A Principle That Animate Objects Will Get Longer or Flatter To Emphasize Their Speed
A Principle That Animate Objects Will Get Longer or Flatter To Emphasize Their Speed
The amount of squashes and stretches says something about its mass.
Important note: the ball does not have to be stretching the entire time that its falling ,when its
just starting to fall, it should have its normal shape for the most part and then when its about to
hit the bottom, that’s when it has the most stretch
Anticipation
This is when a character prepares for an action to give the audience a clue as to what is
happening next as well as to make the action appear more realistic
Example
When a character is about to jump before leaping into the air, he has to prepare for the
action by crouching down to build energy. Its like spring that coils up before releasing
Instead of immediately stretching up the face squashes first to anticipate the stretch and give it
more power
Anticipation help communicate actions to the audience by preparing them for the next action
Staging
Staging is the presentation of any idea so that it is completely and unmistakably clear.
It should be either in the center of the screen or on one of the thirds of the screen
If they facing to the side, there should be more empty space in the direction that they’re facing,
unless someone is sneaking up behind them, in which case they would no longer be the main
character of the shot
The main action of the scene should very clear and simple
It cannot be upstaged by other things that are going on. This takes attention away from the main
point
Let one action finish before the other person start their action
Sometimes you need to insert pauses if there is something on screen that needs to be processed
by the viewer, before moving on
Sometimes if there’s any text on the screen, you should keep it on screen for as long as it take to
read it out loud three times
STRAIGHT AHEAD - Is where you draw the first drawing, and then you draw the second drawing,
and then the third drawing, and so on.
STRAIGHT AHEAD - Can lead to the character changing size, or being on a different level from
beginning to end.
POSE TO POSE - Is where you draw the beginning and end of each 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. You
have a good idea of what the action is going to look like very early in the process.
STRAIGHT AHEAD
Advantage :
Disadvantage :
POSE TO POSE
Advantage :
You do the main poses to see if it feels right, and you can catch problems
early on.
then decide the farthest to character will go in each direction using EXTREMES
and then decide how you want the extremes to connect, using BREAKDOWN poses.
Its like Pose to Pose with in Pose to Pose because you are perfecting the poses at each level
before moving down to the next level.
It refers to the technique of having body parts and extensions of a character drag behind the
leading body/part of the character. And when the object comes to a stop, the loser parts
continue to move, taking more time to settle down and stop.
Follow through and Overlapping action are often associated with another technique called
DRAG.
FOLLOW THROUGH refers to the way parts of the body continue to move after the body has
stopped.
OVERLAPPING ACTION describes the offset between the timing of the body and its other parts.
If we offset the movement of the arms and legs, the animation appears more graceful.
DRAG describes the technique of delaying the movement of the body parts in relation to the
main body.
Basically, when the main body moves, the tip of the appendage should be the last catch up, and
when the body stops, the tip should follow through the farthest before settling back.
Similar to Squash and Stretch, the amount of DRAG that you give sometimes says something
about its mass.
Arms are a good place to insert FOLLOW THROUGH and OVERLAPPING ACTION. Have the
elbows lead the arms actions. The elbow comes first, followed by the forearm, and then hand.
This principle refers to the way pretty much all movement starts slowly, builds speed, and
finishes slowly. This is one of the most important principle to achieving lifelike motion.
Without Slow in and Slow out, things feel mechanical. That’s because robots are one of the
only things that actually move their parts at a constant speed.
Then draw in between those, then only in between the drawings closest to the extremes, until
you're satisfied with the amount of Slow In and Slow out.
With 3D animation and motion graphics, adding Slow In and Slow Out is a matter of changing the
motion curves from "linear" to "spline" by adjusting the Bezier handles. As time progresses, the
object starts slow, gets fast, and ends slowly.
You wouldn't add a slow out to a bouncing ball as it's colliding with the ground, but you would
add it as it's bouncing back up.
You wouldn't add it to a bullet coming out of a gun, but you would add it as the gun comes up
due to whiplash.
Many people starting out with animation get impatient and draw the next frame very far away
from the beginning. It's very unrealistic for a character to go from completely still to super fast
The good way to fix a choppy animation is to analyze the space between the drawings. There
should be evenly spaced with drawings closer together at the beginning of the action and at the
end of the action, and drawings farther apart from the middle.
ARCS
The movements and actions that we see in nature and living things in our day to day lives are very rarely
mechanical in and out or up and down motions.
The movements of most living creatures will follow a slightly circular path also known as an “arc”.
Following arcs while animating makes the animation make more believable and fluid.
SECONDARY ACTION
Secondary Action describes gestures that support the main action to add more dimension to the
character animation.
It gives more life to the main action by adding this principle to support and enhance the main action.
It’s important not to let the Secondary Action dominate the Primary Action.
If the character has a sad expression that should be seen, adding a Secondary Action of wiping the tears,
the hands should not cover the face.(below right)
EXAGGERATION
Basically every action, pose, and expression can be taken to the next level, to increase the amount of
impact on the viewer
how it can be applied to some of the other principles in order to breathe more life energy into the
characters you’re creating, both physically and emotionally.
The classical definition of exaggeration, employed by Disney, was remain true to reality, just presenting it
in a wilder, more extreme form.
SOLID DRAWING
About making sure that foms feel like theyre in three dimensional space, with volume, weight and
balance
Line of Action
A strong line of action goes through the whole body, illustrates the force of the action, unifies the pose,
and makes a clear statement.
Think about the effect of gravity on the character and how he’s supporting himself. Make sure he’s in
balance and isn’t on the verge of falling over, unless that’s part of the scene.
Twinning
It’s best to avoid symmetry in a pose. If the arms mirror one another, it can make the drawing look flat.
Raise one arm or bring it closer to camera to make it more interesting and more dimensional.
Silhouette
A clear silhouette helps the viewer to instantly understand a pose. You can get a surprising amount of
information from just the silhouette—the gender, age, attitude, costume, etc. Hopefully you can
recognize the character in these silhouettes.
Twist
Twisting the body tends to give more dimension and interest to the pose.
When the hips tilt in one direction, the shoulders tend to tilt in the opposite direction to keep the body
in balance.
Quality
that is complicated or hard to read lacks appeal. Clumsy shapes and awkward
Posing
In creating an appealing pose for a character, one thing to avoid is called "twins",
where both arms and both legs are in the same position, doing the same thing.
This creates a stiff pose that is unappealing. Vary the parts of the body a bit,
APPEAL
limited to subject matter, what matters is how you present the ideas, concepts, and
Variety of Shapes
Proportions
Keep it simple