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The 12 Principles of
Animation
1. SQUASH AND STRETCH
The purpose of squash and stretch is to
give a sense of weight and flexibility to
drawn or computer animated objects. It
can be applied to simple objects, like a
bouncing ball, or more complex
constructions, like the musculature of a
human face.
Example:
If the length of a ball is stretched vertically, its width
(in three dimensions, also its depth) needs to
contract correspondingly horizontally.
2. ANTICIPATION
 is used to prepare the audience for an action,
and to make the action appear more realistic.
The technique can also be
used for less physical
actions, such as a
character looking off-
screen to anticipate
someone's arrival, or
attention focusing on an
object that a character is
about to pick up.
3. STAGING
 This principle is akin to staging, as it is known in theatre
and film.
 Its purpose is to direct the audience's attention, and
make it clear what is of greatest importance in a scene.
The essence of this principle
is keeping focus on what is
relevant, and avoiding
unnecessary detail.
Johnston and Thomas defined it as "the presentation of
any idea so that it is completely and unmistakably
clear", whether that idea is an action, a personality, an
expression, or a mood.
This can be done by various means, such as the
placement of a character in the frame, the use of light
and shadow, or the angle and position of the camera.
3. STAGING
4. STRAIGTH AHEAD ACTION and POSE to
POSE
 These are two different approaches to the drawing
process:
 Straight ahead action scenes are animated frame by
frame from beginning to end,
 while "pose to pose" involves starting with drawing a few
key frames, and then filling in the intervals later.
"Straight ahead action"
creates a more fluid, dynamic
illusion of movement, and is
better for producing realistic
action sequences. On the other
hand, it is hard to maintain
proportions and to create exact,
convincing poses along the
way.
"Pose to pose" works
better for dramatic or
emotional scenes, where
composition and relation to
the surroundings are of
greater importance.
5. FOLLOW THROUGH and OVERLAPPING
ACTION
 is a general heading for two closely related techniques
which help to render movement more realistically, and
help to give the impression that characters follow
the laws of physics, including the principle of inertia.
 "Follow through" means that loosely tied parts of
a body should continue moving after the
character has stopped and the parts should
keep moving beyond the point where the
character stopped only to be subsequently
"pulled back" towards the center of mass or
exhibiting various degrees
of oscillation damping.
 "Overlapping action" is the tendency for parts of
the body to move at different rates (an arm will
move on different timing of the head and so
on).
A third, related technique is "drag", where
a character starts to move and parts of
them take a few frames to catch up.
The "moving hold" animates
between two very similar
positions; even characters sitting
still, or hardly moving, can display
some sort of movement, such as
breathing, or very slightly
changing position. This prevents
the drawing from becoming
"dead"
6. SLOW IN and SLOW OUT
 The movement of objects in the real world, such
as the human body, animals, vehicles, etc.
needs time to accelerate and slow down. For
this reason, more pictures are drawn near
the beginning and end of an action, creating
a slow in and slow out effect in order to achieve
more realistic movements.
EXAMPLE:
This principle applies to
characters moving between
two extreme poses, such as
sitting down and standing
up, but also for inanimate,
moving objects.
7. ARC
 Most natural action tends to follow an arched trajectory,
and animation should adhere to this principle by
following implied "arcs" for greater realism. This
technique can be applied to a moving limb by rotating
a joint, or a thrown object moving along
a parabolic trajectory. The exception is mechanical
movement, which typically moves in straight lines
As an object's speed or
momentum increases, arcs
tend to flatten out in moving
ahead and broaden in turns.
In baseball, a fastball would
tend to move in a straighter
line than other pitches; while
a figure skater moving at top
speed would be unable to
turn as sharply as a slower
skater, and would need to
cover more ground to
complete the turn.
For example, when animating a pointing finger, the
animator should be certain that in all drawings in
between the two extreme poses, the fingertip follows
a logical arc from one extreme to the next.
Traditional animators tend to draw the arc in lightly
on the paper for reference, to be erased later.
8. SECONDARY 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
their arms or keep them in their pockets, speak or
whistle, or express emotions through facial
expressions.
 The important thing about
secondary actions is that
they emphasize, rather than
take attention away from the
main action. If the latter is the
case, those actions are
better left out.
