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12 Principles Of Animation









(1) Squash and Stretch (7) Arcs

(2) Anticipation (8) Secondary Action

(3) Staging (9) Timing

(4) Straight Ahead Action and Pose to

Pose

(10) Exaggeration

(5) Follow Through and Overlapping (11) Solid Drawing

Action (12) Appeal

(6) Slow in and Slow Out

Squash and Stretch

Squash and Stretch gives the illusion of weight to an action. For realistic animated

characters squash and stretch is subtle, but for stylized characters squash and stretch can

create extreme distortion.

Squash and Stretch







One important concept to keep in mind

when creating squash and stretch is to

maintain volume. If you consider a sack

of flour, when you push down on one

part of the back the flour moves to

another part of the sack. This is the

same way squash and stretch should be

handled on a character.

Squash and Stretch

The method used to squash and stretch a character is based on how the character is

rigged. The character does not have to deform to produce squash and stretch. When a

character takes a step and falls forward with the step they crouch down to simulate the

weight falling on the front foot.



Different Methods of Creating Squash and Stretch

• Posing the Skeleton

• Scaling

• Skeletal Deformation

• Lattices and other Deformers

• Dynamics

Anticipation



Anticipation prepares the viewer for an action that the animated character is about to

perform. When an animated character is going to make a long jump for example they

wind up and and move backward before they make a move forward toward the jump.

Anticipation is used for “announcing the surprise” in addition to building suspense for

any action that is about to occur.

Follow Through and Overlapping Action





When a characters main body comes to a stop, there is still movement in other parts

of the character like hair and arms. The weight from the main body is transferred to

the other parts of the body and they continue to move even the the main body has

come to a stop.

Staging

Staging is the “presentation of any idea so that it is completely and unmistakably clear.” An

animated characters location and position should clearly communicate to the viewer the

attitude and mood of the character in that particular scene. Staging directs the viewer’s eye

toward the intended action or “story point”.

Mise en scène

Staging is about the translation of the mood and motivation of a scene into character

positions and actions, including camera locations. Staging is sometimes referred to as

Mise en scène. Mise en scène can be defined as everything that appears before the camera

and its arrangement which include sets, props, actors, and lights.

Slow In and Slow Out

In order to animated action more life-like, animators put more frames at the beginning

and end of an action with fewer in the middle during the main action. This allows the

viewer to clearly see the strong poses during an action.

Slow In and Slow Out



Slow In and Slow Out is achieved by slowing the beginning and the end of a character

action while at the same time speeding up the motion in between. Holding the beginning

and end of the action also creates anticipation and follow through.

Arcs

The actions of most organic objects follow an arc or circular path rather that an linear

path. Arcs create a visually pleasing action with better flow. When a character’s head

turns, arm moves or jumps the motion is created in a circular path

.

Arcs

Linear motion that does not follow an arc comes off as sinister, constrained or

mechanical. In order to give animated character more organic motion, animators pay

specific attention to the paths of motions.

Secondary Action

Secondary action reinforces the main action. When a character is walking the basic walk

is the main action and arm swings, head, hair, and neck movement are thought of as

secondary action.

Secondary Action

Secondary actions are small motions that complement the main action of the shot.

They are usually created after the main action has been animated. Once the dominant

action of shot is completed, subtle motion is added to accentuate the main action.

Timing

The amount of key frames in an animation determines the amount of time needed for the

action to take place. It is important for the action to not be too fast or too slow or it will not

read correctly. The length of time needed for an action take place can also be used

communicate a characters attitude or personality.

Timing



Timing is the exact moment and amount of time a character spends performing an action.

Adjusting timing allows animators to add emotion and reason to a character’s motions.

Character actions can be moved to different points in the timeline or the action can be

sped up or slowed down.

Exaggeration

Exaggeration is the caricature of realism. In order to convey that a character is

performing an action, an animator needs to create a convincing performance by

exaggerating the action. This involves pushing the action to extremes without distorting

it from its original intention.

Key Frames

Keyframes are key moments that define an animated sequence. This process is based on traditional

hand drawn animation where an animator draws the key positions of an animated sequence. In

betweening is the process of filling in all the frames in between the key frames. In some cases a more

experience senior animator creates all of the key frames for a sequence, and then a junior animator goes

in a fills in all the frames in between.

Key Frame Interpolation

In most 3D software packages key frame interpolation is used to fill in the frames in between key

frames. This process involves averaging the animation information of the key frames to find the

characters position at a position in time in between the key frames.

Linear Interpolation

Linear interpolation is the simplest form of key frame animation. Linear interpolation

averages the animation information from each keyframe and produces evenly spaced in

betweens. This can produce mechanical looking motion due to the fact that abrupt changes

in speed and direction occur at every keyframe. In the graph editor linear interpolation

creates straight lines that connect keyframes to one another.

Curved Interpolation



Curved interpolation averages the animation information from each key frame taking into

account the change in variation over time. In the graph editor this produces a smooth

curve that connects the key frames. By default most 3D packages use curved interpolation

to create the frames in between key frames.

Animation Reference

Cartoon Animation by Preston Blair

The Animator’s Survival Kit by Richard

Williams

The Illusion Of Life by Frank Thomas and

Ollie Johnston

Animals In Motion by Eadweard

Muybridge

The Human Figure in Motion by

Eadweard Muybridge

*Digital Character Animation 2 by

George Maestri



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