Tuesday, 15 October 2013

The Principles of Animation

12 Principles of Animation

1. Squash and Stretch.
Gives objects a sense of weight and flexibility.
This actions gives the illusion of weight ad volume to a character as it moves. also squash and stretch is useful in animating dialogue and doing facial expressions.

2. Anticipation.
Prepares viewers for an action.
This movement prepares the audience for a major action the character is about to perform, such as, starting to run, jump or change expressions.

3. Staging.
Directs viewer's attention to what's important. A pose or action should clearly communicate to the audience the attitude , mood, reaction or idea of the character as it relates to the story and continuity of the story line.

4.Straight ahead action and pose to pose.
These are drawing processes that use different numbers of frames. Straight ahead animation starts at the first drawing and works drawing to drawing to the end of a scene. You can lose size, volume, and proportions with this method, but it does have spontaneity and freshness.

5. Follow through and overlapping action.
Renders movement on objects more realistically. When the mains body of the character stops all other parts continue to catch up to the main mass of the character, such as arms, long hair, clothing, coat tails or a dress, floppy ears or a long tail (these follow the path of action).

6.Slow in and slow out.
Accelerate and slow down movement of an action. As action starts, we have more drawings near the starting pose, one or two in the middle, and more drawings near the next pose. Fewer drawings make the action faster and more drawings make the action slower.

7. Arcs.
Adhere to gravity when objects are thrown.
The most natural actions tends to follow an arched trajectory, and animation should adhere to this principle by following implied "arcs" for greater realism. This can apply to a limb moving by rotating a joint, or a thrown object moving along a parabolic trajectory. The exception is mechanical movement, which typically moves in straight lines.

8. Secondary action.
Supports main action to create a more realistic action.
Adding secondary actions to the main action gives a scene more life, and can help to support the main action. A person walking can simultaneously swing his arms or keep them in his pockets, he can speak or whistle, or he can express emotions through facial expressions.

9. Timing.
Helps with realism and makes objects abide by laws of physics.
Timing refers to the number of drawings or frames for a given action, which translates to the speed of the action on film.

10. Exaggeration.
Imitates reality but in an extreme way to create over the top actions.
Exaggeration is an effect especially useful for animation, as perfect imitation of reality can look static and dull in cartoons.

11. Solid Drawing
Taking into account form in 3d space.
The principle of solid drawing means taking into account forms in a three-dimensional space, giving them volume and weight.

12. Appeal.
Helps viewers feel the character is real.
Appeal in a cartoon character corresponds to what would be called charisma in an actor.

Here is a video link which shows examples of all of these principles:
http://vimeo.com/39859084

Sources:




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