12 Principles of Animation
12 Principles of Animation
The classic bouncing ball with and without Squash and Stretch.
Squash and Stretch gives life and flexibility but not only that. It can help convey what the
material that something is made of. If the object uses a very little principle of squash and stretch,
it indicate a firmer material, like a ping-pong ball or a bowling ball. If an object uses principle of
animation a lot, it indicates a more flexible material such us rubber ball.
Why do animators need Squash and Stretch?
Squash and Stretch introduce a flexibility and make characters and inanimate objects
have a feeling of life. The latter is particularly useful when making rigid objects come to life,
like the classic Disney Flour Sack, which is a beginning traditional animator’s test case.
Disney Four Sack Model Sheet, Note: Squash and Stretch Poses
Squash and Stretch does not necessarily have to be applied the whole time. As seen here
in this analysis by Disney Animator Walt Stanchfield, the shape of Tiger’s butt in these two
poses uses squash and stretch.
ANTICIPATION
Anticipation is a little workhorse of the 12 Basic Principles of Animation. As we
concentrate on making nice poses, timing, smooth motion, etc, it’s often to forget it in our work
but without it our animation can end up looking robotic.
Some examples of anticipation:
• Entire body squashing down before jumping off a building
• The heel of the foot pressing down before a step
• Mouth compressing before opening to speak
• An eye blink before a head turn
As you can see from the list, the size of the anticipation does not matter. It can be broad
or subtle.
A
broad form of anticipation as illustrated here by Richard Williams.
Why do animators need anticipation?
Here’s an example of anticipation at work in the classic bouncing ball. To illustrate it
clearly we’ll have the ball start from a static pose and then do a simple bounce.
Here’s bouncing ball with no anticipation. See how the jump into air seems unmotivated
and we have no idea when it is about to happen.
One easy technique keeps the characters of interest in the a half or third of the camera frame.
If you divide a frame of the shot in half or thirds and place the character in those sections, you
control the attention of the audience while communicating the importance of that character.
Both methods are still used to this day because each of them offer a certain strengths and
advantages for different types of actions in a scene. Sometimes they are even combined by the
animator who draws the scene, in such way that keeps the Straight Ahead Action controlled.
FOLLOW THROUGH AND OVERLAPPING
ACTION
Follow Through and Overlapping Action are nearly related techniques which when
applied to animation. It can help to render movement more realistically and help to give the
impression that characters follow the laws of physics.
Five areas of motion where Follow Through and Overlapping Action would apply:
1. A character might have a coat or long ears, and these parts would keep moving once the figure
had stopped moving. The ears, or coat, would "follow through" even after the main action had
stopped.
2. Bodies in motion do not move all at once, rather different parts of a body may move at
different speeds. Therefore, as one part of the body stops, another part (such as an arm), might
overlap or follow through the main action, slowly settling to a stop.
3. Loose flesh, such as a dog's floppy jowls, might move at a slower speed than the more solid
parts of the character. These parts might drag behind the main action.
4. The completion of an action - how the action "follows through" - is often more important than
the action itself.
5. The "moving hold". A character might come to a complete halt, but the fleshy parts might
follow through the main action in order to convey weight and believability.
Follow Through is the idea that loosely connected parts of a body or object will continue
moving after the character has stopped. Overlapping Action is a similar idea in that it describes
how different parts of a body or object tend to move at different rates.
Here’s an example where both Follow Through and Overlapping Action were applied to
the brown bag as it races across the screen.
SLOW IN AND SLOW OUT
The movement of objects in real world needs time to accelerate and slow down like
human body, animals, car and most other objects. For this reason and to make animation look
more realistic more pictures are drawn near the beginning and end of an action, this emphasize
the extreme poses, and fewer pictures are drawn the middle to emphasize faster action.
On a basic level, Slow In and Slow Out describes the tendency of things to come to rest,
or to start moving, in a progressive way. This is a principle that most people understand pretty
quickly, as it’s easy to observe in life.
Newton's laws of motion apply in the animated world. Basically stated, objects do not
move unless acted on by a force strong enough to overcome their inertia. And when they're acted
upon by a bigger force, they move or react in an equal and opposite manner.Acceleration due to
gravity is constant. This causes falling objects to gain speed until they're acted upon.
Pendulum Swing
At the top of its arc, a pendulum's velocity is slow. At the bottom, it's high. This kind of
speed change is referred to as ease-in and ease-out in animation. Ease-in means that the object is
gradually picking up speed; ease-out means that the object is gradually slowing down.
ARCS
The visual path of action from one extreme to another is always described by an arc. In
nature, arcs are the most economical routes by which a form can move from one position to
another.
Such arcs are used extensively in animation, since they create motion that is more
expressive and less stiff than action along a straight path.
