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Presentation transcript:

to the 12 Principles of Animation Introduction to the 12 Principles of Animation “The animator must not only have the technical ability to draw or pose characters, but also have a keen sense of timing, of observation, mannerisms, and movement. In addition one must also be an actor, have a sense of what makes something alive and natural. Bringing these somewhat diverse fields of study together, the animator can achieve something magical...the sense of bringing an inanimate character to life.”

12 Principles of Animation Timing Ease In and Out (or Slow In and Out) Arcs Anticipation Exaggeration Squash and Stretch

12 Principles of Animation Secondary Action Follow Through and Overlapping Action Straight Ahead Action and Pose-To-Pose Action Staging Appeal Personality

1. Timing Timing can indicate an emotional state. Consider a scenario with a head looking first over the right shoulder and then over the left shoulder. By varying the number of inbetween frames the following meanings can be implied:

1. Timing An inanimate object which has weight and is being acted upon by known forces moves in a predictable way. Consider an object falling from rest under the influence of gravity. Disregarding air resistance, all objects fall with the same acceleration, which is about 9.8 meters per second per second. Assuming that the object is dropped has as an average weight and the distance it falls in a time “t” with an acceleration “f” this gives:- Distance = 0.5 x f x t x t

1. Timing By substituting some numerical values for “t” distances fallen are as follows:- 1/8 second - 0.08 metres 1/4 second - 0.3 metres 1/2 second - 1.2 metres 1 second - 4.9 metres

1. Timing At a projection speed of 24 frames per second, the object falls as follows:- 0.08 metres after 3 frames 0.3 metres after 6 frames 1.2 metres after 12 frames 4.9 metres after 24 frames

1. Timing

1. Timing No in-betweens - the character has been hit by a strong force and its head almost snapped off One in-betweens - the character has been hit by something substantial, .e.g., frying pan Two in-betweens - the character has a nervous twitch Three in-betweens - the character is dodging a flying object Four in-betweens - the character is giving a crisp order Six in-betweens - the character sees something inviting Nine in-betweens - the character is thinking about something Ten in-betweens - the character is stretching a sore muscle

1. Timing The more frames the slower the action, the fewer frames the faster. Find the right balance between allowing your action to register with the audience and boring them. 60 Frame Head Turn This looks more like a stretch action 30 Frame Head Turn This is more like a "no no no" action 5 Frame Head Turn This is more as if he just got hit

2. Ease In and Out (or Slow In and Out) Ease in and out has to do with gradually causing an object to accelerate, or come to rest, from a pose. An object or limb may slow down as it approaches a pose (Ease In) or gradually start to move from rest (Ease Out).

2. Ease In and Out (or Slow In and Out) The ball on the left is linear, which looks abrupt. The one of the right eases in/out at the top and looks smoother and more natural. Very robotic/computery looking Much more natural and fluid

3. Arcs In the real world almost all action moves in an arc. When creating animation one should try to have motion follow curved paths rather than linear ones. It is very seldom that a character or part of a character moves in a straight line. Even gross body movements when you walk somewhere tend not be perfectly straight. When a hand/arm reaches out to reach something, it tends to move in an arc.

3. Arcs Linear motion looks rigid and stiff Smoothly arcing the same motion looks more natural

3. Arcs Stiff and mechanical A bit more natural and interesting looking Sticking with the head example, the head rotates in an arc like fashion. That is if a characters head rotates from left to right, at the halfway point, it should actually be dipped or raised slighly depends on where it is looking. This stops the rotation from being perfect linear or mechanical looking.

4. Anticipation Action in animation usually occurs in three sections. The setup for the motion, the actual action and then follow-through of the action. The first part is known as anticipation. In some cases anticipation is needed physically. For example, before you can throw a ball you must first swing your arm backwards. The backwards motion is the anticipation, the throw itself is the motion.

4. Anticipation The ball on top simple moves from left to right, but the bottom ball anticipates the motion before moving, broadcasting what is about to happen. The bug jumps without any anticipation and looks totally wrong. Here the bug character jumps up after first crouching (anticipating) the main action.

