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Understanding the 12 Animation Principles
May 6, 2025
Notes on the 12 Principles of Animation
Introduction
Video series dedicated to the 12 principles of animation by Frank Thomas and Ollie Johnston.
1. Squash and Stretch
Definition
: Animated objects elongate or flatten to emphasize speed, momentum, weight, and mass.
Example
: Bouncing ball with squash and stretch vs. without.
Key Points
:
More squash and stretch indicates a softer object (e.g., water balloon).
Less squash and stretch indicates a stiffer object (e.g., bowling ball).
Applies to characters as well; can be used for exaggerating facial expressions.
Important to keep volume consistent while squashing/stretching.
Avoid elongating and flattening without adjusting volume accordingly.
2. Anticipation
Definition
: Preparing for an action to clue the audience into what is happening next.
Example
: Character crouching before jumping, winding up before a punch.
Key Points
:
Helps make actions appear more realistic.
Can be visually indicated by positioning (e.g., pointing eyes and head in the direction of action).
Can also mislead the audience for surprise effects.
Multiple levels of anticipation can be utilized for more complex actions (e.g., a punch).
3. Staging
Definition
: Presenting an idea clearly and unmistakably.
Key Points
:
Involves control of audience focus (e.g., character placement, camera angles).
Avoid competing actions or elements that distract from the main focus.
Use timing effectively; let one action finish before another starts.
Convey emotions and ideas clearly through staging.
4. Straight Ahead and Pose to Pose
Definition
: Two methods for animating drawings.
Straight Ahead
: Draw frame-by-frame from start to finish.
Pose to Pose
: Create key poses and fill in between later.
Key Points
:
Pose to pose provides more control and helps catch problems earlier.
Straight ahead is suited for unpredictable animations (e.g., fire, water).
5. Follow Through and Overlapping Action
Definition
: Techniques for body parts and appendages to continue moving after the main body stops.
Key Points
:
Follow through: Parts of the body continue to move after the action.
Overlapping action: Offset timing between the main body and its parts.
Adds realism; e.g., dragging arms while walking.
6. Slow In and Slow Out
Definition
: Movement starts slowly, accelerates, and finishes slowly.
Key Points
:
Essential for realistic motion; without it, animations feel mechanical.
In 2D, draw extreme poses with in-betweens; in 3D, adjust motion curves.
Use it wisely in different animations (e.g., not during quick impacts).
7. Arcs
Definition
: Natural movement generally follows circular paths (arcs).
Key Points
:
Avoid mechanical movements; instead, use arcs to make animations feel fluid.
Apply arcs to almost any movement for realism.
8. Secondary Action
Definition
: Additional gestures that support the main action to add depth.
Key Points
:
Should not overshadow the primary action; secondary actions add dimension and character.
Use staging to emphasize secondary actions without detracting from the main action.
9. Timing
Definition
: Affects the personality and nature of an animation based on the number of frames between actions.
Key Points
:
More frames mean slower action; fewer frames mean faster action.
Frame rates: 24 frames/sec is standard; drawing on ones, twos, or threes can change the feel.
10. Exaggeration
Definition
: Amplifying actions and expressions for greater impact.
Key Points
:
Make characters' emotions and actions more apparent.
Exaggeration should increase clarity, not distort reality.
11. Solid Drawing
Definition
: Ensure forms feel three-dimensional with weight and balance.
Key Points
:
Use basic shapes and avoid symmetry to maintain volume and depth.
Consider perspective to avoid flatness in drawings.
12. Appeal
Definition
: Characters should be pleasing or interesting to look at.
Key Points
:
Use dynamic designs, variety in shapes, and appropriate proportions to enhance appeal.
Keep designs simple for ease of animation while maintaining character personality.
Conclusion
Series covered the fundamentals of animation principles.
Future topics will include walk and run cycles.
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