Sunday 9 October 2016

12 Principles of Animation

Squash and Stretch
Gives the illusion of weight and volume for a character. Can often be used to show a ball bouncing up and down.

Anticpation
Shows the gradual build up of a characters movement, for example if a character was to do a "run up" they would do a small or big backwards motion before the actual "run up".


Staging
An action which is clearly communicated for that scene, portraying the right attitude and mood for that moment in time.


Straight ahead and pose to pose animation
This principle helps speed up the "action" scenes within an animation.


Follow through and overlapping action
When the actions of a character all stop at different times, rather than all at once! When overlapping you can even do this with there clothes, for example a Characters clothes will move first and then a few frames later so will the character.



Slow-out or slow-in
Having more drawings at the start or middle of a pose. The more drawings the slower the action, the less drawings the faster the action.

Arcs
Creates a more natural approach to the characters movement, bringing in a more circular path. For example a swinging pendulum wouldn't swing in a straight line.


Secondary Action
Is a more enhanced action different to a primary action of just walking and swinging arms! It helps exaggerates a characters mood.


Timing
Using fewer drawings create faster action, using more drawings creates slower action.

Exaggeration
The exaggeration of movements, even small ones like tilting your head. However too much exaggeration can make an animation seem unnatural and too theatrical.


Solid drawing
Creating the illusion of a 3D/4D character.

Appeal
Creating a simple and easy to read character. Making it visually appealing for the audience intended.









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