Lesson 1: 12 Principles of Animation

 
                 383) The 12 basic principles of animation. Animation Principles. - YouTube  | Principles of animation, Animation, 12 principles of animation
 
    In the 1981 book, The Illusion of Life, Disney animators Ollie Johnston and Frank Thomas introduced the twelve principles of animation. The pair were part of Disney’s “Nine Old Men,” the core group of animators who were instrumental in creating Disney’s animation style. The twelve principles have now become widely recognized as a theoretical bedrock for all artists working on animated video production. 
    In order, they consist of:

1. Squash and Stretch

2. Anticipation

3. Staging

4. Straight Ahead Action and Pose-to-Pose

5. Follow Through and Overlapping Action

6. Ease In, Ease Out

7. Arcs

8. Secondary Action

9. Timing

10. Exaggeration

11. Solid Drawing

12. Appeal



1. Squash and Stretch

  

 

    Squash and stretch is what gives flexibility to objects. The easiest way to understand how squash and stretch work is to look at a bouncing ball. As the ball starts to fall and picks up speed, the ball will stretch out just before impact. 

    Squash and stretch is debatably the most fundamental principle. Look at what happens when a ball hits the ground. The force of the motion squashes the ball flat, but because an object needs to maintain its volume, it also widens on impact. This what’s called squash and stretch. 

    This effect gives animation an elastic life-like quality because although it may not seem like it, squash and stretch is all around you. All shapes are distorted in some way or another when acted upon by an outside force; it’s just harder to see in real-life. Squash and stretch imitates that and exaggerates it to create some fun.

 

squash and stretch eastlink gif 

In the above example, when the letters spring from the ground, they 

elongate to show the impression of speed. Conversely, the letters 

squash horizontally when they come into contact with the ground. 

This conveys a sense of weight in each letter.

 

2. Anticipation 

 

 

Anticipation is used in animation to set the audience up for an action that is about to happen, and is required to sell believable movements. 

An easy way to think about this is before a baseball player pitches the ball, they first need to move their entire body and arm backward to gain enough energy to throw the ball forward. So, if an animated person needs to move forward, they first must move back. Or, if a character is reaching for a glass on a table, they must first move their hand back. This not only gets up their momentum, but it lets the audience know this person is about to move. 

Other cases where anticipation is used include when a character looks off screen when someone is arriving, or when a character’s attention is focused on something they are about to do. 

Imagine you’re about to kick a soccer ball. What’s the first thing you do? Do you swing your foot back to wind up? Steady yourself with your arms? That’s anticipation. 

Anticipation is the preparation for the main action. The player striking the soccer ball would be the main action, and the follow-through of the leg is well… the follow through.

 

eastlink anticipation gif

 

In the example clip above, notice how the progression of action operates

 in this scene. We first see the woman as she’s standing on the box. She 

then bends her knees in anticipation of what’s about to happen and 

springs into action by leaping from the ground up into the air.

 

3. Staging

   Staging directs the audience's attention to the most important elements in a scene. Proper staging ensures clarity and focus, crucial for effective storytelling.When filming a scene, where do you put the camera? Where do the actors go? What do you have them do? The combination of all these choices is what we call staging. In the clip below from Sevanta Dealflow, the placement of the character within the scene al

lows us to quickly follow his actions and gives us a good sense of the physical layout.

 

 Principles of Animation: Staging gif 

 

The protagonist can’t see his subordinate, but the subordinate is so busy

that the sound of his scurrying to and fro is enough to draw his attention. 

This motivates the cut to a medium shot, which then pulls back to the 

two-shot to reveal that his colleague is also worried about this problem.

It builds from problem to realization to shared understanding, to the 

beginning of a solution, all in a visual telling.

 

 

 4. Straight Ahead Action and Pose-to-Pose

Straight ahead action is a very spontaneous and linear approach to animating and is animated from start to finish, frame by frame. With this, you’ll create each pose of the animation one after the other. So, if your character is landing on the ground after jumping in the air, you would create the poses where he is standing, then the poses where he is beginning to kneel down, and then completely crouched. In other words, you’re really working through the animation as you’re going to make quick action fluid and dynamic. With pose to pose, the animation is much more methodical, with just the most important poses required to properly tell the story. You would animate the character landing on the ground after jumping in the air by using fewer poses (standing and crouched). This allows for more simple work and ensures the proportions and timing are correct before you add more intervals later, and is great for slow, dramatic, or emotional scenes. Often, these two approaches are used in combination to great effect. Mastering both techniques and combining them is the best approach to being a successful animator because then you can get both structure and spontaneity.  And incidentally, this distinction is just as important in computer animation, where molding a pose at each keyframe is the equivalent of making a drawing.

