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The 12 Principles of Animation.pdf

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0% found this document useful (0 votes)
26 views8 pages

The 12 Principles of Animation.pdf

Uploaded by

sd355002
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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The 12 Principles

of Animation
The 12 principles of animation were developed by Disney
animators in the mid-20th century to create more lifelike and
engaging animations.

These principles are based on the observation of real-world


motion and provide a set of guidelines for animators to create
believable and visually appealing characters and scenes.

These techniques were developed by Disney animators to create


more lifelike animations.
Squash and Stretch

1 Squash
Object compresses on impact.

2 Stretch
Object elongates during motion.

3 Rest
Object returns to original shape.
Anticipation
A subtle preparation before an action, making it more dynamic.

Adds anticipation and excitement, making the action more


believable.
Example: A character winding up their legs before jumping.

The winding up motion builds tension, making the jump feel


more powerful.
Example: A cartoon character getting ready to throw a ball.

Pulling back their arm before throwing creates anticipation and


excitement.
Staging in Animation
Positioning
Arranging characters and objects in a way that clearly
communicates the story and action.

Framing
Using camera angles, shot composition, and perspective
to guide the viewer's focus.

Silhouettes
Simplified, silhouetted shapes that establish the core
shapes and poses of characters.
Animation Techniques
Straight Ahead
Animating frame-by-frame in sequence.

Pose-to-Pose
Creating key poses first, then in-betweens.

Hybrid Approach
Combining both techniques for optimal results.
Follow Through and
Overlapping Action
Primary Action
Main movement of the character or object.
1

Follow Through
Continuation of movement after stopping.
2

Overlapping Action
Different parts move at different rates.
3
Slow In and Slow
Out

1 Start
Gradual acceleration from rest.

2 Middle
Constant speed during main action.

3 End
Gradual deceleration to stop.
Arcs in Animation

Arm Movement Walking Cycle Object Motion Baseball Swing


Natural swing follows Head and feet move in Most objects move in The character's arm
curved path. arcs. arcs, not straight lines. swings in a curve,
creating a dynamic and
realistic motion.

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