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Sunday 29 September 2013

The Basic Principles of Animation


The 12 principlies of animation were created in the 1930's by Walt Disney Studios 'old men' which includes Frank Thomas and Ollie Johnson. They created these principles through practice but also, it creates a more 'realistic' animation. This would mean that the characters would have more personality and more expressions. 


Source: Stuartng books 2013 (http://stuartngbooks.com/art-books/animation-and-film/disney-animation-the-illusion-of-life-signed-1st-edition.html)


Squash and Stretch:  

This creates an idea of movement through distributing the weight and volume of the object to create a sense of realism. This technique is good when you're animating dialogue or doing facial expressions. 


 
Source: Youtube, Animatortraining uploaded 12th Jan 2010, https://www.youtube.com/watch?v=EYOg48bebkg


Anticipation: 

Is a technique that shows movement and gets the audience ready for a major action that a character is about to perform. An anticipation can be an anatomical preparation, so for example bending down before they jump. To get the audience to have a better understanding of a major action the anticipation should be correctly timed. 


Source: Brianlemay 2011, http://www.brianlemay.com/Pages/animationschool/animation/lipsyncbook/anticipation.html

Staging: 

Is a pose or action that should clearly show to the viewer the characters attidude, mood, reaction or idea which relates to the story line or the story. Staging directs the audience attention to the story line being told. One of the main and important objectives is to make sure that the viewer or audience does not miss where the actions is happening. Staging helps to do this as it directs the eye to where the action is. This is why only one action should happen at at time so they don't miss it. Furthermore characters are not placed face on to each other, but turn out in a 'V' shape so we as the audience can see their facial expressions and body language.
Source: CMCeducation, uploaded Jan 3 2012, https://www.youtube.com/watch?v=z5PM3GgmJ4E



Straight Ahead and Pose To Pose:  

Source: Youtube, uploaded by Morie Kohta, April 4 2013, https://www.youtube.com/watch?v=-VVMGBSmHTo

Straight ahead animation is when the animator works straight ahead from the first drawing in the scene to the end of the scene. Straight ahead is mostly used in wild or fast actions scene because it has a spontaneous and fresh flowing look to them. These drawings or actions are very creative. The only problem with using this technique is that size, volume and proportions can be lost by doing it. 

Where as pose to pose is much more controlled and planned out, the key drawings are done with intervals throughout the scene . This means that size, volume and proportions can be mastered and the action in the scene can be better controlled. Many scenes can be done this way and can concentrate on creating and planning the scene, as he can pass on the key notes and planning to their assistant to draw them.  

Follow Through and Overlapping: 

Follow through is when the body of the character stop and the other parts like arms  continue to go forward to catch up to the main mass of the character. This gives a sense of realism that the audience can relate to.

Where as overlapping is when the character suddenly changes directions but the clothes or other parts continue to go forward. This is called a "drag".  A great example for follow through and overlapping is from one my favourite disney films 'Snow white and the Seven Dwafts' when they were dancing. 

Source: Youtube, uploaded by Max Stratos, Oct 24 2009, 
http://www.youtube.com/watch?v=GB_74i-aHRk

Slow-out and Slow-in: 

Slow-out and slow- in makes the object of the animation much more realistic and more life-like. When creating the action, the animator does many more drawings near the starting position, one or two in the middle and lots of drawings near the next pose. This is done because the fewer the drawings the faster the movement will be and the more drawings, closer together, there are slower the movement will be. 

 Source: http://animation0000.blogspot.co.uk created on 30 Sept 2012


Archs: 

All movements/actions apart from the few things like mechanical movement flow either in an arch movement or slightly circular travel. This particularly applies to human and animal movements so, by using arcs in animation it creates flowing realistic movements. A good example of this type of movement would be a pendulum swinging. Effectively arm movements and head movements appear to follow arcs. 


Source: Blog 'Principles of animation' Nov 18 2010, http://uwepoa.blogspot.co.uk/2010/11/arcs.html

Secondary Action:

This principle of animation adds to and improves the main action, but also adds more dimension to the animated character for example when a horse is running, you can see their legs moving as well as the tail and the mane moving, to give the animation more of a realistic flow/feel. When using this principle you need to remember that all the movements should support one another and work together to perform one. ( An example below)

Source: Youtube, InklingStudio,  Jan 17 2012, animation of Figaro created by Eric Larson, https://www.youtube.com/watch?v=vKZMo1JZk74

Timing:

The importance in using this principle, is practice and patience to be able to master it. The aim is to create either a fast moving motion or a slow moving motions. You would do this by the number of different frames you have to create this. Like I have said before the fewer the drawings the faster the action, it will also make it look better.


Source: Smashing magazine, Article 'The Guide To CSS Animation: Principles and Examples', Sept 14 2011, http://coding.smashingmagazine.com/2011/09/14/the-guide-to-css-animation-principles-and-examples/


Exaggeration: 

Exaggeration does not mean just distorting the actions or objects randomly, it is also when the animator decides when to exaggerate and which properties to exaggerate. Things like facial expression, poses, attitudes and actions can all be exaggerated to make the film more appealing to the audience and will not make it too theatrical or over animated. 
Source: Youtube, uploaded by animator training, Jan 12 2010, https://www.youtube.com/watch?v=C6tK1sEQiek

Solid Drawing:

This principles combines form, weight, volume, solidity and the illusion of using 3D to the animation. By drawing it straight facing, it will look 2D but drawing the character at a slight angle it will make it look more 3D. Another way to do this is by adding colour and movement.
Source: Blog  'Principles of Animation', Jan 6 2011, http://ticktockcrocodile.blogspot.co.uk/2011/01/solid-drawing.html

Appeal:

An animated character has to appeal to the audience in every circumstance whether they are a hero, villain, comic or cute. When using this technique you need to have a clear drawing, easy to read design and a personality which should develop to make the viewer more interested in the film. It has to appeal to the mind as well as the eye. 
Source: 'Food for real festival: Ratatouille and short films', 2013, http://www.fact.co.uk/whats-on/food-for-real-festival-ratatouille-and-short-films

References:Centre for animation & interactive Media; Animation Notes #5 12 Principles of Animation; 2013; http://minyos.its.rmit.edu.au/aim/a_notes/anim_principles.html


The Principles of Animation; no date; http://www.evl.uic.edu/ralph/508S99/contents.html


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