12 Principles of Animation
The 12 principles define how to make realistic and believable animation, regardless of medium. This summary covers each principle in detail.
Squash and Stretch
- Definition: Illustrates speed, momentum, weight, or mass by literally squashing and stretching the subject.
- **Key Points:"
- Objects under forces will squash/stretch.
- Squashing/stretching helps show momentum and energy.
- The volume of the object should remain constant.
- Used in anticipation of actions, like a face's movement.
Anticipation
- Definition: Preparation for an action, making it realistic.
- **Key Points:"
- Prepares audience for an action (e.g., a jump).
- Anticipatory motion often moves in the opposite direction of the main action.
- Adds flavor and clarity to actions, guiding audience attention.
- Heavy actions may need multiple levels of anticipation.
Staging
- Definition: Combines various factors like composition, action, timing, etc., to improve clarity.
- **Components:"
- Composition: Well-framed subjects; follow rules like rule of thirds.
- Action and Timing: Allow actions to breathe.
- Exaggeration and Characterization: Makes animation more engaging.
- Call to Action: Frame subjects properly and give adequate time for actions.
Straight Ahead and Pose to Pose
- Definition: Two animation methods: drawing frames sequentially (straight ahead) or planning important frames first (pose to pose).
- **Details:"
- Straight Ahead: Good for free-flowing animations like fire, water.
- Pose to Pose: Suitable for predictable actions; involves stages: keys, extremes, breakdowns, tweens.
- Combining both techniques helps manage complex scenes.
Follow Through and Overlapping Action
- Definition: Parts move at different times; actions don’t stop abruptly.
- **Key Details:"
- Follow Through: Parts overshoot the main subject's stopping point.
- Overlapping Action: Different parts start/stop at different times.
- Adds realism and polish.
- Drag: Amount an object overlaps/follows through.
- Keeps animations alive with minor continued movements.
Slow In and Slow Out
- Definition: Most movements start slow, speed up, then slow down before stopping.
- **Key Points:"
- Adds realism, avoiding mechanical looks.
- Different scenarios need varying amounts of slow in/out.
Arcs
- Definition: Movement along curves or arcs is more natural.
- **Examples:"
- Picking an object looks better on an arc than straight.
- Simple arcs improve realism and engagement.
Secondary Action
- Definition: Additional animations that support primary action.
- **Example:"
- Primary: Character pushes another.
- Secondary: Wind-up before push, facial expressions.
- Not the same as secondary animation like follow-through.
Timing
- Definition: The duration of actions affects realism and audience perception.
- **Key Points:"
- Correct timing follows the laws of physics.
- Filming reference actions can help.
- 24 frames per second is standard.
- Using different frame rates (1s, 2s, 3s) for different motions.
Exaggeration
- Definition: Enhances impact by not sticking too closely to real life.
- **Principles:"
- Reinforce ideas through staging.
- Makes actions/emotions like anger more pronounced.
Solid Drawing
- Definition: Drawing with 3D volume to add weight, balance, and realism.
- **Key Points:"
- Applies even to 2D styles.
- Helps characters look consistent from any angle.
- Draw rigging/bones first; add detail on top.
Appeal
- Definition: Creating engaging and dynamic characters/animations.
- **Principles:"
- Highlight and contrast features to show personality.
- Keep it simple and focus on one or two important aspects.
- Combine all other principles to maximize engagement.
Thank you for joining this series on animation principles!