12 principles of animation 2015

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12 Principles of Animation GKN1043 Animation Studio 1

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12 Principles of Animation 2015

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  • 12 Principles of

    Animation

    GKN1043

    Animation Studio 1

  • General Objective

    Apply animation principles, techniques

    and theories in individual and group

    projects.

  • Specific Objectives:

    Deconstruct and analyze own work and the work of others to evaluate the

    technical and aesthetic quality based

    on the 12 principles of animation.

    Identify and apply principles of animation correctly in project.

  • Video

    Showing

  • Activity 1: Think-Pair-Share

    What is 12 principles of animation?

  • 12 Principles of animation

    were developed by the 'old men' of Walt Disney Studios, amongst them

    Frank Thomas and Ollie Johnston,

    during the 1930s.

  • Disney's Twelve Basic Principles of Animation is

    a set of principles of animation introduced by

    the Disney animators Ollie Johnston and Frank

    Thomas in their 1981 book The Illusion of Life:

    Disney Animation. Johnston and Thomas in turn

    based their book on the work of the leading

    Disney animators from the 1930s onwards, and

    their effort to produce more realistic

    animations. The main purpose of the principles

    was to produce an illusion of characters

    adhering to the basic laws of physics, but they

    also dealt with more abstract issues, such as emotional timing and character appeal. The book and some of its

    principles have been adopted by some traditional studios, and have been

    referred to by some as the "Bible of animation. In 1999 the book was voted

    number one of the "best animation books of all time" in an online

    poll. Though originally intended to apply to traditional, hand-drawn

    animation, the principles still have great relevance for today's more

    prevalent computer animation.

    Source: http://en.wikipedia.org/wiki/12_basic_principles_of_animation

  • These principles came as a result of reflection about their practice and

    through Disney's desire to devise a way

    of animating that seemed more 'real'

    in terms of how things moved, and

    how that movement might be used to

    express character and personality.

  • It needs to be said that many brilliant moments of animation have been

    created without reference to, or

    knowledge of these principles.

  • 12 Principles of Animation

    Squash & Stretch Anticipation Staging Straight ahead & Pose to pose Follow through & Overlapping action Arcs Secondary action Timing Exaggeration Solid drawing Appeal

  • Squash & Stretch

    the purpose is to give a sense of weight and flexibility to drawn objects.

    It can be applied to simple objects, like a bouncing ball, or more complex

    constructions, like the musculature of a human face.

  • Taken to an extreme point, a figure stretched or squashed to an exaggerated degree can have a

    comical effect.

  • Activity 2: Bouncing Ball

    Which one is better? Why?

  • Anticipation

    used to prepare the audience for an action, and to make the action

    appear more realistic.

    Example:

    a dancer jumping off the floor has to bend his knees first; a golfer making a

    swing has to swing the club back first.

  • produce a feeling of surprise in the viewer, and can often add comedy to

    a scene.

    This is often referred to as a 'surprise gag'.

  • Source: http://amyrcowleyanimation.blogspot.com/p/maya.html

  • Activity 3:

    Anticipation: Act Out!

    Think of one scene and act out the

    anticipation part.

  • Staging

    Its purpose is to direct the audience's attention, and make it clear what is of

    greatest importance in a scene; what

    is happening, and what is about to

    happen.

  • Staging is achieved by character positioning, lighting, shadows and the

    camera angle used.

  • Activity 4:

    Which one is better? Why?

  • Straight Ahead Action and

    Pose to Pose

    These are two different approaches to

    the actual drawing process. "Straight

    ahead action" means drawing out a

    scene frame by frame from beginning

    to end.

  • While "pose to pose" involves starting with drawing a few key frames, and

    then filling in the intervals (in between)

    later.

  • Source: http://www.bluepony.com/12-principles-of-animation/

  • Follow Through and

    Overlapping Action

    a general heading for two closely related

    techniques which help to render movement more realistically, and help to give the impression that characters follow 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 (an arm will move on

    different timing of the head and so

    on).