SECONDARY ACTION
For example, during a dramatic
movement, facial expressions will often go
unnoticed. In these cases, it is better to
include them at the beginning and the end
of the movement, rather than during.
9. TIMING
 Timing refers to the number of drawings or frames for a
given action, which translates to the speed of the action
on film.
 On a purely physical level, correct timing makes objects
appear to obey the laws of physics.
For instance, an object's weight determines how it
reacts to an impetus, like a push; as a lightweight object
will react faster than a heavily weighted one. Timing is
critical for establishing a character's mood, emotion,
and reaction. It can also be a device to communicate
aspects of a character's personality
10. EXAGGERATION
 is an effect especially useful for animation, as animated
motions that strive for a perfect imitation of reality can
look static and dull. The level of exaggeration depends
on whether one seeks realism or a particular style, like a
caricature or the style of a specific artist. The classical
definition of exaggeration, employed by Disney, was to
remain true to reality, just presenting it in a wilder, more
extreme form.
Other forms of exaggeration can involve the supernatural
or surreal, alterations in the physical features of a
character; or elements in the storyline itself. It is important
to employ a certain level of restraint when using
exaggeration. If a scene contains several elements, there
should be a balance in how those elements are
exaggerated in relation to each other, to avoid confusing
or overawing the viewer.
11. SOLID DRAWING
 The principle of solid drawing means taking into account
forms in three-dimensional space, or giving them volume
and weight. The animator needs to be a skilled artist and
has to understand the basics of three-dimensional
shapes, anatomy, weight, balance, light and shadow,
etc.
12. APPEAL
 Appeal in a cartoon character corresponds to what
would be called charisma in an actor.
 A character who is appealing is not necessarily
sympathetic; villains or monsters can also be appealing,
the important thing is that the viewer feels the character
is real and interesting.
There are several tricks for
making a character connect
better with the audience; for
likable characters, a
symmetrical or particularly
baby-like face tends to be
effective. A complicated or
hard to read face will lack
appeal or 'captivation' in the
composition of the pose or
character design.
Reference:
• https://en.wikipedia.org/wiki/Twelve_basic_princip
les_of_animation
THANK YOU FOR
LISTENING, FIGHTING!

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The 12 principles of animation, animation principles.pdf

  • 1. The 12 Principles of Animation
  • 2. 1. SQUASH AND STRETCH The purpose of squash and stretch is to give a sense of weight and flexibility to drawn or computer animated objects. It can be applied to simple objects, like a bouncing ball, or more complex constructions, like the musculature of a human face.
  • 3. Example: If the length of a ball is stretched vertically, its width (in three dimensions, also its depth) needs to contract correspondingly horizontally.
  • 4. 2. ANTICIPATION  is used to prepare the audience for an action, and to make the action appear more realistic. The technique can also be used for less physical actions, such as a character looking off- screen to anticipate someone's arrival, or attention focusing on an object that a character is about to pick up.
  • 5. 3. STAGING  This principle is akin to staging, as it is known in theatre and film.  Its purpose is to direct the audience's attention, and make it clear what is of greatest importance in a scene. The essence of this principle is keeping focus on what is relevant, and avoiding unnecessary detail.
  • 6. Johnston and Thomas defined it as "the presentation of any idea so that it is completely and unmistakably clear", whether that idea is an action, a personality, an expression, or a mood. This can be done by various means, such as the placement of a character in the frame, the use of light and shadow, or the angle and position of the camera. 3. STAGING
  • 7. 4. STRAIGTH AHEAD ACTION and POSE to POSE  These are two different approaches to the drawing process:  Straight ahead action scenes are animated frame by frame from beginning to end,  while "pose to pose" involves starting with drawing a few key frames, and then filling in the intervals later.
  • 8. "Straight ahead action" creates a more fluid, dynamic illusion of movement, and is better for producing realistic action sequences. On the other hand, it is hard to maintain proportions and to create exact, convincing poses along the way. "Pose to pose" works better for dramatic or emotional scenes, where composition and relation to the surroundings are of greater importance.
  • 9. 5. FOLLOW THROUGH and OVERLAPPING ACTION  is a general heading for two closely related techniques which help to render movement more realistically, and help to give the impression that characters follow the laws of physics, including the principle of inertia.
