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12 principles of animation
12 principles of animation
12 principles of animation
This movement prepares the audience for a major
action the character is about to perform, such as,
starting to run, jump or change expression. The
backward motion is the anticipation. A comic effect
can be done by not using anticipation after a series of
gags that used anticipation. Almost all real action has
major or minor anticipation such as a pitcher's wind-
up or a golfers' back swing. Feature animation is
often less broad than short animation unless a scene
requires it to develop a characters personality.
12 principles of animation
The effective use of long, medium, or close up shots, as
well as camera angles also helps in telling the story. There
is a limited amount of time in a film, so each sequence,
scene and frame of film must relate to the overall story. Do
not confuse the audience with too many actions at once.
Use one action clearly stated to get the idea across,
unless you are animating a scene that is to depict clutter
and confusion. Staging directs the audience's attention to
the story or idea being told. Care must be taken in
background design so it isn't obscuring the animation or
competing with it due to excess detail behind the
animation. Background and animation should work
together as a pictorial unit in a scene.
12 principles of animation
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. Fast, wild action
scenes are done this way. Pose to Pose is more planned
out and charted with key drawings done at intervals
throughout the scene. Size, volumes, and proportions are
controlled better this way, as is the action. The lead
animator will turn charting and keys over to his assistant.
An assistant can be better used with this method so that
the animator doesn't have to draw every drawing in a
scene. An animator can do more scenes this way and
concentrate on the planning of the animation. Many
scenes use a bit of both methods of animation.
12 principles of animation
When the main 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). Nothing stops all at
once. This is follow through. Overlapping action is when the
character changes direction while his clothes or hair continues
forward. The character is going in a new direction, to be followed,
a number of frames later, by his clothes in the new direction.
"DRAG," in animation, for example, would be when Goofy starts to
run, but his head, ears, upper body, and clothes do not keep up
with his legs. In features, this type of action is done more subtly.
Example: When Snow White starts to dance, her dress does not
begin to move with her immediately but catches up a few frames
later. Long hair and animal tail will also be handled in the same
manner. Timing becomes critical to the effectiveness of drag and
the overlapping action.
12 principles of animation
All actions, with few exceptions (such as the
animation of a mechanical device), follow an arc
or slightly circular path. This is especially true of
the human figure and the action of animals. Arcs
give animation a more natural action and better
flow. Think of natural movements in the terms of a
pendulum swinging. All arm movement, head
turns and even eye movements are executed on
an arcs.
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. Slow-ins and slow-outs soften the action,
making it more life-like. For a gag action, we may
omit some slow-out or slow-ins for shock appeal or
the surprise element. This will give more snap to the
scene.
PHOTOSVIDEO
12 principles of animation
Supporting the main action with
secondary one adds more dimension to
the character animation and gives a
scene more life. The principle of staging
is very important in applying the actions
correctly. Make sure secondary action
emphasizes the main action, rather than
take attention away from it.
12 principles of animation
Referring to the number of drawings or
frames for a given action, correct timing is
critical for establishing a character’s
mood, emotion, and reaction. Simply put,
use more frames to create slower action
and less frames for faster one.
videophoto
The classical definition of
exaggeration, employed by Disney,
was to remain true to reality, just
presenting it in a wilder, more
extreme form. As a perfect imitation
of reality can look static and dull in
cartoons, exaggeration is especially
useful and livening for animation.
videophoto
Solid drawing considers an object
following the rules of perspective in
three-dimensional space. For an animator
this means understanding the basics of
academic drawing, anatomy, weight,
balance, light, and shadow, etc. To benefit
from it consider taking art classes and
sketching from life even if most of your
work is computer-assisted.
videophoto
Last but not least, appeal reflects
compelling attractiveness or charm that
can inspire devotion in others. The
important thing is that the viewer feels
your character not necessarily
sympathetic, but always real and
interesting.
12 principles of animation

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12 principles of animation

  • 4. This movement prepares the audience for a major action the character is about to perform, such as, starting to run, jump or change expression. The backward motion is the anticipation. A comic effect can be done by not using anticipation after a series of gags that used anticipation. Almost all real action has major or minor anticipation such as a pitcher's wind- up or a golfers' back swing. Feature animation is often less broad than short animation unless a scene requires it to develop a characters personality.
  • 6. The effective use of long, medium, or close up shots, as well as camera angles also helps in telling the story. There is a limited amount of time in a film, so each sequence, scene and frame of film must relate to the overall story. Do not confuse the audience with too many actions at once. Use one action clearly stated to get the idea across, unless you are animating a scene that is to depict clutter and confusion. Staging directs the audience's attention to the story or idea being told. Care must be taken in background design so it isn't obscuring the animation or competing with it due to excess detail behind the animation. Background and animation should work together as a pictorial unit in a scene.
  • 8. 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. Fast, wild action scenes are done this way. Pose to Pose is more planned out and charted with key drawings done at intervals throughout the scene. Size, volumes, and proportions are controlled better this way, as is the action. The lead animator will turn charting and keys over to his assistant. An assistant can be better used with this method so that the animator doesn't have to draw every drawing in a scene. An animator can do more scenes this way and concentrate on the planning of the animation. Many scenes use a bit of both methods of animation.
  • 10. When the main 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). Nothing stops all at once. This is follow through. Overlapping action is when the character changes direction while his clothes or hair continues forward. The character is going in a new direction, to be followed, a number of frames later, by his clothes in the new direction. "DRAG," in animation, for example, would be when Goofy starts to run, but his head, ears, upper body, and clothes do not keep up with his legs. In features, this type of action is done more subtly. Example: When Snow White starts to dance, her dress does not begin to move with her immediately but catches up a few frames later. Long hair and animal tail will also be handled in the same manner. Timing becomes critical to the effectiveness of drag and the overlapping action.
  • 12. All actions, with few exceptions (such as the animation of a mechanical device), follow an arc or slightly circular path. This is especially true of the human figure and the action of animals. Arcs give animation a more natural action and better flow. Think of natural movements in the terms of a pendulum swinging. All arm movement, head turns and even eye movements are executed on an arcs.
  • 13. 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. Slow-ins and slow-outs soften the action, making it more life-like. For a gag action, we may omit some slow-out or slow-ins for shock appeal or the surprise element. This will give more snap to the scene.
  • 16. Supporting the main action with secondary one adds more dimension to the character animation and gives a scene more life. The principle of staging is very important in applying the actions correctly. Make sure secondary action emphasizes the main action, rather than take attention away from it.
  • 18. Referring to the number of drawings or frames for a given action, correct timing is critical for establishing a character’s mood, emotion, and reaction. Simply put, use more frames to create slower action and less frames for faster one.
  • 20. The classical definition of exaggeration, employed by Disney, was to remain true to reality, just presenting it in a wilder, more extreme form. As a perfect imitation of reality can look static and dull in cartoons, exaggeration is especially useful and livening for animation.
  • 22. Solid drawing considers an object following the rules of perspective in three-dimensional space. For an animator this means understanding the basics of academic drawing, anatomy, weight, balance, light, and shadow, etc. To benefit from it consider taking art classes and sketching from life even if most of your work is computer-assisted.
  • 24. Last but not least, appeal reflects compelling attractiveness or charm that can inspire devotion in others. The important thing is that the viewer feels your character not necessarily sympathetic, but always real and interesting.