The 12 principles of animation are fundamental techniques that help bring animated characters and scenes to life in a realistic way. They include squash and stretch to show elasticity of movement, anticipation to build up to the main action, staging to direct audience attention, ease in and ease out to make movements feel natural, arcs for fluid circular motions, secondary actions to add character personality, solid drawing to portray 3D forms, exaggeration for comedic or dramatic effect, appeal to engage audiences, and timing to synchronize movement to rhythms. Mastering these principles helps create animated works that feel lively and believable.
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12 Principles of Animation - Lesson 3
The 12 principles of animation are fundamental techniques that help bring animated characters and scenes to life in a realistic way. They include squash and stretch to show elasticity of movement, anticipation to build up to the main action, staging to direct audience attention, ease in and ease out to make movements feel natural, arcs for fluid circular motions, secondary actions to add character personality, solid drawing to portray 3D forms, exaggeration for comedic or dramatic effect, appeal to engage audiences, and timing to synchronize movement to rhythms. Mastering these principles helps create animated works that feel lively and believable.
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12 PRINCIPLES OF
ANIMATION 1. SQUASH AND STRETCH • Squash and stretch is debatably the most fundamental principle.
• This effect gives animation an elastic life-like quality
because although it may not seem like it, squash and stretch is all around you. All shapes are distorted in some way or another when acted upon by an outside force; it’s just harder to see in real-life. Squash and stretch imitates that and exaggerates it to create some fun. When the letters spring from the ground, they elongate to show the impression of speed. Conversely, the letters squash horizontally when they come into contact with the ground. This conveys a sense of weight in each letter. 2. ANTICIPATION •Anticipation is the preparation for the main action. The player striking the soccer ball would be the main action, and the follow- through of the leg is well… the follow through. Notice how the progression of action operates in this scene. We first see the woman as she’s standing on the box. She then bends her knees in anticipation of what’s about to happen and springs into action by leaping from the ground up into the air. 3. STAGING •When filming a scene, where do you put the camera? Where do the actors go? What do you have them do? The combination of all these choices is what we call staging.
•Staging is one of the most overlooked
principles. It directs the audience’s attention toward the most important elements in a scene in a way that effectively advances the story. In the clip below from our video the placement of the character within the scene allows us to quickly follow his actions and gives us a good sense of the physical layout. 4. STRAIGHT AHEAD ACTION AND POSE-TO-POSE •When filming a scene, where do you put the camera? Where do the actors go? What do you have them do? The combination of all these choices is what we call staging.
•Staging is one of the most overlooked
principles. It directs the audience’s attention toward the most important elements in a scene in a way that effectively advances the story. 5. FOLLOW-THROUGH AND OVERLAPPING ACTION • When a moving object such as a person comes to a stop, parts might continue to move in the same direction because of the force of forward momentum.
• These parts might be hair, clothing, jowls, or jiggling
flesh of an overweight person. This is where you can see follow-through and overlapping action. The secondary elements (hair, clothing, fat) are following-through on the primary element, and overlapping its action. Take a look at an example, Watch the sleeves of the “Cheese Jedi’s” cloak when he swings his lightsaber. They move with the momentum of the action, but when it’s over, the sleeves continue to go before settling to a stop. 6. EASE IN, EASE OUT • When you start your car, you don’t get up to 60 mph right away. It takes a little while to accelerate and reach a steady speed. In animation speak, we would call this an Ease Out.
• Likewise, if you brake, you’re not going to come to a full stop
right away. (Unless you crash into a tree or something.) You step on the pedal and decelerate over a few seconds until you are at a stand-still. Animators call this an Ease In.
• Carefully controlling the changing speeds of objects creates an
animation that has a superior believability. In this clip from an explainer video we did for Tworkz, the woman raises her arm slowly at first, but it picks up speed as the motion continues. The ease in, ease out technique works to make the action more fluid and realistic. 7. ARCS • Life doesn’t move in straight lines, and neither should animation. Most living beings – including humans – move in circular paths called arcs.
• Arcs operate along a curved trajectory that adds the
illusion of life to an animated object in action. Without arcs, your animation would be stiff and mechanical.
• The speed and timing of an arc are crucial. Sometimes
an arc is so fast that it blurs beyond recognition. This is called an animation smear – but that’s a topic for another time. In the above example from Scandis, the man passes the cash along from one person to another by reaching his arms across the frame. At first glance it may be hard to see the arcs happening, but when it’s outlined on the second time around it’s quite obvious. The fluid arcing motion of the arms adds grace to the animation. 8. SECONDARY ACTION •Secondary actions are gestures that support the main action to add more dimension to character animation. They can give more personality and insight to what the character is doing or thinking. 9. TIMING •Timing is about where on a timeline you put each frame of action. •To see what this means in action, let’s look at the classic animator’s exercise: the bouncing ball that we saw earlier when we were talking about squash and stretch. (The reason this is a popular assignment is that there is a lot of wisdom to be gained from it!) Notice that at the top of each bounce, the balls are packed closer together. That is because the ball is slowing down as it reaches the peak of the bounce. As the ball falls from its peak it and accelerates, the spacing starts becoming wider. Notice also how many drawings there are in each bounce. As the momentum of the ball diminishes, the bounces become shorter and more frequent (i.e., the number of frames in each bounce decrease.) In practice, the success of your animation is going to depend on your sense of timing. Train yourself to listen to the rhythms and timings of your animation. You will see instances where a gag might be twice as funny if you just delay it by three frames more. It often helps to add sound early – whether it is music, voice, sound effects, or all of the above – because the ear is better attuned to subtleties of timing than the eye is. 10. EXAGGERATION •Sometimes more is more. Exaggeration presents a character’s features and actions in an extreme form for comedic or dramatic effect. This can include distortions in facial features, body types, and expressions, but also the character’s movement. Exaggeration is a great way for an animator to increase the appeal of a character, and enhance the storytelling. 11. SOLID DRAWING •Solid drawing is all about making sure that animated forms feel like they’re in three- dimensional space. This character design by Robert Kopecky for Proscenium is a good example of solid drawing. Kopecky is creating a character that will live through various iterations of history in the video. He starts by defining the volume of the character, which he describes in this character sheet at a teardrop/bowling pin. Then he adds different clothing, hair, and accessories to the character to take him to various parts of history. Notice how you can see the other side of the body shape on the inside of the mouth. But also, even when he is departing from three- dimensionality for graphic effect, as in the position of the eyes, he defines that in the character sheet too. 12. APPEAL • People remember real, interesting, and engaging characters. Animated characters should be pleasing to look at and have a charismatic aspect to them; this even applies to the antagonists of the story. • Appeal can be hard to quantify because everyone has a different standard. That said, you can give your character a better chance of being appealing by making them attractive to look at. • Play around with different shapes and proportions of characters to keep things fresh. Enlarging the most defining feature of a character can go a long way to giving the character personality. Strive for a good balance between detail and simplicity.