The 12 principles of animation
The 12 principles of
animation
Squash and
stretch-
Squash and
stretch is debatably the most fundamental principle. When a ball hits the
ground, the force of the motion squashes the ball flat, but because the ball
needs to maintain its volume, it also widens on impact.
For example
a character jumping up can be stretched vertically during the fast portion of
the jump to accentuate the vertical, but can squash at the apex of the jump arc
and again on impact with the ground.
Anticipation-
Anticipation is the preparation for
the main action. For example a person who is about to jump.
Staging-
Staging is one of the most overlooked principles. It directs
the audiences attention toward the most important elements of a scene in a way
that effectively advances the story.
This could involve the use of camera, lighting or character composition to focus the viewers attention on what is relevant to that scene while avoiding unnecessary detail and confusion.
Straight Ahead Action and Pose-to-Pose
Follow-Through and Overlapping Action
When a moving object such as a person comes to a stop, parts might continue to move in the same direction because of the force of forward momentum. These parts might be hair, clothing, or even flesh of an overweight person. This is where you can see follow-through and overlapping action. The secondary elements (hair, clothing, fat) are following-through on the primary element, and overlapping its action.
Ease In, Ease Out
A cannonball fired high in the air from a cannon would display a fast in and a slower (yet still fast) out if its target were far away and it slowed due to air resistance.
Arc
Obeying the laws of physics is a good rule of thumb when working on an animation. Objects tend to follow a path or an arc when moving. E.g when throwing grenades in games, they never travel in a straight line, they always go up and arc.
This principle adds an extra level of detail to an animation and makes it look realistic.
Secondary action
A secondary action emphasises or gives support to the main within the scene. A secondary action can help add depth and dimension to characters or objects.
These Actions should not take away or distract from the main action.
e.g When a character shakes their head, the head movement is the primary motion, and the movement of the hair and floppy hat are examples of secondary motion.
The following video also shows secondary action:
Timing
If an object moves too quickly or too slowly compared to its real world counter part the effect may not be believable. correct timing allows you to control reactions of characters and objects and the mood.
Timing of reactions gives individual movements time to breathe, such as holding a pose after a sword swing before the next so the player sees it; or, during a cinematic moment, the delay before a character’s next movement can illustrate a thought process at work as he or she pauses
Here is an example of timing:
Exaggeration
Exaggeration is the process of over exaggerating movements or design. Exaggeration can make characters of objects feel more dynamic. In anime the characters faces are sometimes exaggerated for example when Sakura punches Naruto in the face:
You can see that both of their faces show exaggeration since in reality no ones face looks like that as they are being punched.
Solid Drawing
Understanding the fundamentals of drawing is needed. This will include drawing from 3D space, perspective, form and anatomy, Light and shadow, weight and volume etc...
Appeal
Appealing to the viewer is important. Characters, object and environments need to appeal to the viewer. Solid drawing plays a part in this, easy to read designs and personality. There is no set way to get this right, but stong character development and good solid animation go a very long way.A character must look appealing to a viewer or else they automatically not like them.
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