Monday, 30 May 2016

The 12 Principles of Animation

Animation Principles

During my experiments in animation I will incorporate as many of these principles as possible where appropriate. 

 Anticipation: This is used to prepare and engage the audience prior to a major action the character is about to perform . It can be done in many ways,one example would be if the character were about to jump, the preparation for this would be to bend it's knees in 'anticipation' of the jump.

 Direction/Staging: This is the consideration of a number of elements that will communicate to the audience the mood and attitude of the character. It will portray the reaction or idea of the character within the tail. It is the effective application of background design which will work in harmony with  the characters, props, scenery in depicting the desired image. Scene length is also part of this principle, camera angle and lighting. It also directs the attention of the audience in relation to the story. In short its about all the right things being in all the right places at the right time to best get across the story being told.

Squash and Stretch : This is actions that will depict and describe weight and volume in a character during its movement, whether it be whole body movement or facial expression. It can be used in varying degrees depending on the speed/reaction/drama required. 

Straight Ahead : This relates to the drawing sequence method, drawing one consecutive frame after another. This method has its pros and cons. On one hand the form,volume and scale can be tricky to maintain, but on the other hand there is a freedom and rawness which has it's own appeal. This method lends itself to scenes which aim to convey rapid action.

Pose to Pose : This method of drawing firstly considers the full movement/scene right from the start. The move will be broken down into key stages, these drawings will be done with spaces in between that will be later filled in. By doing this the cons that we found in the Straight Ahead method are addressed. This method would at times be shared between the main animator and their junior, the senior animator then can focus their time on planning. Both Straight Ahead and Pose to Pose are generally used along side each other.

 Follow Through : This refers to when a character comes to a halt but their limbs and or attire will continue along its trajectory for a period.

Overlapping : This brings realism and fluidity to the animation by making some parts of the body or clothing lead- move first- and some parts of the body are following- move later. This can also happen for a short period if the character changes direction, if you imaging how a skirt would naturally move when the wearer turns the material takes a while to stop after the wearer has stopped.


Slow Out and Slow In : This method in animation can create a more life like appearance. If you imagine when you accelerate in a car it takes time to pick up speed and when you break it also takes time to slow down. So by creating more frames at the beginning of the action and more at the end, these two parts appear slower and then there is a sense of anticipation and follow through. In my 1st sea animation the limpets move in and out of the frame in this manner.

Arcs: In my animation of the paper cut out person arcs are traced by the movement of the limbs, arcs are the lines natural movements follow.

Secondary Action : This is an action that enhances the action that is going on. It creates a fuller character, as they walk the legs move , this is the primary action, also to  swing the arms and have the body move up and down with the steps is all secondary action that creates a fuller experience for the viewer.

Timing : This needs to be considered in a couple of ways, not only in the fast and slow combination of actions (see above for slow in and slow out, more pics mace action smooth, less make it fast) but also in the actual acting of the characters. The speed in acting can enhance and create mood, signify response and also describe emotion.

Exageration : This should not be used excessively, but when used selectively it will make the animation more life like. Strangely if animation apes life directly it can come across as stiff and dull. So this principle should be used carefully so as not to come across overly dramatic.

Solid drawing : This is simply to use movement, shade, colour, contour and perspective to create the illusion of 3 dimensions, weight, form and volume. Movement through time is the 4th dimention

Appeal : This is about making the audience best able to relate to the character, creating personality in character. By careful consideration and use of the other principles appeal should certainly be beginning to be created.

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