12 BASIC PRINCIPLES OF ANIMATION
1) Squash and stretch: Squash and
stretch is when an object changes shape based on some sort of impact or
movement. For example, when a hard rubber ball is thrown, it may hardly change
shape, but when a softer ball is thrown, it may change shape depending on the
force of the impact. Squash and stretch is used in animation to give it a more
realistic feel. For example, if in an animation, a character is punched in the
face, squash and stretch would be used to show the impact in the face, and it
would show the impact on the hand too.
2) Anticipation: Anticipation in
animation is the same as anticipation in real life. When a character is going
to kick a ball, the anticipation would be the character moving his foot back
before kicking the ball. Another example is a character preparing to run by
putting one foot behind its body, and getting lower to the ground. Anticipation
is used in animation to give the viewer a better understanding of the action
that is about to happen. For example, if there is an animation of baseball game
being played, the anticipation for the batter would be to move the bat behind
his head ready to swing. The anticipation of the pitcher would be to lift his
leg up and get ready to throw the ball.
3) Staging: Staging in
animation is when you make an idea clear to the audience. The idea could be an
action, a personality, an expression or a mood. The key point to staging is to
make sure you catch the viewer’s eye and that they are draw towards the idea that
is taking place. The animator must use different techniques to make sure the
viewer is looking at the right place at the right time. This could be something
as simple as moving the camera so that it focuses on the key event or idea
taking place.
4) Straight ahead action
and pose to pose: These
are two different approaches to the drawing process. The straight ahead action
in hand drawn animation is when the animator starts at the first drawing in the
scene and then draws frame after frame until they reach the end of the scene.
The pose to pose action is when the animator carefully plans out the animation,
and draws a sequence of poses. These are usually the starting pose, some poses
in the middle, and the final pose. Then that artist, another artist, or a
computer draws the inbetween frames. This is similar to key framing with
computer graphics, but it must be changed slightly since the inbetweens may be
too unpredictable.
5) Follow through and
overlapping action: Follow
through is the end part of an action. For example, when throwing a ball, the
hand continues to move after the ball is released. Overlapping is just starting
the second action before the first action is finished. This keeps the viewer
interested because there is no dead time between actions.
6) Slow in and Slow out: The principles
of slow in and slow out in animation is to make the animations look more
realistic. This is as simple as a ball bouncing. The ball starts out stationary
in your hand. Then when you let go it builds up speed until it hits the ground.
Then it would come back up slightly slower than when it went down. Then when it
reaches its maximum height it stops and repeats the process. Every time the
ball hits the floor or its maximum height it loses speed, so the ball would
eventually stop bouncing.
7) Arcs: An arc is used for an
action or movement. This could be moving your arm. You would have a key frame
at the beginning and at the end of the movement. The arc is the action in
between the two frames. This is usually used for characters but can also be
used on objects.
8) Secondary action: A secondary
action is an action that comes from another action. Secondary actions are used
to heighten interest in a scene, and to add a realistic complexity to the
animation. If the secondary action becomes more interesting than the main
action, then it is either the wrong choice for secondary action or it is staged
wrong.
9) Timing: Timing is an
important principle because it gives meaning to a movement. Timing can affect
how real a scene looks. Timing is used for characters feelings, and facial
expressions. For example, if a character is shocked, you should be able to tell
he is shocked because he should look shocked in his facial expressions right
after the shocking event has occurred. If the characters shock was delayed, and
the character didn't react until 5 or more seconds after the event, the scene
would not be realistic, and you could lose the viewer’s interest.
10) Exaggeration: Exaggeration is
used in animation to help the audience know for certain how a character is
feeling or acting. For example, if a character is angry in a scene, you could
make him furious, with his eyebrows down, and gritting his teeth. A scene has
components such as action, objects and emotion. Exaggerating all of these can
create an uneasy and unrealistic scene, so finding a balance of exaggeration is
important.
11) Solid Drawing: Solid Drawing is
used to make the main character or object stand out from the rest of the
animation. This is so the character does not blend in to the background, and so
that the character can easily stand out for the viewer. Solid Drawing is always
drawn on its own layer so that it can be animated more easily.
12) Appeal: Appeal in animation is the same as
acting in a film. The way the character or object looks, moves and interacts
with other characters has a large impact on the viewer and how much interest
they have in the animation. Usually, the more realistic the character the more
interest the viewer has.
This information taken from jordanwharton.wordpress.com/year-2/unit-67-3d-animation/12-principles-of-animation.
REFLECTION
From this information I learn new thing and revise back some of the basic principles in animation that I know and this help me to do the task and how to understand it function in making animation.