Nov 13, 2010

12 Priciple of Animation

1. Stretch & Squash
    •   When an object moves, its movement indicates the rigidity of the object
    •   Defining the rigidity and  mass of an object by distorting its shape during an action


2. Timing
    •   defines how well the idea behind the action will read to an audience. It reflects the weight and size of an object
    •   more drawings between poses slow and smooth the action

 
       
3. Anticipation
    •   Is a preparation for the action, the action proper and the termination of the action. 

4. Staging
    •   Readability – to stage an idea clearly, the audience's eye must be led to exactly where it needs to be at the right moment.
    •   Personality –  to use characteristics that clearly define the character.
    •   Mood – a mood is staged so that it will affect the audience. 
  

                 
5. Straight Ahead Action and Pose to Pose
    •   Straight ahead Action 
      •   you can lose size, volume, and proportions  
      •   Motion has spontaneity and freshness   
    •   Pose to pose 
      • more planned out and charted with key drawings done at intervals throughout the scene.  
      •   Size, volumes, and proportions are controlled.  







                     6. Follow Through and Overlapping Action
    •   Follow Through 
      •   is the termination of an action  
      •   nothing stops all at once.
    •   Overlapping Action 
      •   maintains a continual flow between whole phrases of actions  
      •   makes objects seem more natural 


7. Slowing in/out or Eases
    •   Deals with the spacing of the in between drawings between the extreme poses.
    •   Slow-ins and slow-outs soften the action, making it more life-like.  
  
8.Arcs
    •   All actions follow an arc or slightly circular path
    • Think of natural movements in the terms of a pendulum swinging 
    •  In Computer Animation, motion is usually represented in a time line view using splines(arcs).
    • The method used for calculating interpolated key frame values determines the characteristic of the arc(motion). 

9. Secondary Action
  • Adds to and enriches the main action and adds more dimension to the character animation
  •   Important in raising the interest and adding a realistic complexity to the animation

10. Exaggeration
  •   Like a caricature of facial features, expressions, poses, attitudes and actions
  •   If he is angry, make him furious



11. Solid Drawing
  •  Transform form, weight, volume solidity into color and movement giving the characters the illusion of three-and four-dimensional life.
  •  3D is movement in space.
  •  4thD is movement in time.  


12. Appeal
  •   Live actor’s charisma = appeal of animated character   
  •   To create appealing pose avoid "twins”
  •   Creating a design or an action that the audience enjoys watching





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