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12 Principles of Animation

Jul 14, 2024

12 Principles of Animation

1. Squash and Stretch

  • Definition: Animated objects get longer or flatter to emphasize speed, momentum, weight, and mass.
  • Examples: Bouncing ball with and without squash and stretch.
  • Mass Indication: More squash/stretch = softer; Less squash/stretch = stiffer.
    • Water balloon vs. Bowling ball.
  • Characters: Stretching from speed, squashing upon landing, exaggerating facial expressions.
  • Consistency: Keep the volume of the object consistent; elongate & narrow, flatten & widen.
  • Practice: Start with cubes; elongate one direction, compress the opposite.
  • Application timing: Stretch mostly when about to hit the ground.

2. Anticipation

  • Definition: Preparation for an action to clue in the audience and make the action realistic.
  • Examples:
    • Jump: Crouch before leaping.
    • Punch: Arm pulls back before punching.
  • Usage in Cartoons: Wind up before running/taking off.
  • Facial expressions: Squash before stretch for more power.
  • Guiding the Audience: Visible hand before pocketing an object, eye/head direction to lead viewers.
  • Multiple levels: Complex actions like winding up twice before a punch.

3. Staging

  • Definition: Clear presentation of ideas through various elements - acting, timing, camera angle, setting.
  • Control Audience’s Focus: Use elements of the scene to guide viewers.
  • Examples of Bad Staging: Competing characters, unclear focal points.
  • Camera: far for big actions, close-up for expressions.
  • Main Action: Should be clear and not upstaged, proper timing and pauses for clarity.
  • Simplify Ideas: Go over the top if needed to convey the idea clearly (e.g., overeater scene).

4. Straight Ahead and Pose to Pose

  • Straight Ahead: Drawings are done in sequence, one after the other.
  • Pose to Pose: Key poses first, then fill in-betweens.
  • Benefits: Pose to Pose provides control, catches problems early.
  • Usage: Straight Ahead for unpredictable phenomena (e.g., fire, water).
  • Combination: Use Pose to Pose for body, Straight Ahead for appendages.

5. Follow Through and Overlapping Action

  • Definition: Body parts drag behind, continue moving when the body stops.
  • Examples: Appendages like hair, arms, forearms.
  • Techniques: Follow through, overlapping action, and drag.
  • Realism: Adds realism by offsetting parts' movements.
  • Application: Secondary elements added post-main body animation.
  • Offsetting Movement: Makes actions appear more graceful and realistic.

6. Slow In and Slow Out

  • Definition: Movement starts slow, speeds up, and slows down.
  • Importance: Essential for lifelike motion, avoids mechanical feel.
  • Technique: In-between key poses gradually, closer near extremes.
  • 3D Animation: Adjust curves from linear to spline.

7. Arcs

  • Definition: Natural movement in circular paths.
  • Examples:
    • In-betweening along arcs for non-mechanical movement.
    • Head turn enhanced by arc motion.
  • Application in Fast Actions: Arcs as smears for quick movements.

8. Secondary Action

  • Definition: Gestures supporting the main action t add more dimension.
  • Examples: Secondary hand action while knocking.
  • Balancing Main and Secondary: Secondary should not dominate but also not be unnoticed.
  • Staging: Important for clarity in secondary actions.

9. Timing

  • Definition: Number of frames between actions impacting the nature of the animation.
  • Examples: Different meanings based on frames between a shoulder leaning action.
  • Frame Rate: Standard is 24 FPS; Drawing on ones, twos, threes, etc.
  • Application: More frames for slower action, fewer for faster actions.

10. Exaggeration

  • Definition: Amplifying actions, poses, expressions for impact.
  • Examples: Making emotions clearer (sadder, happier, etc.).
  • Balancing Realism and Exaggeration: Enhances realism by making actions more apparent.

11. Solid Drawing

  • Definition: Ensuring forms are 3D with volume, weight, and balance.
  • Techniques: Drawing from various angles, mindful of 3D shapes and proportions.
  • Overlapping Lines: Create depth and avoid flatness.
  • Avoid Symmetry: Adds dynamic quality to the drawing.

12. Appeal

  • Definition: Characters should be pleasing/interesting to look at.
  • Not Just Beauty: Even villains need visual appeal.
  • Techniques:
    • Use varied shapes
    • Play with proportions
    • Keep designs simple.

Conclusion

  • End of the 12-part series. Future discussions on walk and run cycles anticipated.