Friday 14 January 2011

12 basic principles of animation

Strech and Squash

The most important principle is Squash and stretch the purpose of this priciple is to give a sense of weight and flexibility, its mainly used on a simple object such as a bouncy ball. although for more complex things such as a persons face it is a lot harder to apply.
File:Squash and Stretch.svg




Anticipation

Anticipation is where the audience is prepared for some kind of action, it also makes action appear more realistic, for example a ball being thrown at a persons face, where their hand is pulled back in anticipation of the throw. 


Staging
The purpose of staging is to draw attetion of the audience to a specific point, it gives a sense of importance and adds pupose, "Johnston and Thomas defined it as "the presentation of any idea so that it is completely and unmistakably clear", whether that idea is an action, a personality, an expression or a mood.

                                                                                                                        this is a picture of a stickman
                                                                                                                        staging with the focus on it.
Streight 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. Computer animation removes the problems of proportion related to "straight ahead action" drawing; however, "pose to pose" is still used for computer animation, because of the advantages it brings in composition.
                                                                                                                  this shows the pose to pose.
follow through and overlapping action                                                                                                        
this technique makes movement look more realistic, this gives the impression that charcters are following the laws of physics. follow through means that after a character has stopped moving other body parts will continue to move, overlapping means that the characters body parts will move all at different times often faster than one another.

File:Animhorse.gif 










Slow in and slow out

most objects need time to  accelerate and slow down beacuse of this an animation looks more real . it has more frames near the beginning and end of a movement, and fewer in the middle. it is used when a character is sitting down or starting to walk.




Arcs

Most human and animal actions happen along an arched course, and animation should reproduce these actions for superior realism. This can apply to a limb moving by rotating a joint, or a thrown object moving along a parabolic trajectory. The exception is mechanical movement, which typically moves in straight lines.


Secondary action
Adding secondary actions makes the characters in the scene look more realistic, this helps support main actions. for example a man walking with his arms swinging or his hands on his head, this adds realism to the scene.  The important thing about secondary actions is that they emphasize, rather than take attention away from the main action.
Timing
Timing refers to the number of drawings or frames for a given action, which translates to the speed of the action on film. Timing is critical for establishing a character's mood, emotion, and reaction. It can also be a device to communicate aspects of a character's personality.



Exaggeration
Exaggeration is used in animation because if realism is used as a constant it can make a catoon look dull, "The classical definition of exaggeration, employed by Disney, was to remain true to reality, just presenting it in a wilder, more extreme form."




Solid drawing
The principle of solid drawing means taking into account forms in three-dimensional space, giving them volume and weight.  The animator needs to be a accomplished draughtsman and has to understand the basics of three-dimensional shapes, anatomy, weight, balance, light and shadow etc.
Appeal

Appeal in a cartoon character resembles 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.


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