Twelve Basic Principles of Animation
There are twelve basic principles of animation based on the
book called ‘The Illusion of life: Disney Animation’ by famous animator from
Disney, Ollie Johnston and Frank Thomas. They are “Squash
and stretch”, “Anticipation”, “Staging”, “Straight
ahead action and pose to pose”, “Follow
through and overlapping action”, “slow in
and slow out”, “Arcs”, “Secondary action”, “Timing”,
“Exaggeration”, “Solid
drawing”, and lastly, “Appeal”.
The first principle is Squash
and stretch, which is considered as one of the most important principle of
animation. It is commonly seen a lot in many old popular animation such as
“Mickey Mouse”, “Tom and Jerry”, “Pinocchio “ and etc. It is commonly applied
to simple objects such as a bouncing ball or to the character itself. The
purpose of this is to give a sense of weight and flexibility to the object,
stretched and squashed is exaggerated in cartoons. In realistic animation, the
most important aspect is to make sure that the object’s volume does not change
when squashed or stretched.
The second principle is Anticipation.
Anticipation is used for the audience to let them be prepared or anticipate on
what is going to happen or if an action is about to take place. It makes the
action more realistic this way. For example, before you shoot a gun, first you
need to reload, aim, and then shoot or before you throw a ball, first thing you
do is move your hand backward and throw.
The third principle is Staging.
The purpose of this principle is to get the audiences attention to the
importance in the scene being played or shown whether if its an action,
personality, or an expression of the character; what is happening, and what is
about to happen. The angle or position of the camera, basic details of the characters,
light and shadows can show this. The goal of this principle is to make the
audience focus on relevant or important information and avoiding unnecessary
detail.
The fourth principle is Straight
ahead action and pose-to-pose. It is often used together. Straight ahead
action means drawing out a scene frame by frame from beginning to end. It
creates a more fluid, dynamic illusion of movement, and is better for producing
realistic action sequence. Pose-to-pose means drawing out few key frames and then
filling in the intervals later, which works better when the scene is dramatic
or emotional.
Appeal
Appeal in a cartoon character corresponds to what would be
called charisma in an actor. It is not necessary for the main character to be the only
one who is appealing, it can be a villains or monsters .The important thing is
to make the audience feel the character is real and interesting are several tricks for making a character
connect better with the audience; for likable characters a symmetrical or
particularly baby-like face tends to be effective. A complicated or hard to
read face will lack appeal, it may more accurately be described as
'captivation' in the composition of the pose, or the character design.
Slow in and out
Slow in and slow out makes the animation more realistic and
fantastic if the body movement, or any other objects that requires movement,
takes time to accelerate or slow down. This principle goes for characters
moving between two extreme poses, such as sitting down and standing up, but
also for inanimate, moving objects, like the bouncing ball. Slow in and out is
popular to used in scenes like; Fighting scene, marathon, or throwing.
Arcs
Arcs makes the action of the character looks more a natural
movement and realistic. This works by rotating joints while a limb is moving,
or an object thrown moving along a parabolic trajectory. The only exception is
mechanical movement, which objects moves in straight lines. As an object's
speed and momentum increases, arcs tend to flatten out in moving ahead and
broaden in turns. The goal of this principle is to make the objects movement
more fluid than erratic.
Secondary action
Secondary actions main goal is to make a scene livelier or
make it look like the characters have life. It is better to do the movement in
the beginning and end. This can be shown by adding few simple actions like,
walking with arms swinging, a person talking, or by expressing emotions through
facial expressions. The importance of secondary action is that it emphasizes
the main action, rather than taking it away.
Exaggeration
Exaggeration is an effective and useful in animation. It
makes the animation less dull or boring but it depends on the animator on how
will it be used or what style of animation your working on. It’s used by involving and altering the
physical features of a character or giving them super natural powers but needs
to put a level of restraint. Before using Exaggeration in an animation, make
sure there is balance in how the elements were exaggerated in relation to each
other. The goal of Exaggeration is to “remain true of reality, just presenting
it in a wilder, more extreme form.”
Solid drawing
This principle involves good sense of imagination and good
at art. You’re taking forms in three-dimensional space, giving them volume and
weight which required for the animator to be a skilled draughtsman and has to
understand the basics of three-dimensional shapes, anatomy, weight, balance,
light and shadow.
Timing
The principle of timing is a very efficient way to make the
animation look more lively and for the characters to look like they have
emotions or feelings. Timing refers to the number of drawings or frames for a
given action, which translates to the speed of the action on film.
Follow through and overlapping action
This principle are two different technique combined together
to make it look more realistic and the characters look like they are following
the laws of physics. "Follow through" means that separate parts of a
body will continue moving after the character has stopped. "Overlapping
action" is the tendency for parts of the body to move at different rates. Exaggerated
use of the technique can produce a comical effect, while more realistic
animation must time the actions exactly.
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