Principles GIF |
The
12 Principles of Animation
1. Squash and Stretch
Used to give characters in animation volume,
weight and flexibility, they can range from subtle to extreme. Often seen in
the retraction in muscles, facial features and dancing are an excellent
examples of the Squash and Stretch principle.
2. Anticipation
The technique in anticipation is that a combination of a few smaller actions will
often lead to a much larger one. This technique draws the attention of the
audience. Making them want to know what's going to happen next.
3. Staging
A combination of things, staging revolves
around the camera and character movement/emotions. Firstly, staging mean that
every movement or emotion made should be clear, this draws away from any
unnecessary distractions. Secondly, the camera should be used to empathise what
is happening with the main characters, completely directing the audience’s
attention
4. Straight Ahead and Pose-to-Pose
- Pose-to-pose requires creating the
key/extreme actions in an animation first, then filling in the in-betweens
after. This techniques allows clarity, structure and readble positions/movements. However, its can lose the flow of natural and seem too logical
-
Straight Ahead means to draw frames directly one after another, allowing a
fluid flow of movement. This is great, but there can be a loss of direction and shots become far too long.
5. Following Though and Over-Lapping
- Following though is the process of thing
stopping at different times, mean some loser parts of the body (such as arms)
will stop after the main mass in movement.
- Overlapping is when some part of the body
moves faster than others, examples being clothing and hair.
6. Easing-in and Easing-out
This is about the number of frames in a
character’s action. Drawing more frames at the beginning will give the
impression of a slower force, the middle will have less to create a quicker
flow, then increasing the number of frames toward the end will slow the action
down. This is to add to realism to motion and gesture.
7. Arc
All
action in life work in an arc (much like a pendulum), the force of the motion
will increase or decrease the arc. Limbs like arms, legs and heads are never in
a straight line motion, always with a circular movement.
8. Secondary Actions
These
are actions that support the main action, ether in process or at the end
sequence. Often these are bachground elements, movements or emotions.
9. Timing
The act of adjusting timing in a scene or
motion gives the impression that the physics are working, there for increasing
or decreasing the timing can the speed of an action.
10. Exaggeration
Over
acting on certain movements/ expressions can help draw attention to a point,
however this must be used sparingly as it can make everything squishy and
unbelievable.
11. Solid Drawing
Although made in a 2D form, objects and
characters should have a feeling of weight and an 3D presence. Almost like they
can be in the real world, not just drawn on a plane.
12. Appeal
Not all characters/environments have to be
stunning or beautiful, appeal is about making a character interesting and
captivating in their own way.
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.