12 principles of computer animation amy gooch aa3: animation
TRANSCRIPT
12 Principles of Animation
• Created by Disney Studios in 1930s– Snow White (1937)– Pinocchio & Fantastia (1940)– Dumbo (1941)– Bambi (1942)
Really about…
• Performance– Directing Performance– Representing reality– Interpreting real world physics– Editing sequence of actions
Squash and stretch
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Copyright ©1999 Michael B. Comet All Rights Reserved.Copyright "Illusion of Life: Disney Animation" by Ollie Frank/Johnson Thomas
Anticipation
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Top: move simply
Bottom: anticipates motion before moving, broadcasting what is about to happen
Copyright ©1999 Michael B. Comet All Rights Reserved.Copyright "Illusion of Life: Disney Animation" by Ollie Frank/Johnson Thomas
Anticipation
Bad Jump: no anticipation
Good Jump: crouch first,then jump
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Copyright ©1999 Michael B. Comet All Rights Reserved.
Two Animation Techniques for Action
• Pose-to-Pose
• Straight-ahead
(Ex: Ryan by Chris Landreth)Copyright "Illusion of Life: Disney Animation" by Ollie Frank/Johnson Thomas
Action, pt 2
Follow-thru Action
Overlapping Action
Copyright "Illusion of Life: Disney Animation" by Ollie Frank/Johnson Thomas
Follow-thru Action
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Balls Top: No Follow thru Bottom: Follow thru
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Arm Rotates with follow thru Hand continues past stop position, then falls back in place
Copyright ©1999 Michael B. Comet All Rights Reserved.
Follow-thru Action
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Watch the antenas
Copyright ©1999 Michael B. Comet All Rights Reserved.
Movement: Slow-in and Slow-out
• The ball in the right eases in/out at the top; looks smoother and more natural
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• The ball on the left moves at a constant speed; looks abrupt
Copyright ©1999 Michael B. Comet All Rights Reserved.
Movement: Slow-in and Slow-out
• Good, with ease• More natural, fluid
• Bad, No ease• Very Robotic
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Arcs
• Bad, Linear ball • Good, Arc ball
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Arcs: Head Turn
• Bad, Linear • Good, Arc
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Timing
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Timing Head Turn
• 60 Frame– Looks like stretch
• 30 Frame– Looks like “no no
no”
• 5 Frame– Looks like he got
hit
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Exaggeration
• Bad
• GoodQuickTime™ and a
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Solid modeling and rigging
• (solid drawing in 1930s)
Copyright "Illusion of Life: Disney Animation" by Ollie Frank/Johnson Thomas
12 Principles of Animation
• Squash and Stretch• Anticipation• Staging• Follow-thru and Overlapping Action• Straight-ahead and Pose-to-Pose• Slow-in and Slow-out• Arcs• Secondary Action• Timing• Exaggeration• Solid Modeling and Rigging• Character Personality
User-controlled animation
• Games allow user intervention
• Built-in anticipation
• Branch smoothly between action shots