 

 Take a look at an example from a video from ViewBoost. Watch the 

sleeves of the “Cheese Jedi’s” cloak when he swings his lightsaber. 

They move with the momentum of the action, but when it’s over, 

the sleeves continue to go before settling to a stop.

 

follow through jedi sleeve principles of animation


 

5. Follow Through and Overlapping Action

 

 

Follow through is the idea that separate parts of the body will continue moving after the character has come to a stop. As a character comes to a stop from a walk, the arms may continue forward before settling in a down position. This could also be the case with articles of clothing. 

Overlapping action (also called “drag” or “lead and follow”)  is very similar in that it means different parts of the body will move at different times. An example of overlapping action is when a character raises their arm up to wave: The shoulder will move first, then the arm, and then the elbow, before the hand lags behind a few frames. You can also see this when a blade of grass waves in the wind. The base moves first and then the rest of the grass follows behind at different rates, giving it that waving motion. 

Additionally, characters who are remaining still need to display some sort of movement (blinking eyes, breathing, etc.) to prevent the animation from becoming “dead.” This is called “moving hold.”  

 

6. Ease In, Ease Out


As any object moves or comes to a stop, there needs to be a time for acceleration and deceleration. Without ease in and ease out (or slow in and slow out), movements become very unnatural and robotic.

As a car moves away from a stop, it doesn’t just reach full speed in an instant. It must first gain speed. As it comes to a stop, it doesn’t go from sixty to zero in the blink of an eye. Instead, it slows down until it reaches a complete stop.

The same must be accomplished in animation and the easiest way to accomplish ease in and ease out is to utilize the principle of spacing. As a character stands up from a sitting position, the spacing of each pose will be closer together at the start so that they can ease into the movement. As they stand up, they will ease out of the movement by spacing the poses further apart at the end of the action. Without this acceleration and deceleration of actions, everything would be very abrupt and jerky.

Carefully controlling the changing speeds of objects creates an animation that is more realistic and has more personality.

 

ease in animation principle gif

In this clip from an explainer video from Tworkz, the woman raises 

her arm slowly at first, but it picks up speed as the motion continues. 

The ease in, ease out technique works to make the action more fluid 

and realistic.



7. Arcs


 

Everything in real life typically moves in some type of arcing motion. Since it's unnatural for people to move in straight lines, you should adhere to this principle of animation to ensure you get smooth, realistic movements. The quicker something moves, the flatter the arc and the broader the turn. The only time something would move in a perfectly straight line is a robot.

If a character is turning his head, he will dip his head down during the turn to create an arcing motion. You also want to ensure that more subtle things move in arcs. For example, when a character walks, even the tips of their toes should move in a rounded, arcing motion.

 

Life doesn’t move in straight lines, and neither should animation. Most living beings – including humans – move in circular paths called arcs.

Arcs operate along a curved trajectory that adds the illusion of life to an animated object in action. Without arcs, your animation would be stiff and mechanical.

The speed and timing of an arc are crucial. Sometimes an arc is so fast that it blurs beyond recognition. This is called an animation smear – but that’s a topic for another time.

principles of animation arcs gif


In the above example from Scandis, the man passes the cash along 

from one person to another by reaching his arms across the frame. 

At first glance it may be hard to see the arcs happening, but when it’s 

outlined on the second time around it’s quite obvious. The fluid arcing 

motion of the arms adds grace to the animation.

 

 

8. Secondary Action



Secondary action refers to the actions that support or emphasize the main action to breathe more life into the animation and create a more convincing performance. It’s important to remember that the secondary action should typically be something subtle that doesn’t detract from the main action happening (perhaps even thought of as a subconscious action). For this reason, dramatic movements take priority over things like facial expressions.

Let’s say a character is talking to another character in a waiting room. The two of them talking would be the main action, but if one of them begins tapping their foot nervously, that would be the secondary action. Other examples would be a character whistling, leaning on a wall, or crossing their arms while a primary action is taking place.

