BASIC PRINCIPLES OF  ANIMATION  


There are basic 12 Principles of Animation:

1.     Anticipation:
  An anticipation pose or drawing is a preparation for the main action of an animated scene, as distinct from the action and the reaction. 
For example, a man preparing to run fast would crouch down, "gathering like a spring" for the main action. This is called the anticipation for the main action. Equally, a golfer making a swing has to anticipate the swing by swinging the club back first, just as a baseball pitcher must "wind up" before throwing the ball. This was a technique was borrowed from the theatre, and was important in holding the audience's attention. The audience might not know exactly why a character was doing something, but they would at least know what he was doing  .

Anticipation: A baseball player making a pitch prepares for the action by moving his arm back. After the anticipation comes the action and the reaction.



2.      Squash and stretch:  The principle is based on observation that only stiff objects remain inert during motion, while objects that are not stiff, although retaining overall volume, tend to change shape in an extent that depends on  inertia and elasticity  of the different parts of the moving object. To illustrate the principle, a half-filled flour sack dropped on the floor, or stretched out by its corners, was shown to be retaining its overall volume all the time.


Illustration of the "squash and stretch"-principle:
Example A shows a ball bouncing with a rigid, non-dynamic movement. In example B the ball is "squashed" at impact, and "stretched" during fall and rebound.





3.      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 later.] "Straight ahead action" creates a more fluid, dynamic illusion of movement, and is better for producing realistic action sequences. On the other hand, it is hard to maintain proportions, and to create exact, convincing poses along the way. "Pose to pose" works better for dramatic or emotional scenes, where composition and relation to the surroundings are of greater importance. A combination of the two techniques is often used.







4.      Follow through and overlapping action:

Follow Through and Overlapping Action are closely related techniques which, when applied to animation, can help to render movement more realistically, and help to give the impression that characters follow the laws of physics.
The animators, keen to make their work feel more convincing, developed the concepts of "Follow Through" and "Overlapping Action", though the concepts were so closely related that they were not always easy to distinguish.



Frank Thomas and Ollie Johnston identified five areas of motion where these principles would apply:
1. A character might have a coat or long ears, and these parts would keep moving once the figure had stopped moving. The ears, or coat, would "follow through" even after the main action had stopped.
2. Bodies in motion do not move all at once, rather different parts of a body may move at different speeds. Therefore, as one part of the body stops, another part (such as an arm), might overlap or follow through the main action, slowly settling to a stop.
3. Loose flesh, such as a dog's floppy jowls, might move at a slower speed than the more solid parts of the character. These parts might drag behind the main action.
4. The completion of an action - how the action "follows through" - is often more important than the action itself.
5. The "moving hold". A character might come to a complete halt, but the fleshy parts might follow through the main action in order to convey weight and believability.




5.      Staging:

Staging is the process of selecting, designing, adapting to, or modifying the performance space for a play or film. This includes the use or absence of stagecraft elements as well as the structure of the stage and its components. While from a critical standpoint, "staging" can refer to the spectacle that a play presents in performance, the term is also frequently used interchangeably with the term "blocking", referring to how the performers are placed and moved around the stage. Many audience members may believe that performers move spontaneously on the stage, but blocking/staging is rarely spontaneous. Major points of blocking are often set down by the playwright, but blocking is usually done by the director, sometimes in collaboration with performers and designers.




6.      Slow In and Slow Out:

The movement of the human body, and most other objects, needs time to accelerate and slow down. For this reason, animation looks more realistic if it has more drawings near the beginning and end of an action, emphasizing the extreme poses, and fewer in the middle. 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 in the above illustration.




7.      Arc:
Most natural action tends to follow an arched trajectory, and animation should adhere to this principle by following implied "arcs" for greater realism. This technique can be applied to a moving limb by rotating a joint, or a thrown object moving along a parabolic trajectory. The exception is mechanical movement, which typically moves in straight lines.
As an object's speed or momentum increases, arcs tend to flatten out in moving ahead and broaden in turns. In baseball, a fastball would tend to move in a straighter line than other pitches; while a figure skater moving at top speed would be unable to turn as sharply as a slower skater, and would need to cover more ground to complete the turn.
An object in motion that moves out of its natural arc for no apparent reason will appear erratic rather than fluid. For example, when animating a pointing finger, the animator should be certain that in all drawings in between the two extreme poses, the fingertip follows a logical arc from one extreme to the next. Traditional animators tend to draw the arc in lightly on the paper for reference, to be erased later.







8.     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, speak or whistle, or express emotions through facial expressions. The important thing about secondary actions is that they emphasize, rather than take attention away from, the main action. If the latter is the case, those actions are better left out.[25] For example, during a dramatic movement, facial expressions will often go unnoticed. In these cases it is better to include them at the beginning and the end of the movement, rather than during.




Secondary Action: as the horse runs, its mane and tail follow the movement of the body.





9.      Exaggeration:

Exaggeration  is an effect especially useful for animation, as perfect imitation of reality can look static and dull in cartoons.[12] The level of exaggeration depends on whether one seeks realism or a particular style, like a caricature or the style of a specific 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. It is important to employ a certain level of restraint when using exaggeration. If a scene contains several elements, there should be a balance in how those elements are exaggerated in relation to each other, to avoid confusing or overawing the viewer.


10.   Solid drawing:

The principle of solid drawing means taking into account forms in three-dimensional space, or giving them volume and weight. The animator needs to be a skilled artist and has to understand the basics of three-dimensional shapes, anatomy, weight, balance, light and shadow, etc. For the classical animator, this involved taking art classes and doing sketches from life. One thing in particular that Johnston and Thomas warned against was creating "twins": characters whose left and right sides mirrored each other, and looked lifeless. Modern-day computer animators draw less because of the facilities computers give them, yet their work benefits greatly from a basic understanding of animation principles , and their additions to basic computer animation.

11.   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. There 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.

 

 12.   Timing and spacing:

timing and spacing is really one of the simplest principles of animation in theory, it really is the building block for your animation, because without good timing and spacing it’s hard to find a good animation underneath.




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