In Computer Animation, motion is usually represented in a timeline view using splines
(arcs). The arcs represent the values of an objects parameters at a specific moment in time. The
method used for calculating interpolated keyframe values determines the characteristic of the arc
(motion).
A linear interpolation creates motion that is rather dull and stiff. While a spline
interpolation creates motion that is more expressive.
Nearly every movement follows a slightly circular path. If not movement would be
mechanical and stiff. So in animations the movement is designed along arcs. The arcs can be
drawn in with key frames so that the movement can be guided along to create a more naturalistic
feel. If in betweens do not follow the arc that the key frames are on, it will ‘kill’ the essence of
the movement.
Why is Arc important?
The arc is one of the most important tools to make movements realistic and pleasing to
the eye. Due to the moving object’s inertia, its path should be smooth unless it’s being
interrupted by an external force (e.g. impact). A smooth arc, like a dancer’s movement, is always
eye pleasing. On the other hand, an unintended broken arc can reduce the believability of the
movement.
Arcs are usually circular. Circular arc makes the movement organic. On the other hand,
linear or angular arcs can be used for mechanical movement. It really depends on the desired
effect. A straight arc gives the movement more power.
Secondary Action
A secondary action is an action that results directly from another action. Secondary
actions are important in heightening interest and adding a realistic complexity to the animation.
If a secondary action conflicts with, becomes more interesting, or dominates in any way,
it is either the wrong choice or is staged improperly.
Generally, in facial animation, the movement is a secondary action, subordinate to the
bodies movement. The danger with facial animation isn't that it will dominate the scene, but that
it will not be seen. The change in expression should happen before or after a move, changes in
the middle of a major move will mostly likely go unnoticed.
A secondary action is any action that results from the primary action. Adding this
principle to the main action gives the scene more life by supporting and enhancing the main
action.
For example a person walking is the primary action.
Now by adding secondary action like him holding a phone and bobbing his head adds
more interest to this plain simple walk or by adding his muffler waving can enhance the mood of
the scene, making it look windier and tell the emotional state of the character.
Important thing to know about secondary actions is that they emphasize, rather than take
attention away from, the main action. Like the guy in the example below is typing hard on the
keyboard, by adding a subtle gesture of him wiping his forehead adds to the tension and conveys
the idea of urgency.
Like anticipation, secondary actions can be used to help to strengthen the idea or feeling
you are trying to portray. Like in the example below. The Character is waiting for his phone to
ring. By adding subtle foot taps to the primary action of wait, enhances the mood of the idea
being told.
A secondary action is an action that results directly from another action. Secondary
actions are important in heightening interest and adding a realistic complexity to the animation.
A secondary actions is always kept subordinate to the primary action if it conflicts, becomes
more interesting, or dominates in any way, it is either the wrong choice or is staged improperly.
TIMING
Timing is everything, especially when it comes to animation. Timing involves a few
simple principles: how quickly something moves and how long it stays still. Slowing something
down in time adds weight, gravity, and mass. Speeding something up adds a sense of speed,
lightness, and energy. It also gives meaning to movement, both physical and emotional meaning.
The animator must spend the appropriate amount of time on the anticipation of an action, on the
action, and on the reaction to the action. If too much time is spent, then the viewer may lose
attention, if too little, then the viewer may not notice or understand the action.
Timing can also affect the perception of mass of an object. A heavier object takes a
greater force and a longer time to accelerate and decelerate. For example, if a character picks up
a heavy object, e.g., a bowling ball, they should do it much slower than picking up a light object
such as a basketball. Similarly, timing affects the perception of object size. A larger object
moves more slowly than a smaller object and has greater inertia. These effects are done not by
changing the poses, but by varying the spaces or time (number of frames) between poses.
Timing can also indicate an emotional state. Consider a scenario with a head looking first
over the right shoulder and then over the left shoulder. By varying the number of in between
frames the following meanings can be implied:
No in-betweens - the character has been hit by a strong force and its head almost snapped off
One in-betweens - the character has been hit by something substantial, .e.g., frying pan
Two in-betweens - the character has a nervous twitch
Three in-betweens - the character is dodging a flying object
Four in-betweens - the character is giving a crisp order
Six in-betweens - the character sees something inviting
Nine in-betweens - the character is thinking about something
Ten in-betweens - the character is stretching a sore muscle
EXAGGERATION
In animation, exaggeration is its own principle, but in many ways it can best be explained
as 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.
You can generally exaggerate in your animation a lot more than you think you can is one
of the key things to remember. The nature of our human vision is that our eyes can only take in
so much information at a time. When you’re working on a pose, you’re looking at a still image of
that pose, and you can see it in full detail. When that pose is implemented as part of a moving
animated shot, especially when it’s a breakdown pose, that pose is only viewed for (usually)
1/24th of a second. Because of our persistence of vision, our eyes will see less of that most
exaggerated pose, and more of the frames on either side of that pose that are less exaggerated
versions of it. Therefore, you need to push the pose further than you think, when you are creating
it. It’s much harder to over-exaggerate, than it is to under-exaggerate.