  • 10.  "Follow through" means that loosely tied parts of a body should continue moving after the character has stopped and the parts should keep moving beyond the point where the character stopped only to be subsequently "pulled back" towards the center of mass or exhibiting various degrees of oscillation damping.  "Overlapping action" is the tendency for parts of the body to move at different rates (an arm will move on different timing of the head and so on).
  • 11. A third, related technique is "drag", where a character starts to move and parts of them take a few frames to catch up. The "moving hold" animates between two very similar positions; even characters sitting still, or hardly moving, can display some sort of movement, such as breathing, or very slightly changing position. This prevents the drawing from becoming "dead"
  • 12. 6. SLOW IN and SLOW OUT  The movement of objects in the real world, such as the human body, animals, vehicles, etc. needs time to accelerate and slow down. For this reason, more pictures are drawn near the beginning and end of an action, creating a slow in and slow out effect in order to achieve more realistic movements.
  • 13. EXAMPLE: This principle applies to characters moving between two extreme poses, such as sitting down and standing up, but also for inanimate, moving objects.
  • 14. 7. ARC  Most natural action tends to follow an arched trajectory, and animation should adhere to this principle by following implied "arcs" for greater realism. This technique can be applied to a moving limb by rotating a joint, or a thrown object moving along a parabolic trajectory. The exception is mechanical movement, which typically moves in straight lines
  • 15. As an object's speed or momentum increases, arcs tend to flatten out in moving ahead and broaden in turns. In baseball, a fastball would tend to move in a straighter line than other pitches; while a figure skater moving at top speed would be unable to turn as sharply as a slower skater, and would need to cover more ground to complete the turn. For example, when animating a pointing finger, the animator should be certain that in all drawings in between the two extreme poses, the fingertip follows a logical arc from one extreme to the next. Traditional animators tend to draw the arc in lightly on the paper for reference, to be erased later.
  • 16. 8. SECONDARY 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 their arms or keep them in their pockets, speak or whistle, or express emotions through facial expressions.
  • 17.  The important thing about secondary actions is that they emphasize, rather than take attention away from the main action. If the latter is the case, those actions are better left out. SECONDARY ACTION For example, during a dramatic movement, facial expressions will often go unnoticed. In these cases, it is better to include them at the beginning and the end of the movement, rather than during.
  • 18. 9. TIMING  Timing refers to the number of drawings or frames for a given action, which translates to the speed of the action on film.  On a purely physical level, correct timing makes objects appear to obey the laws of physics.
  • 19. For instance, an object's weight determines how it reacts to an impetus, like a push; as a lightweight object will react faster than a heavily weighted one. Timing is critical for establishing a character's mood, emotion, and reaction. It can also be a device to communicate aspects of a character's personality
  • 20. 10. EXAGGERATION  is an effect especially useful for animation, as animated motions that strive for a perfect imitation of reality can look static and dull. The level of exaggeration depends on whether one seeks realism or a particular style, like a caricature or the style of a specific artist. The classical definition of exaggeration, employed by Disney, was to remain true to reality, just presenting it in a wilder, more extreme form.
  • 21. Other forms of exaggeration can involve the supernatural or surreal, alterations in the physical features of a character; or elements in the storyline itself. It is important to employ a certain level of restraint when using exaggeration. If a scene contains several elements, there should be a balance in how those elements are exaggerated in relation to each other, to avoid confusing or overawing the viewer.
  • 22. 11. SOLID DRAWING  The principle of solid drawing means taking into account forms in three-dimensional space, or giving them volume and weight. The animator needs to be a skilled artist and has to understand the basics of three-dimensional shapes, anatomy, weight, balance, light and shadow, etc.
  • 23. 12. APPEAL  Appeal in a cartoon character corresponds to what would be called charisma in an actor.  A character who is appealing is not necessarily sympathetic; villains or monsters can also be appealing, the important thing is that the viewer feels the character is real and interesting.
  • 24. There are several tricks for making a character connect better with the audience; for likable characters, a symmetrical or particularly baby-like face tends to be effective. A complicated or hard to read face will lack appeal or 'captivation' in the composition of the pose or character design.