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Understanding the 12 Principles of Animation

May 6, 2025

Notes on the 12 Principles of Animation

1. Squash and Stretch

  • Animated objects elongate or flatten to showcase speed, momentum, weight, and mass.
  • Example: Bouncing ball with squash and stretch looks like a water balloon, while one without looks like a bowling ball.
  • Applies to characters and facial expressions to emphasize emotions.
  • Key Point: Maintain volume; as an object stretches, it should also narrow, and as it squashes, it should widen.

2. Anticipation

  • Prepares the audience for the next action, making animation more realistic.
  • Examples:
    • Character crouching before jumping.
    • Punching action involves winding up before delivering the punch.
  • Helps communicate actions clearly, avoids competing actions.
  • Can be used for visual surprises, leading the audience's eyes.
  • Multiple levels of anticipation can enhance animation complexity.

3. Staging

  • Presentation of ideas should be clear and unmistakable.
  • Control the viewer's focus through acting, timing, camera angles, and settings.
  • Ensure main actions are centered or appropriately positioned on the screen.
  • Overlapping actions and clear timing improve clarity and focus.
  • Key Point: Convey ideas strongly and avoid distractions or competing visuals.

4. Straight Ahead and Pose to Pose

  • Straight Ahead: Draw frames sequentially, ideal for unpredictable actions like fire or water.
  • Pose to Pose: Create key poses first, then fill in between for better control.
  • Benefits of Pose to Pose:
    • Easier to catch mistakes early.
    • Control over character's positioning.
    • Helpful for complex movements.

5. Follow Through and Overlapping Action

  • Body parts should continue moving after the main body stops.
  • Example: Ears or hair should drag behind the main body movement.
  • Adds realism and graceful movement.
  • Key Point: Movement should be staggered to enhance fluidity.

6. Slow In and Slow Out

  • Movements should start slow, build speed, and finish slowly to feel lifelike.
  • Adjust motion curves in 2D and 3D to create this effect.
  • Helps avoid mechanical motion in animation.
  • Key Point: Use evenly spaced drawings to convey realistic motion.

7. Arcs

  • Movements should follow a circular path, not straight lines.
  • Example: A ball should follow an arc to look realistic.
  • Avoid mechanical movements by integrating arcs into animations.

8. Secondary Action

  • Gestures that support the main action for added dimension.
  • Example: Arm movements while walking angrily.
  • Ensure secondary actions do not overshadow the primary action.

9. Timing

  • The number of frames affects the speed of actions.
  • More drawings = slower action; fewer drawings = faster action.
  • Varying frame rates can change the perception of actions.
  • Key Point: Control the pacing for character actions to convey desired emotions.

10. Exaggeration

  • Taking poses and actions to the next level for greater impact.
  • Enhances clarity of emotions and actions.
  • Key Point: Exaggeration should enhance the essence of the action without distorting it.

11. Solid Drawing

  • Characters should feel three-dimensional with volume, weight, and balance.
  • Use basic shapes for rough drafts to understand form.
  • Avoid symmetry; create variety in designs for dynamic appeal.

12. Appeal

  • Characters should be visually appealing, charismatic, and interesting.
  • Use variety in shapes, proportions, and simplify details for ease of animation.
  • Key Point: Appeal is subjective; design characters to enhance their uniqueness.

Conclusion

  • The series covers the 12 principles of animation to help improve animation skills.
  • The next topic will focus on walk and run cycles.