🎨

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.