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12 Principles of Animation

Jun 4, 2024

12 Principles of Animation

1. Squash and Stretch

  • Definition: Objects change shape to indicate speed, momentum, weight, and mass.
  • Examples: Bouncing ball with and without squash and stretch.
  • Application:
    • More squash and stretch -> softer object (water balloon).
    • Less squash and stretch -> stiffer object (bowling ball).
  • Character Animation: Stretch and squash can show speed/impact, applicable to facial expressions.
  • Important Note: Keep object volume consistent as it squashes and stretches.

2. Anticipation

  • Definition: Preceding action to prepare the audience for the main action.
  • Examples:
    • Character crouching before jumping.
    • Winding up before a punch.
  • Application:
    • Prepare the audience for what's next.
    • Can be used to trick the audience by leading their eyes.
    • Multiple levels of anticipation (e.g., baseball pitcher).

3. Staging

  • Definition: Presentation of any idea so it's unmistakably clear.
  • Key Areas:
    • Acting
    • Timing
    • Camera angle and position
    • Setting
  • Examples: Proper staging controls viewers' eyes and conveys ideas clearly.
  • Tips:
    • Main action should be center or in one-third of the screen.
    • Avoid upstaging the main point with other elements.
    • Proper timing is crucial (letting actions finish before starting another).

4. Straight Ahead and Pose to Pose

  • Straight Ahead: Animating from start to finish without planning poses ahead.
  • Pose to Pose: Planning main poses (keys), extremes, and breakdowns before in-betweening.
  • Applications:
    • Pose to pose for controlled, predictable actions.
    • Straight ahead for unpredictable movements like fire, water, particles.

5. Follow Through and Overlapping Action

  • Follow Through: Parts of the body continue to move after the body stops.
  • Overlapping Action: Different parts of the body move at different rates.
  • Drag: Delaying the movement of body parts in relation to the main body.
  • Application:
    • Adds realism; tips of appendages catch up last.
    • Applied to hair, skins, arms, etc.
    • Easier to animate appendages after the main body.

6. Slow In and Slow Out

  • Definition: Movements start slow, build speed, and finish slow.
  • Importance: Creates lifelike motion, prevents animations from feeling mechanical.
  • Application:
    • In 2D: Draw in-betweens closer to extreme poses.
    • In 3D/motion graphics: Adjust motion curves from linear to spline.

7. Arcs

  • Definition: Most movements in nature follow a circular path, not mechanical straight lines.
  • Examples:
    • Head turns, body movements, kicking motions.
    • Draw arcs as reference for more realistic in-betweens.

8. Secondary Action

  • Definition: Additional gestures that support the main action to add depth.
  • Examples:
    • A character's arm movements while walking.
    • Facial expressions, tiny gestures aligning with main actions.
  • Application:
    • Don't let secondary actions overshadow primary actions.
    • Use staging to enhance secondary actions.

9. Timing

  • Definition: Personality and nature of an animation depend on the number of frames between poses.
  • Frame Rates: More frames = slower action, fewer frames = faster action.
  • Application:
    • Drawing on ones (24 fps), twos (12 fps), etc.
    • Choose number of drawings based on action speed and context.

10. Exaggeration

  • Definition: Amplifying actions, poses, expressions for impact.
  • Application:
    • Push character emotions and reactions beyond realism for better effect.
    • Gradually increase exaggeration until it is fitting.

11. Solid Drawing

  • Definition: Ensuring forms appear three-dimensional with proper volume and weight.
  • Application:
    • Use basic 3D shapes for construction (spheres, cubes, cylinders).
    • Avoid symmetry; use overlaps.
    • Prevent 'twinning' in 3D animation by varying poses.

12. Appeal

  • Definition: Characters should be charismatic or interesting to watch.
  • Tips:
    • Use varied shapes and proportions.
    • Keep designs simple to avoid over-complication.
    • Change generic designs to boost character presence and personality.
  • Examples: Transform average designs to make them more engaging and memorable.

Next Steps

  • Follow-up videos will cover walk and run cycles.

Summary: This lecture covers the 12 principles of animation foundational for creating lifelike, engaging character animations. Each principle has its unique applications and helps in making animations more realistic, controlling viewer perception, and enhancing character appeal. The next series will dive deeper into specific animations like walk and run cycles.