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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.