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Understanding the 12 Animation Principles
Jan 28, 2025
Lecture: 12 Principles of Animation
Introduction
Frank Thomas and Ollie Johnston
: Legendary animators who described the 12 principles of animation.
Purpose: Enhance the appearance and realism of animation by understanding these principles.
Principle 1: Squash and Stretch
Definition
: Objects change shape to denote speed, momentum, weight, and mass.
Examples
:
A bouncing ball with and without squash and stretch.
The difference in squash and stretch for a water balloon vs. a bowling ball.
Application
: Also applies to characters and facial expressions.
Consistency
: Maintain object's volume consistently when applying squash and stretch.
Principle 2: Anticipation
Definition
: Prepares an audience for an action, enhancing realism.
Examples
:
Characters preparing to jump by crouching.
Preparing a punch by winding back the arm.
Importance
:
Guides audience attention.
Can create surprise by misleading direction.
Principle 3: Staging
Definition
: Present ideas clearly and unmistakably.
Elements
: Acting, timing, camera angle, position, and setting.
Examples
:
Ensure main action is the focus.
Use camera proximity appropriately.
Principle 4: Straight Ahead and Pose to Pose
Straight Ahead
: Animate frame by frame sequentially.
Pose to Pose
: Draw main poses first, fill in-betweens later.
Benefits
:
Pose to Pose allows early error detection and more controlled animations.
Straight Ahead is better for unpredictable actions.
Principle 5: Follow-Through and Overlapping Action
Definition
: Parts continue moving after body stops.
Examples
:
Appendages dragging behind the body.
Action offsetting (like arms lagging behind elbows).
Principle 6: Slow In and Slow Out
Definition
: Movement accelerates and decelerates naturally.
Application
: Critical for lifelike motion in 2D and 3D animations.
Principle 7: Arcs
Definition
: Most movements in nature follow an arc path.
Examples
:
Head turns and limb movements following arcs.
Use arcs to avoid mechanical movements.
Principle 8: Secondary Action
Definition
: Supports the main action to add dimension.
Examples
:
Gestures, facial expressions, and body movements complementing the main action.
Application
: Must not overshadow primary action.
Principle 9: Timing
Definition
: Number of frames between actions affects perception.
Frame Rates
:
24 frames per second standard.
Drawing on ones, twos, threes, etc.
Impact
: Speed and weight perception of actions.
Principle 10: Exaggeration
Definition
: Enhance actions beyond realism for impact.
Application
: Balance exaggeration without losing believability.
Principle 11: Solid Drawing
Definition
: Ensuring drawings have volume, weight, and balance.
Techniques
:
Avoid symmetry and flat lines.
Use solid shapes and perspective lines.
Principle 12: Appeal
Definition
: Characters should be pleasing and interesting.
Techniques
:
Variety of shapes, play with proportions, and simplicity.
Goal
: Create charismatic and dynamic character designs.
Conclusion
Covered all 12 principles and their importance in animation.
Future content will focus on walk and run cycles.
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Full transcript