Relationship of Exaggeration in some Principles of Animation
Squash and Stretch
Contrast is the name of the game with squash and stretch. When you have a tight, curled-up pose,
followed directly by a long, stretched-out pose, the contrast between the two generates energy.
By making the squash pose more squashed, and making the stretch pose more stretched, you are
creating more energy and by making more squash and stretch, it is exaggeration
Pay extra attention the Flynn’s head in the Tangled images, the squash and stretch is used
to show the impact as he strikes himself.
Clips from Tangled
Staging
Exaggeration can help to clarify the storytelling of the shot in terms of staging. Increasing
or decreasing the amount of negative space around a character, or cheating the direction they are
facing, cheating some of the objects that surround a character in order to affect the composition
and draw the viewer’s eye, are a few ways to exaggerate staging. Exaggerating the character’s
posing can be part of this as well, since character poses are a major part of the overall
composition.
Below, it’s a crowded room, but there is enough negative space around Ralph to allow
him to stand out. He is surrounded, yet isolated. His pose intensifies this feeling of self-
consciousness and despair. All of the other characters are facing toward him, which draws the
viewer’s eyes to him as well. The contrast between the light wall color and the dark floor color
also draws our eye to where they meet, which is right behind Ralph.
SOLID DRAWING
Solid drawing is the animation principle which makes the drawing looks Three
dimensional and believable with Volume, Weight and Balance. This requires the knowledge of
drawing a subject three dimensionally. When drawing the cube, avoid making parallel lines. The
lines should be bend towards the vanishing point otherwise it becomes isometric flat cube.
Example from The Illusion of Life, by Frank Thomas and Ollie Johnston.
Notice that in the drawing of Mickey on the right, his head is forward and his hips are
back. Keep in mind that the entire body should be involved in the pose. When creating a pose,
it’s often a good idea to start with the hips or pelvis, rotating and translating the torso. In the
drawing on the left, Mickey’s torso is straight and vertical, creating a very static and boring pose.
Silhouette
A clear silhouette helps the viewer to instantly understand a pose. You can get a
surprising amount of information such as the gender, age, attitude, costume, etc just from just the
silhouette.
Twists
Twisting the body tends to give more dimension and interest to the pose. This is a
drawing of Timon from a Disney educational film:
Counterpose
When the hips tilt in one direction, the shoulders tend to tilt in the opposite direction to
keep the body in balance.
APPEAL
Appeal makes the character or design stand out. When appeal is added to the design,
Viewer feels realism and it generates further interest. Character should be capable of creating a
pull when presented. Also, they should have charisma.
Example of appeal
Appeal is not only used for the lead characters. But also villain, sidekick and every other
character.
The Simpsons Handbook shows a clear example of solid drawing from a contemporary
animation. You can again see how in the 'front view' Homer looks very flat and cardboard-cut-
out-like, whereas by placing him at a slight '3/4 front' angle this problem is then solved, and the
illustration becomes once again more realistic and three dimensional.
Matt Groening used yellow to make The Simpsons characters stand out from the crowd
Whether you're creating a monkey, robot or monster, you can guarantee there are going to
be a hundred other similar creations out there. Your character design needs to be strong and
interesting in a visual sense to get people's attention.
When devising The Simpsons, Matt Groening knew he had to offer the viewer’s
something different. He reckoned that when viewers were flicking through TV channels and
came across the show, the characters' unusually bright yellow skin color would grab their
attention.
09. 2D or 3D
Depending on what you have planned for your character design, you might need to work
out what it will look like from all angles. A seemingly flat character can take on a whole new
persona when seen from the side if, for example, it has a massive beer belly.
If your character is going to exist within a 3D world, as an animation or even as a toy,
working out its height, weight and physical shape is all important.
Picture of Droopy
Facial expression is key to a character's personality, as Tex Avery's Droopy demonstrates.
Expressions showing a character's range of emotions and depicting its ups and downs will further
flesh out your character. Depending on its personality, a figure's emotions might be muted and
wry or explosive and wildly exaggerated.
Classic examples of this can be found in the work of the legendary Tex Avery: the eyes of his
Wild Wolf character often pop out of its head when it's excited. Another example of how
expressions communicate motions is deadpan Droopy, who barely registers any sort of emotion
at all.
14. Experiment
Don't be afraid to experiment and ignore all the rules and tips about planning and crafting
the look of your character design. Going against what is supposed to be the right way of doing
something could create unexpected and exciting results.