5. Exaggeration Exaggeration is used to accent an action. It should be used in a careful and balanced manner, not arbitrarily. Figure out what the desired goal of an action or sequence is and what sections need to be exaggerated. The result will be that the animation will seem more realistic and entertaining. The key is to take something and make it more extreme in order to give it more life, but not so much that it destroys believability.

5. Exaggeration Pretty subtle not exaggerated motion. Much more exaggerated motion. He is obviously mad here. *note that in many cases, subtlety is good. Subtle action mixed with exaggeration here and there can make for some of the best acting and animation.

6. Squash and Stretch Squash and stretch is a way of deforming an object such that it shows how rigid the object is. For example if a rubber ball bounces and hits the ground it will tend to flatten when it hits. This is the squash principle. An important note about squash and stretch, is that no matter how an object deforms, it should still appear to retain it's volume. That is, if a ball flattens down 2 times as much as normal, it will have to get 2 times as wide to keep its volume. If a character or part of a character doesn't maintain volume with squash and stretch, believability will be lost.

6. Squash and Stretch The ball on the left is animated without squash and stretch, while the one on the right deforms. Note too how the one of the right does not use a simple scale for the effect. The result gives a more elastic and loose feel to the ball on the right. Here the bug pats his stomach and it squashes and stretches.

7. Secondary Action Secondary Action is an action that occurs because of another action. For example if a dog is running and suddenly comes to a stop, its ears will probably still keep moving for a bit. Another example, if an alien is walking and it has an antenna on it, the antenna will probably sway as a result of the main body motion. This is secondary action. It is caused because of the main motion.

7. Secondary Action Here the bug does a take and notices the camera. The antenna motion is secondary action, it is caused by the head and body motion. It is not the main action, but enhances the overall scene.

8. Follow Through and Overlapping Action Follow through is the movement at the end of a motion. In most cases objects don't stop suddenly, but tend to travel a little farther past their end point. For example when throwing a ball, after releasing the ball your arm will continue to move a bit. This is known as follow through. Even if a character is walking and stops, the center mass of the character usually has a tendency to overshoot a little bit and then come back to rest. This is another example of follow through.

8. Follow Through and Overlapping Action The ball on the top simply moves and stops, while the bottom ball continues past the end point and then comes back to rest (follows through). Here the bug arm rotates up with follow through and overlap. The arm itself and the hand continues moving past the stop position, then falls back into place.

9. Straight Ahead Action and Pose-To-Pose Action There are 2 basic methods to creating animation. Straight ahead animation is one where the animator draws or sets up objects one frame at a time in order. For example, the animator draws the first frame of the animation, then draws the second, and so on until the sequence is complete. In this way, there is one drawing or image per frame that the animator has setup. This approach tends to yield a more creative and fresh look but can be difficult to time correctly and tweak.

10. Staging Staging is presenting an action or item so that it is easily understood. In general, action is presented one item at a time. If too much is going on the audience will be unsure what to look at and the action will be "upstaged". One important facet of staging is staging in "silhouette". This means that a pose of an object or character can be interpreted even in a black and white silhouette. If you can not "read" the pose of a character in silhouette it is not a strong pose and should probably be changed.

10. Staging Here the character can't really be read in silhouette.

10. Staging This is staged much more clearly in silhouette. You can tell what is going on much easier.

11. Appeal Appeal means anything that a person likes to see. This can be quality of charm, design, simplicity, communication or magnetism. It's important to note that appeal doesn't necessarily mean good vs. evil. For example, in Disney's animated classic "Peter Pan", Captain Hook is an evil character, but most people would agree that his character and design has appeal.

12. Personality This word isn't actually a true principle of animation, but refers to the correct application of the other principles. Personality determines the success of an animation. The idea is that the animated creature really becomes alive and enters the true character of the role. One character would not perform an action the same way in two different emotional states. No two characters would act the same. It is also important to make the personality of a character distinct, but at the same time be familiar to the audience.

Any Questions ?