands in motion: swords, fists and comic rhythm

Drawing hands in action means capturing movement before refining anatomy. A sword swinging through the air, a fist raised in anger and a hand reaching for a mug all tell a reader what is happening before any dialogue arrives. The pose creates the action, while the fingers add character.

Good cartoon hands do more than display careful construction. They communicate strength, hesitation, menace, fatigue or comedy. That makes them valuable storytelling tools, particularly in strips involving fantasy conflicts, domestic disputes and the sort of exaggerated behaviour associated with medieval-themed humour.

Start with the action

Before adding fingers, reduce the pose to its simplest moving shape. A sword swing might begin as a broad diagonal, become a curved arc and finish as a short line suggesting follow-through. A shaking fist can start with an open gesture, compress into a compact shape and finish with a few movement marks around the wrist.

Sketch the whole action at thumbnail size. Keep the arm, weapon and body in one composition so the gesture remains readable. Once the movement works, simplify the hand into a mitten shape, place the palm and knuckles, and only then divide the fingers. This prevents neat fingers from overwhelming a pose that should feel fast, heavy or chaotic.

Give a sword believable momentum

The weight of a blade depends on the relationship between the hand, hilt and arc. Tight fingers can suggest a controlled grip, while slightly bent fingers make the weapon look ready to slip. The wrist should answer the swing rather than remain rigid: it might lead the blade, trail behind it or twist as the character changes direction.

A useful comparison comes from the street pianist interview, where a distinctive performer holds attention through personality and small physical details. A sword hand works similarly. Its position, tension and angle tell us whether the character is attacking, bluffing, celebrating or having second thoughts.

For comedy, exaggeration often comes from treating an ordinary action as a major event. Have a character grip a butter knife as though it were an ancient blade, then draw the fingers with tremendous seriousness. The visual contrast does the joke without needing an elaborate panel or a line of explanation.

Build a fist around intention

A clenched fist is easy to make look like a generic box. Begin with the palm facing slightly forward or inward, establish the curve of the fingers and identify where the thumb sits. The knuckles should form a rhythm across the top, but they need not be identical. One finger may sit higher, the thumb may press across the knuckles and the wrist may tighten to show restrained anger.

Different intentions require different tensions. A raised fist can signal protest, celebration or a threat depending on the elbow, shoulder and surrounding character. In a shaking gesture, leave a little space between the fist and the forearm, then use short, uneven motion lines. A perfectly symmetrical fist often feels dead because real hands rarely hold their tension evenly.

That is the same explanatory clarity I needed in the bank craps overview: the sequence becomes easier to follow when the important choice is visible at a glance. In a cartoon, the wrist angle, thumb placement and direction of the shake provide that instant information for the reader.

Make the gesture locally funny

Australian settings offer plenty of physical comedy. A quick “g’day” or “no worries” may be harmless in conversation, but a character can respond with a heroic handshake that belongs in a sports stadium. Pub banter creates another opportunity: one person leans across the table to make a point while another raises a glass, leaving the hands caught in competing gestures.

Melbourne’s trams and crowded laneways provide useful visual rhythms for cartoonists working from observation. Overhead wires can echo the diagonal of a raised arm, while pedestrians compress into a background of swinging bags, takeaway cups and gesturing hands. The movement is ordinary, but framing it tightly can make it feel like a scene from a chase.

The Australian market for cartoons runs through conventions such as Oz Comic-Con and Sydney Comic Con, independent bookshops, zine fairs and social media. Since The Dandy came from Britain, its legacy reaches Australian audiences through archives, fan communities and republished material rather than the same newsstand routine once enjoyed in the United Kingdom. Contemporary creators often combine those historic collections with commissions, digital publishing and direct audience support.

Carry the movement into the finished strip

The payoff comes when the action remains clear after the drawing is cleaned up. Reduce unnecessary finger lines, preserve the strongest contour and check that the pose still reads without facial detail. In a crowded panel, the hand may need a heavier outline than the face. In a quiet scene, a pale line might suggest movement without disturbing the mood.

This approach supports the comic strips and mini-strips collected on the Andy Fanton site, including the fantasy action of George vs Dragon and Boo!, the rough-edged humour of Carrotty Kid, and the cantankerous character of Bad Grandad. Work published in The Dandy frequently depends on a readable physical reaction, so every swinging sword or shaking fist must carry part of the joke.

The same thinking applies across television projects, written pieces and drawings. A gesture introduced in one panel can become a running visual signature, especially when a character repeatedly reaches for power, objects to authority or retreats from a confrontation. Consistency gives those recurring movements a personality of their own.

See more process notes, finished drawings and comic experiments in the blog archive, then choose a favourite piece and share it with someone who enjoys cartoons with movement, mischief and a properly raised fist.

Comic Series & Characters

George vs Dragon Boo! Carrotty Kid Bad Grandad Stupid Barrio Brothers Iykan Si-Yu Harry and his Hippo Unseen Dave

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Drawings

A gallery of cartoon and illustration work featuring characters from Andy's various comic series.

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Blog posts, reviews, and prose covering comedy, books, and comics — including a review of Eric Morecambe's novel Mr. Lonely.

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TV & Fant-O-Films

Television-related projects and the Fant-O-Films section, showcasing Andy's screen work.

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Mini-Strips

Short comic strips including Stupid Barrio Brothers and Iykan Si-Yu, as seen in The Dandy.

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Information about cartooning, writing, and comedy workshops offered by Andy Fanton.

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Thoughts on comics, comedy, books, and life as a cartoonist — written in a humorous, conversational style.

Why Andy Fanton?

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Published in The Dandy

Multiple comic strips published in the iconic British comic, with up to three strips appearing in a single issue.

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Free Comics for Kids

Several comic series available to read online, including George vs Dragon and Boo!.

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Trusted Clients

Clients have included The Dandy and HarperCollins (The Friday Project).

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Workshops Available

Offering workshops in cartooning, writing, and comedy for aspiring creators.

Featured Comics

George vs Dragon

DetailInformation
PublicationThe Dandy
First seriesPublished in The Dandy, including a two-page festive special in the December 2010 Christmas issue (76 pages, £3.99)
Second seriesReturned in The Dandy issue 3530, April 2011
FormatMedieval mischief comic strip

Other Comic Series

SeriesDescription
Boo!Another comic series by Andy Fanton, available to read online
Carrotty KidA comic series featured on the site
Bad GrandadAppeared in The Dandy; featured in the 7 March 2012 issue alongside two other strips
Stupid Barrio BrothersMini-strip series — Barry Barrio becomes invincible
Iykan Si-YuMini-strip series — the world's worst ninja, debuted 7 March 2012 in The Dandy
Harry and his HippoA comic series featured on the site
Unseen DaveA comic series featured on the site

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