12 Principles of Animation
12 Principles of Animation
3. Staging
Staging refers to the composition and framing of a scene to focus the
audience’s attention on the most important parts of the action. Animators
stage scenes with appropriate camera angles, lighting, and character
placement to highlight the main ideas
and points of interest.
For example, if two characters are
having an argument, the animator
might stage the scene with an
exchange of close-ups to emphasize
the emotions on their faces. Or if a
character is sneaking around, the
scene could be staged with dramatic
lighting and shadows to create a sense of atmosphere.
Staging helps steer viewers to the focal points while enhancing the
storytelling.
“Staging directs the audience’s attention to the most important parts of a
scene. Good staging can communicate a lot of information very quickly to
the audience.”
Example: The opening jungle scene in The Lion King staged from baby
Simba’s low perspective to emphasize size and scope.
4. Straight Ahead and Pose to Pose
There are two main approaches in 2D and 3D
character animation services: straight-ahead and
pose-to-pose animation.
Straight-ahead animation means drawing out
the frames one by one in order from start to finish.
Animators taking this approach don’t plan ahead
but rather figure out each subsequent frame as
they go. This creates a very organic, fluid feel
and allows for experimentation. However, it
can also result in inconsistent volumes and
proportions.
Pose-to-pose animation involves planning
out specific keyframes and poses first, then
filling in the in-betweens afterward. This
allows for greater control in terms of volumes
and proportions. However, the motion can feel
more mechanical if the in-betweens aren’t filled in carefully.
Most animators use a combination of both approaches. Important
emotional poses are planned out first to ensure consistency. The in-
betweens are then filled in with a straight-ahead approach for fluidity.
Different scenes may warrant different approaches based on the action
and mood.
Example: Pose-to-pose used in fight scenes like Elsa vs. the soldiers in
Frozen. More straight ahead in free-flowing hair or fluid runs.
5. Follow-Through and Overlapping
Action
Using follow-through and overlapping action
makes animation more natural and
lifelike. Follow-through refers to the
continuation of motion after the character
has stopped applying force. For example,
when a character swings their arm, the arm,
hair, clothing, etc., will continue to move after the character stops actively
swinging. Without follow-through, the motion would look unnatural since
things don’t just stop instantly in real life.
Overlapping action is the idea that various parts of a character will
move at different rates. When a character starts to move, their
extremities, like hair and clothing, will move first, then the torso and limbs
will follow. This creates a smooth transition from one pose to another
rather than having all body parts move at the same time and speed.
Example: In Frozen, when Elsa gestures with arm-sweeping movements
to use her magic, her long braid and dress flow with follow-through,
continuing to swing behind the motion of her arms. The overlapping action
creates a fluid transition between poses.
7. Arcs
Animators follow arched trajectories when animating actions like jumping
and throwing. Rather than moving in straight lines, characters swing arms
and bodies in expressive curve paths. Arms don’t just move up and down
—they follow sweeping arcs for greater fluidity.
Arcs lend movements more grace. They reflect the arcs we follow with our
own bodies, such as the arc formed when throwing a ball. Curved
trajectories feel more natural than straight lines, which would feel
mechanical and stiff. The emphasis on arcs in animation allows
characters to move with rhythm and fluidity.
Example: Arcs used when characters throw objects or swing
tools/weapons. Seen in fight scenes and with Mr. Incredible’s arm motions.
8. Secondary Action
Secondary actions are subtle motions that complement or support the
main action. For example, a character telling an energetic story may
swing their arms around as they talk. Or if a character jumps down from a
ledge, they may readjust their clothing when landing. These secondary
motions reinforce what’s happening in the scene without distracting from
the core action.
Secondary actions bring extra dimension and nuance to animation.
Layering in these supporting motions adds vibrancy and visual interest. It
also provides opportunities to reveal a character’s personality and thought
process through their small habitual gestures and motions. Animators can
tell a more complete story by incorporating complementary movements.
Example: Flora’s dress and apron fluttering as she flies in Sleeping
Beauty. Also Dug’s ears flopping in Up while he runs.
9. Timing
Timing refers to the number of frames allotted to each action. It
determines the pace and rhythm of the animation. Timing impacts how
movements feel—the more frames, the slower and more exaggerated the
action becomes. For example, a ball that drops quickly has fewer frames
than one that bounces slowly to a stop.
Getting the timing right gives animation weight, speed, and personality.
Quick, snappy timing can convey high energy. Long, sustained timing
creates broad, slow movements. Timing can also be varied for comic
effect, like when a character screeches to a sudden halt after running at
high speed. Adjusting the frames emphasizes different parts of the action
to achieve the desired mood and style.
Example: The fast snappy timing of Sulley trying to put on socks in
Monsters Inc. Also the rickety wagon in Frozen.
10. Exaggeration
Exaggeration in animation means overstating movements and actions
beyond normal proportions. A fist bump becomes a full-body motion. Eyes
pop out of an astonished character’s head. Exaggerating the squash and
stretch is one form, but exaggeration applies to all aspects of
movement, from arcs to timing.
This principle infuses animation with life. Subtly exaggerating motions
makes characters feel more dynamic, interesting, and expressive.
Exaggeration brings emphasis and drama to the most important actions.
However, classical animators warn against taking exaggeration too far.
Actions should still feel possible within the limits of the character and
world.
Example: Characters often have exaggerated facial expressions, like
Genie’s wide eyes. Movements are also exaggerated, especially in
Tangled.
12. Appeal
Appeal in animation refers to creating characters and motions that are
compelling, entertaining, and aesthetically pleasing. Animators aim to
give characters charm and whimsy through their design and movement.
Disney stressed the principle of appeal—animation should above all be
charming and captivating.
This means applying the other principles in ways that
bring joy and personality to a character. Appeal comes
from expressive poses, fluid movement, defined
silhouettes, and engaging character design. Unique
character appeal is also achieved through details like
expressive facial features, distinctive motions, and
small quirks. Animators work to build characters that
viewers will connect with and find memorable.
Example: Wall-E’s cute binocular eyes and childlike movements create
endearing appeal. He expresses so much through subtle gestures.