p rinciples of a nimation. 1. squash and stretch 2. anticipation 3. staging 4. straight ahead v....
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PRINCIPLES OF ANIMATION
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PRINCIPLES OF ANIMATION1. Squash and
Stretch2. Anticipation3. Staging4. Straight Ahead v.
Pose to Pose5. Follow Through
and Overlapping Action
6. Slow In and Slow Out
7. Arcs8. Secondary Action9. Timing10. Exaggeration11. Solid Drawing12. Appeal
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NINE OLD MEN HISTORY During the 1920’s and 1930’s, Disney had his
animators attend the Chouinard Art Instititude in Los Angeles to develop their drawing skills.
The outcome of this education was a set of twelve animation principles that Disney used in his productions.
Meet the Nine Old Men http://craigbowman.com/animation/12-principles-of-animation-part-i
The making of Snow White and the Seven Dwarfs http://www.youtube.com/watch?v=OebUzEhSLBI
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SQUASH
Gives the illusion of weight to an object as it moves
An object’s volume must not be changed when squashed or stretched.
Another Example
and
CC-BY-SA Lapman 2008
CC-BY-SA Lapman 2008
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SQUASH AND STRETCH DEFINITION
Living flesh distorts during motion. Exaggerated deformations will emphasize motion and impact.
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ANTICIPATION Prepares the audience for the action and makes the
action appear more realistic The formula for most animations is anticipation, action
and reaction.
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ANTICIPATION DEFINITION
Animation can occur before an action.
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STA
GIN
G
•A scene should reveal the attitude, mood, reaction or idea of the character or story. •Camera angles help frame this for the audience.
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STAGING DEFINITION
The clear presentation of an idea.
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STRAIGHT AHEAD V. POSE TO POSE
Begins with the first drawing and works drawing toward the end of a scene.
Planned out and charted
Key drawings done at intervals throughout the scene
Straight Ahead Animation
Pose to Pose Animation
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STRAIGHT AHEAD VERSUS POSE TO POSE DEFINITION
Drawing the frames in sequence versus creating strong posed (keyframes) first and adding the inbetween frames later.
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FOLLOW THROUGH AND OVERLAPPING ACTION When the main body of the character stops
all other parts continue to catch up to the main mass of the character, such as arms, long hair, clothing, floppy ears, a dress or a long tail.
Animated Example
CC-BY-SA SunCreator 2010
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FOLLOW THROUGH AND OVERLAP DEFINITION
The action that follows the main action; actions do not stop at the same time.
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SLOW IN AND SLOW OUT
More drawings near start and end pose.
Softens the action
CC-BY-SA Lapman 2008
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SLOW IN AND SLOW OUT DEFINITION
Also known as ease in and ease out.
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ARCSAll actions, with few exceptions follow an arc or slightly circular path. © Road2Animate 2010
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ARCS DEFINITIONThe basis for almost all natural motion. Created using a pivot point or spline curve.
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SECONDARY ACTION Action adds to the
main action and adds dimension to the character
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SECONDARY ACTIONS DEFINITION
Minor actions that occur due to a major action.
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TIMING Timing refers to the number of drawings or
frames for a given action On a purely physical level, correct timing
makes objects appear to abide to the laws of physics
Timing is critical for establishing a character's mood, emotion, and reaction.
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TIMING DEFINITION
Amount of frames between poses.
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EXAGGERATIONExaggeration is an effect especially useful for
animation, as perfect imitation of reality can look static and dull in cartoons. The exaggeration should increase understanding of the feeling of the character.
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EXAGGERATION DEFINITION
Used to increase readability of emotions and actions.
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SOLID DRAWING
The basic principles of drawing apply to animation as it does to academic drawing.
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SOLID DRAWING DEFINITION
To get maximum feeling from the audience, animated characters must be drawn or modeled precisely.
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AP
PEA
L
Appeal includes an easy to read design, clear drawing, and personality development to capture the audience’s interest
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APPEAL DEFINITION
Animated characters need to have a unique personality and have a wide range of emotions.
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SUMMARY The 12 Principles of Animation were
developed by the animators at Disney studios.
They serve as guidelines to make animation (drawn or computer generated) more realistic and appealing to an audience.
Let’s take a look at how these principles have been applied in an animation.
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EXAMPLES OF 12 PRINCIPLES 12 Principles of Animation Examples:
http://craigbowman.com/animation/principles-of-animation-part-ii
12 Principles of Animation (7-12) Examples: http://craigbowman.com/animation/principles-of-animation-part-iii
You try to find examples of the 12 Principles of Animation by going to http://phsanimation.wikispaces.com/Megan+G+-+12+Principles+-+Squash+and+Stretch
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REFERENCES"12 Basic Principles of Animation." Wikipedia, the Free
Encyclopedia. 23 Apr. 2011. Web. 24 Apr. 2011. <http://en.wikipedia.org/wiki/12_basic_principles_of_animation>.
"Frank & Ollie'sWebsite: Principles of Physical Animation." Frank & Ollie'sOfficial Site. Web. 24 Apr. 2011. <http://frankandollie.com/PhysicalAnimation.html>.
Lightfoot, Nataha. "Animation Toolworks' Library - 12 Principles." Animation Toolworks - Home of the LunchBox DV, LunchBox Sync and Video LunchBox. Web. 24 Apr. 2011. <http://www.animationtoolworks.com/library/article9.html>.
Stefano, Ralph A. "The Principles of Animation." Evl | Electronic Visualization Laboratory. Web. 24 Apr. 2011. <http://www.evl.uic.edu/ralph/508S99/>
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IMAGESArc. Digital image. Road2Animate. 30 Apr. 2010. Web. 24 Apr.
2011. <http://road2animate.com/2010/04/30/12-principles-of-animation-for-3d-animators/>.
Dikeman, Rick. Pitcher's Motion. Digital image. Wikipedia, the Free Encyclopedia. 15 Sept. 2004. Web. 24 Apr. 2011. <http://upload.wikimedia.org/wikipedia/commons/2/25/Baseball_pitching_motion_2004.jpg>.
Lampman. Squash and Stretch. Digital image. Wikipedia, the Free Encyclopedia. 27 June 2008. Web. 24 Apr. 2011. <http://upload.wikimedia.org/wikipedia/commons/b/b9/Squash_and_Stretch.svg>.
Nystrom, J-E. Animhorse. Digital image. Wikipedia, the Free Encyclopedia. 6 Mar. 2010. Web. 24 Apr. 2011. <http://upload.wikimedia.org/wikipedia/commons/e/e3/Animhorse.gif>.
All images courtesy Microsoft Office ClipArt, unless otherwise noted.