12 Principles of Animation



  1. Squash and stretch
  2. Anticipation
  3. Staging
  4. Straight Ahead and Pose to Pose
  5. Follow Through and Overlapping
  6. Slow In and Slow Out
  7. Arcs
  8. Secondary Action
  9. Timing
  10. Exaggeration
  11. Solid Drawing
  12. Appeal

    *Breaking the Rules

 

  1. SQUASH AND STRETCH

    • Gives objects a sense of weight, mass, and flexibility.
    • Essential for creating the illusion of gravity.
    • It is used in all forms of character animation from a bouncing ball (that flattens on impact and elongates while falling) to the body weight of a person walking.
    • This is the most important element you will be required to master and will be used often.

      • The Bouncing Ball: The most classic and simple example is a bouncing ball, which visually demonstrates the forces acting upon an object.

        • Freefall (Stretch): As the ball drops and picks up speed due to gravity, it stretches vertically (elongates) to emphasize the velocity and downward force.

        • Impact (Squash): The moment the ball hits the ground, it squashes horizontally (compresses) and widens to absorb the impact and show its elasticity and weight. This brief compression builds energy for the rebound.

        • Rebound (Stretch): As the ball pushes off the ground and accelerates upward, it stretches vertically again, showing the recoil force and speed of the bounce.

        • Apex (Normal Shape): At the highest point of its bounce, where it momentarily stops, the ball returns to its original, normal spherical shape.


  2. ANTICIPATION

    • Prepares the audience for a major action.

      • Characters might bend their knees before jumping or pull their arm back before throwing a punch to make the primary action feel powerful and realistic.

      • a pitcher's wind-up
      • a golfers' back swing
      • a dancer does not just leap off the floor. A backwards motion occurs before the forward action is executed. The backward motion is the 'anticipation'.



  3. STAGING

    • A pose or action should clearly communicate to the audience the attitude, mood, reaction or idea of the character as it relates to the story and continuity of the story line.

    • This is achieved through camera angles, lighting, and character placement to ensure the focus is unmistakably on the relevant action or emotion.

    • The effective use of long, medium, or close up shots, as well as camera angles also helps in telling the story.

    • Use one action clearly stated to get the idea across, unless you are animating a scene that is to depict clutter and confusion.

    • Rule of Thirds:
      • Placing the main character or point of interest along the lines or intersections of a 3x3 grid (the rule of thirds) creates a more balanced and visually engaging composition, naturally drawing the audience's eye to the point of interest.



  4. STRAIGHT AHEAD AND POSE TO POSE

    • Two distinct animation workflows.

      • Straight Ahead: Animating frame-by-frame from start to finish, best for fluid, unpredictable actions like fire or hair.

      • Pose-to-Pose: Drawing key poses first and filling in the intervals later, ideal for structured scenes. In an animation studio, the lead animator will turn charting and keys over to his assistant. An assistant can be better used with this method so that the animator doesn't have to draw every drawing in a scene.


  5. FOLLOW THROUGH AND OVERLAPPING ACTION

    • Adds realism by showing that different body parts move at different rates.

      • 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 or a long tail. Nothing stops all at once. This is follow through.

      • Overlapping action is when the character changes direction while his clothes or hair continues forward.


  6. SLOW-OUT AND SLOW-IN

    • Reflects the natural acceleration and deceleration of real objects.

    • Animators draw more frames at the beginning and end of an action to make the transition between poses feel organic rather than robotic.

    • Fewer drawings make the action faster and more drawings make the action slower. Slow-ins and slow-outs soften the action, making it more life-like.


  7. ARCS

    • Most natural movements follow a curved path. Moving a limb or head in a straight line often appears mechanical; following an arc increases visual interest and realism.

    • Arcs give animation a more natural action and better flow. Think of natural movements in the terms of a pendulum swinging.


  8. SECONDARY ACTION

    • Small and auxiliary movements that support and enrich the main action. For example, a character’s swinging arms or facial expressions while walking add depth without distracting from the primary movement.

    • This enriches the main action and adds more dimension to the character animation, supplementing and/or re-enforcing the main action.



  9. TIMING

    • The number of frames used for an action, which determines its speed and perceived weight.

    • Fewer frames between poses make an action fast and energetic, while more frames create slow or heavy movements.

      • Fewer Frames: Ideal for rapid gestures, hits, or reactions.
      • More Frames: Used for dramatic pauses, weight, or slow-motion effects.

    • Expertise in timing comes best with experience and personal experimentation, using the trial and error method in refining technique.



  10. EXAGGERATION

    • Pushing the boundaries of reality to make characters more expressive.

    • Poses, timing, and facial expressions are heightened to convey clearer emotions or a specific artistic style.

    • Exaggeration in a walk or an eye movement or even a head turn will give your film more appeal.


  11. SOLID DRAWING

    • Creating the illusion of 3D forms in a 2D space by considering volume, weight, and anatomy.


  12. APPEAL

    • A live performer has charisma. An animated character has appeal.

    • Appealing animation does not mean just being cute and cuddly. All characters have to have appeal whether they are heroic, evil, comic or cute.

    • The "appeal" you'll be using means easy-to-read design, clear graphics, and a unique composition that captures and engages the reader.

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  • Breaking the rules in art


    • What's the point?

      • Breaking the rules means consciously defying conventions to innovate, express unique visions, and evolve artistic movements, often requiring deep understanding of those rules first, as seen in Cubism or Dadaism, leading to powerful, memorable, and sometimes controversial work that pushes boundaries and changes perception.

      • It's about purposeful experimentation rather than ignorance, transforming fundamentals into something new and impactful, from subtle compositional shifts to radical rejections of tradition like Marcel Duchamp's ready-mades.


    • Why artists break rules?

      • Innovation & Evolution: To move beyond established norms and create new styles, as seen with the Impressionists, Cubists or Dadaists.

      • Expression: To better convey personal emotions, ideas, or critiques of society, creating thought-provoking art.

      • Purposeful Rebellion: To challenge the status quo, making a stronger statement than simply following rules.

      • Discovery: To find new possibilities and develop a unique voice, pushing creative limits.


    • How rules are broken?

      • Mastering Fundamentals First: Understanding classical rules allows for informed and confident subversion.

      • Intentionality: The break must serve a purpose, otherwise the art can fall flat.

      • Examples of Rule-Breaking:

        • Concept: Marcel Duchamp's readymades redefined what art could be by challenging its very definition.