12 Basic Principles of Animation
12 Basic Principles of Animation
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3. ANTICIPATION: T This is done to prepare the audience for a major action the
character is about to perform such as starting to throw, run, jump or change
expressions. Almost all real action has major or minor anticipation, such as a
pitcher’s wind-up or a golfer’s back swing. Feature animation is often less broad
than short animation unless a scene requires it to develop a character’s
personality. A comic effect can be achieved by not using the anticipation after a
series of gags using anticipation.
Pose to pose animation is more planned out with key drawings done at intervals
throughout the scene. Size, volume, and proportions are controlled better this
way, as is the action. An assistant can be better used with this method so that
the animator doesn’t have to execute inbetweens for every pair of key poses in a
scene. An animator can do more scenes this way and concentrate on planning
and timing the animation.
6. SLOW OUT AND SLOW IN: As an action starts, we have more drawings near
the starting pose, one or two in the middle, and more drawings near the next
pose. Fewer drawings make the action faster, more drawings slow down the
action. Slow ins and slow outs soften the action, making it more life-like, but for
a gag action, we may omit some slow out or slow ins.
8. SECONDARY ACTION: Adds to and enriches the main action and adds more
dimension to the character animation, supplementing and/or re-enforcing the
main action. Example: A character is angrily walking toward another character.
The walk is forceful, aggressive, and forward leaning; the leg action is just short
of a stomping walk. The secondary action is a few strong gestures of the arms
working with the walk; and also the possibility of dialogue being delivered at the
same time with tilts and turns of the head to accentuate the walk and the
dialogue, but not so much as to distract from the walk action. All of these
actions should work together in support of one another.
9. EXAGGERATION: Is the distorted or enlarged caricature of facial features,
expressions, poses, attitudes and / or actions used to accent the animation.
When done correctly exaggeration will make the character or action distort
beyond its actual mass yet to the viewer it will appear as normal within the
context of the action. This principle is used more in shorts than in feature
animation.
10. SOLID DRAWING: The basic principles of drawing for form, weight, volume
solidity and the illusion of three dimensions apply to animation as it does to
academic drawing. In a way, we draw cartoon in the classical sense: pencil
sketches or drawings for reproduction into color and movement. We must give
the characters we animate the illusion of three-and four-dimensional life:
movement in space and movement in time.
11. APPEAL: A live performer has charisma. An animated character has appeal.
Appealing animation doesn’t mean just being cute and cuddly. All characters
have to have appeal whether they are heroic, villainous, comic or cute. Appeal,
as we have used it, includes easy-to-read design, clear drawing, and personality
development which captures and involves the audience’s interest. Early
cartoons were basically a series of gags strung together on a feature. There was
no need for story continuity, character development and a higher quality of
artwork through the entire production. Like all forms of story telling, the feature
has to appeal to the mind as well as to the eye.
3. LAYOUT Plan on how the action is going to move in the field. You
are composing for mass over time. Make sure your character fits the
perspective and scale of the background. If there are unusual angles
or staging that will cause difficulty in drawing the animation, work
them out in the thumbnail sketches, the make them full size before
doing the animation.
5. TIMING and ANIMATING Once the key poses and staging are
done, timing can be plotted in the exposure sheet by assigning frames
to each key pose to see how the animation might work. Shoot these
ruff timings to see if the animation/timing is working correctly. Adjust
if need be.