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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.
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