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12 Principles of Animation

Writer's picture: Nicholas YamamotoNicholas Yamamoto

1) Squash and Stretch


- emphasises on speed, momentum, weight and mass.

- More squash and stretch, the softer the object.

-Less squad and stretch, the stiffer the object.

-Squash and Stretch can apply to characters, face and objects.

-Keep the volume of the object consistent.

-Volume of the object must be the same.

-When object gets longer, it gets narrower but when it gets flatter it goes wider. (Applies all object)

-Do not over do squash and stretch. Keep it simple.


2) Anticipation


- Prepares for action, to build energy.

- Prepare for action to give clue on the audience to know what will happen next.

- With anticipation you get a result of a stronger force.

- Without anticipation you get a result of a weaker force. (These two can be applied to punching or throwing a ball).

- Anticipation helps communicate actions to the audience by preparing them for next action.

- Make it easy as possible.


3) Staging


- Staging is the presentation of any idea so that is completely and unmistakably clear.

- Applies to Acting, Timing, Camera Angle and Position, and Setting

- You want to be in full control on where the audience is looking while animating.

- Far away is good for big actions while close up is good for expressions.

- The main action of the scene should be very clear and simple.

- Let one action finish before the other object starts to move and over lapping them. (Timing)


4) Straight Ahead and Pose to Pose


- Two methods to used to animate drawings.

- First Method is straight ahead is where you draw the first drawing and then you draw the second drawing and so on its basically animating as you go.

- The Second Method, pose to pose is where you draw the beginning and end of main pose and go back later to fill in the drawings in between.

- Pose to pose is generally better for most actions because it gives you the most control.

- Using straight ahead animation can lead to the character changing size or being on a different level from beginning to end.

- Pose to pose can save you a lot of work.

- Straight ahead animation is good for animation that is unpredictable, example a fire.

- Laws of physics.

- Hard to predict.

- Overlapping action.

- Pose to Pose Vocabulary: Main poses called Keys, Secondary poses called extremes And further broken down poses called breakdowns.

- Keys goes first, Extremes goes next and the final is breakdown, then you can in-between and take control.


5) Follow Through and Overlapping Action


- This is a technique of having body parts and appendages dragged behind the rest of the body and continue to move when the body stops.

- Follow Through, Overlapping Action, Drag

- With follow through and overlapping action add a great deal of realism to a character.

- appendage and main body

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6) Slow in Slow out


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