12 Principles of Animation: Sudheesha P S
12 Principles of Animation: Sudheesha P S
Animation
SUDHEESHA P S
WHAT ARE THE 12 PRINCIPLES OF
ANIMATION?
Think about how a bouncing rubber ball may react when tossed into
the air: the ball stretches when it travels up and down and squishes
when it hits the ground.
When using squash and stretch, it's important to keep the object's
volume consistent. So when you stretch something it needs to get
thinner, and when you squash something it needs to get wider.
There’s a lot of squash and stretch happening in real life that you
may not notice.
For instance, there’s a lot of squash and stretch that occur in the
face when someone speaks because the face is a very flexible
area.
Consider how if might look if you were to jump in the air without bending
your knees, or perhaps to throw a ball without first pulling your arm back.
It would appear very unnatural.
Do not confuse the audience with too many actions at once. Use one
action clearly stated to get the idea across, unless you are animating
a scene that is to depict clutter and confusion.
Staging directs the audience's attention to the story or idea being told.
Keep the focus on what's important within the scene, and keep the motion of
everything else of non-importance to a minimum.
There are two ways to handle drawing animation: straight ahead and
pose to pose. Each has its own benefits, and the two approaches are
often combined.
With the pose to pose technique, you draw the beginning frame, the
end frame, and a few key frames in-between. Then you go back and
complete the rest. This technique gives you a bit more control within
the scene and allows you to increase the dramatic effect of the
motion.
5. FOLLOW THROUGH AND
OVERLAPPING ACTION
When the main body of the character stops all other parts continue to
catch up to the main mass of the character, such as arms, long hair,
clothing, coat tails or a dress, floppy ears or a long tail (these follow the
path of action).
Long hair and animal tail will also be handled in the same manner. Timing
becomes critical to the effectiveness of drag and the overlapping action.
6. EASE IN & EASE OUT OR
SLOW-OUT AND SLOW-IN
The best way to understand slow in and slow out is to think about how
a car starts up and stops. It will start moving slowly, before gaining
momentum and speeding up. The reverse will happen when the car
brakes.
For example, when a character walks, even the tips of their toes should
move in a rounded, arcing motion. When you toss a ball into the air, it
follows a natural arc as the effects of the Earth's gravity act upon it.
The only time something would move in a perfectly straight line is a robot.
8. SECONDARY ACTION
Secondary actions are used to support or emphasize the main action going
on within a scene. Adding secondary actions help add more dimension to
your characters and objects.
Also, the possibility of dialogue being delivered at the same time with tilts
and turns of the head to accentuate the walk and dialogue, but not so
much as to distract from the walk action.
All of these actions should work together in support of one
another.
Think of the walk as the primary action and arm swings, head
bounce and all other actions of the body as secondary or
supporting action.
9. TIMING
Timing refers to the number of frames between two poses, or the speed of
action.
For example, if a ball travels from screen left to screen right in 24 frames,
that would be timing.
It takes 24 frames or 1 second for the ball to reach the other side of the
screen. Timing can also establish mood, emotion, and personality.
For instance, in the same example, the spacing would be how the ball is
positioned in the other 23 frames.
If the spacing is close together, the ball moves slower. If the spacing is
further apart, the ball moves faster.
10. EXAGGERATION
Too much realism can ruin an animation, making it appear static and
boring. Instead, add some exaggeration to your characters and objects
to make them more dynamic.
Appealing animation does not mean just being cute and cuddly.
All characters have to have appeal whether they are heroic, villainous,
comic or cute.
Appeal, as you will use it, includes an easy to read design, clear drawing,
and personality development that will capture and involve the audience's
interest.
There is no formula for getting this right, but it starts with strong character
development and being able to tell your story through the art of animation.
Like all forms of story telling, the feature has to appeal to the mind as well
as to the eye.