  • 5

    minutes

    break!

  • Recap

    session

  • Slow In and Slow Out

    Slow-ins and slow-outs soften the action, making it more life-like.

    For a gag action, we may omit some slow-out or slow-ins for shock appeal or

    the surprise element. This will give more snap to the scene.

  • Activity 5: Slow In Slow Out

    Lets Guess It!

    1. 2.

    3. 4.

  • Arcs

    All actions, with few exceptions (such as the animation of a mechanical device), follow an arc or slightly circular path.

    This is especially true of the human figure and the action of animals. Arcs give animation a more natural action and better flow.

    Think of natural movements in the terms of a pendulum swinging. All arm movement, head turns and even eye movements are executed on an arcs.

  • Source: http://0310182.weebly.com/1/post/2013/11/principle-of-animation.html

  • An object in motion that moves out of its natural arc for no apparent reason

    will appear erratic rather than fluid.

    Traditional animators tend to draw the arc in lightly on the paper for reference, to be erased later.

  • Source: http://amyrcowleyanimation.blogspot.com/p/maya.html

  • Secondary Action

    Adding secondary actions to the main action gives a scene more life, and can help to support the main action.

    A person walking can simultaneously swing his arms or keep them in his pockets, he can speak or whistle, or he can express emotions through facial expressions.

  • The important thing about secondary actions is that they emphasize, rather

    than take attention away from the

    main action.

  • Source: http://amyrcowleyanimation.blogspot.com/p/maya.html

  • Timing

    Timing refers to the number of drawings or frames for a given action, which translates to the speed of the action on film.

    On a purely physical level, correct timing makes objects appear to abide to the laws of physics; for instance, an object's weight decides how it reacts to a stimulus, like a push.

  • Source: http://idearocketanimation.com/2629-its-all-in-the-timing/

  • Timing

  • Exaggeration

    Exaggeration is an effect especially useful for animation, as perfect imitation of reality can look static and dull in cartoons.

    The level of exaggeration depends on whether one seeks realism or a particular style, like a caricature or the style of an artist.

  • The classical definition of exaggeration, employed by Disney, was to remain true to reality, just presenting it in a wilder, more extreme form.

    Other forms of exaggeration can involve the supernatural or surreal, alterations in the physical features of a character, or elements in the storyline itself.

  • Source: https://jnewman96.wordpress.com/year-2/unit-67-3d-animation/task-1-introduction-to-animation/

  • Activity 6: Exaggeration

    Which one is better and why?

  • Source: http://amyrcowleyanimation.blogspot.com/p/maya.html

  • Source: http://amyrcowleyanimation.blogspot.com/p/maya.html

  • Solid Drawing

    The principle of solid drawing means taking into account forms in three-dimensional space, giving them volume and weight.

    The animator needs to be a skilled draughtsman and has to understand the basics of three-dimensional shapes, anatomy, weight, balance, light and shadow, etc.

  • Source: http://amyrcowleyanimation.blogspot.com/p/maya.html

  • Appeal

    Appeal in a cartoon character corresponds to what would be called charisma in an actor.

    A character who is appealing is not necessarily sympathetic villains or monsters can also be appealing the important thing is that the viewer feels the character is real and interesting.

  • Source: http://www.bluepony.com/12-principles-of-animation/

  • Activity 7:

    Video Showing

  • Q & A

    Session

  • Group Assignment

    In a group of 6, make a simple video representing 12 Principles of Animation.

    Each person in the group have to choose two from 12 principles, (the rest have to choose other principles) draw sequences of drawings of

    the two principles, capture it and compile it as movie file with the other 5 group members.

    You may add any dialogue or sound effects and there will be no time limit. Each of the team members are required to write down the

    name on the video created.

    Progress: 7.5.2015

    Presentation: 14.5.2015

    We will have a presentation and

    critique session.

  • Next week requirement:

    7.5.2015

    Proposal

    Group Name

    Group Members & Tasks

    Concept / Storyline

    Sketches (from all group members)