The 12 Principles of Animation

The 12 Principles of Animation


Squash and Stretch: Gives your animation the illusion of mass, flexibility, gravity and weight. The ball is stretched in the position it is thrown in and squishes when is on an impact.


Anticipations: This prepares the audience for what your animation is about to do. An example is the character bending their knees to prepare to jump.

 


Staging: Focusing on what’s important in the scene and uses motion to guide the viewers eyes. An example is facing your characters slightly towards the camera without facing the camera completely.

 



Straight ahead animation: Drawing by frames to see the motion that your animation will have.




Pose to Pose animation: Drawing the beginning and end frames and filling in all the frames in between.

 

Follow through and Overlapping: Objects do not just stop dead when coming to stand still, different parts of it stop and start moving at different rates.


 




 Slow in/out: This is the idea of an object gaining momentum e.g. A car getting up to speed and slowing down.







Arc – Helps your animation match physics, objects follow a natural path e.g. A ball thrown in the air arcs due to Earths gravity

 

 Secondary Action – This can help add depth and dimension to an object. It should not take away or distract from the main action.


Timing – How the natural world applies to the animation, it keeps the mimic of real life e.g. something light would move faster than something heavy.

 

 Exaggeration – Overexaggerating movements to make objects feel more dynamic e.g. the whole body thrown into the punch.


Solid Drawing – Understanding the fundamentals of drawing in 3D space, perspective, form and anatomy.

 

Appeal – Make the animation appeal to the audience, solid drawing can help design strong characters or scenery.


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