Secondary actions are gestures that support the main action to add more dimension to character animation. They can give more personality and insight to what the character is doing or thinking.

 

In the below example, a deer takes a bite of a leaf sprayed with DeerPro 

repellant. The primary action is the deer spitting out the leaf when he 

realizes it’s no good. The secondary action is the slight tail wag that 

shows the deer’s relief to have the awful taste out of his mouth.

 

 

 


9. Timing

 


 

Animation is all about the timing. The timing comprises many things in animation. It is the duration of an action. It is the speed and velocity of an action. It is the way actions overlap and secondary objects follow the main action. If the timing is off, too slow, too long, too fast, or too linear, the animation will not look realistic. It will be stiff, even boring. The nature of the character, personality or weight of an object will influence the timing of the animation.

Timing refers to the number of frames between two poses, or the speed of action. For example, if a ball travels from screen left to screen right in 24 frames, that would be timing. It takes 24 frames or 1 second (if you’re working within the film rate of 24 rates per second) for the ball to reach the other side of the screen. Timing can also establish mood, emotion, and personality.

The physics of motion determines how objects move in the physical world. It's hard to convince viewers to believe in your story and characters if your animation does not follow these basic laws of motion. Of course, exaggeration is essential in the animated world, but even exaggerated animated action must still follow the basic laws of physics.

In North America (NTSC format), the frame rate of animated film is 24 frames/second (fps). For animation mixed with live action, the fps is 30. In Europe it is 25 fps (PAL format). That means that at 24 fps, it takes 1,440 frames to create one minute of action.

Notice that at the top of each bounce, the balls are packed closer together. That is because the ball is slowing down as it reaches the peak of the bounce. As the ball falls from its peak it and accelerates, the spacing starts becoming wider.

Notice also how many drawings there are in each bounce. As the momentum of the ball diminishes, the bounces become shorter and more frequent (i.e., the number of frames in each bounce decrease).

In practice, the success of your animation is going to depend on your sense of timing. Train yourself to listen to the rhythms and timings of your animation. You will see instances where a gag might be twice as funny if you just delay it by three frames more. It often helps to add sound early – whether it is music, voice, sound effects, or all of the above – because the ear is better attuned to subtleties of timing than the eye is.

 

 

10. Exaggeration



Exaggeration is used to push movements further, adding more appeal to an action, and should always be implemented to some degree.

Exaggeration can be used to create extremely cartoony movements including physical alterations or supernatural elements. Or, exaggeration can be incorporated with a little more restraint for more realistic actions. But, even then you can still use exaggeration to make a more readable or fun movement while still staying true to reality.

So, if a character is preparing to jump off a diving board, you can push them down just a little bit further before they leap off. Alternatively, you can use exaggeration in the timing to enhance different movements or help sell the weight of a character or object.

Sometimes more is more. Exaggeration presents a character’s features and actions in an extreme form for comedic or dramatic effect. This can include distortions in facial features, body types, and expressions, but also the character’s movement. Exaggeration is a great way for an animator to increase the appeal of a character, and enhance the storytelling.

Take a look at an another example below.

 

 

 

 

11. Solid Drawing



In 2D animation, solid drawing is all about making sure that animated forms feel like they’re in three-dimensional space in terms of volume and weight, balance, shadow, and the anatomy in a pose. With 3D animation, animators need to think about how to pose out your 3D character rig to ensure there is correct balance and weight, as well as a clear silhouette.

Avoid “twinning,” which is creating a mirrored pose across to the other side (both arms on hips or both hands in pockets) because this creates a rather boring and unappealing pose.

 

 

12. Appeal


This principle can really come down to adding more appeal (charisma) in many different areas of your animation, such as in posing. The most obvious example, however, is appeal in the character design because you want to have a character that the audience can connect with or relate to, whereas a complicated or confusing character design can lack appeal.

You can find areas on the character to push and exaggerate in order to create a more unique design that will stick out in your audience’s memory. One example is to simply exaggerate the jawline or push the youthfulness in the eyes. Either of these can help create more appeal.

Keep in mind that appeal is also required for villains.



So those are the twelve principles of animation! You now know the basic road map to create fundamentally sound animation, so get to work!








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