Principles of Animation Computer Animation SS2008.

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Presentation transcript:

Principles of Animation Computer Animation SS2008

The 12 Principles Squash and stretch Anticipation Staging Straight Ahead Action & Pose to Pose Follow Through & Overlapping Action Slow In and Slow Out Arcs Secondary Action Timing Exaggeration Solid Drawing Appeal

Squash & Stretch Gives the illusion of weight and volume to a character as it moves Useful in animating dialogue and doing facial expressions

Squash & Stretch How extreme depends on what is required in animating the scene Broader in a short style of picture and subtler in a feature Used in all forms of character animation from a bouncing ball to a person walking

Anticipation Prepares the audience for a major action the character is about to perform –Ex., starting to run, jump or change expression A comic effect can be done by not using anticipation after a series of gags that used anticipation

Anticipation Almost all real action has major or minor anticipation Feature animation is often less broad than short animation unless a scene requires it to develop a characters personality

Staging A pose or action should clearly communicate to the audience the attitude, mood, reaction or idea of the character as it relates to the story and continuity of the story line Use one action clearly stated to get the idea across, unless you are animating a scene that is to depict clutter and confusion

Staging Directs the audience's attention to the story or idea being told Background design should not obscure the animation or compete with it due to excess detail; should work together as a pictorial unit in a scene

Straight Ahead & Pose to Pose Straight ahead –Starts at the first drawing and works drawing to drawing to the end of a scene –Can lose size, volume, and proportions with this method; does have spontaneity and freshness Pose to Pose –More planned out and charted with key drawings done at intervals throughout the scene –Size, volumes, and proportions are better controlled

Follow Through & Overlapping Action Follow Through –When the main body of the character stops all other parts continue to catch up to the main mass of the character; nothing stops all at once Overlapping Action –For example, when a character changes direction while his clothes or hair continues forward –In features, this type of action is done more subtle –Timing becomes critical to the effectiveness of drag and the overlapping action

Slow-In & Slow-Out As action starts, we have more drawings near the starting pose, one or two in the middle, and more drawings near the next pose Fewer drawings make the action faster and more drawings make the action slower Slow-In Slow-Out

Slow-In & Slow-Out Soften the action, making it more life-like Omitting some slow-out or slow-ins will give more snap to the scene

Arcs All actions, with few exceptions, follow an arc or slightly circular path Especially true of the human figure and the action of animals

Arcs Arcs give animation a more natural action and better flow All arm movement, head turns and even eye movements are executed on an arcs

Secondary Action Adds to and enriches the main action Adds more dimension to the character animation, supplementing and/or re-enforcing the main action All actions should work together in support of one another

Timing More drawings between poses slow and smooth the action; fewer drawings makes the action faster and crisper A variety of slow and fast timing within a scene adds texture and interest to the movement

Timing Also, there is timing in the acting of a character to establish mood, emotion, and reaction to another character or to a situation Studying movement of actors and performers on stage and in films is useful when animating human or animal characters

Exaggeration Is not extreme distortion of a drawing or extremely broad, violent action all the time More like a caricature of facial features, expressions, poses, attitudes and actions Action traced from live action film can be accurate, but stiff and mechanical Gives an animation more appeal

Solid Drawing The basic principles of drawing form, weight, volume solidity Has interesting, well proportioned shapes and good sense of weight and volume Just as there are principles of animation, drawing also has its own, taught at drawing art schools and books –Weight –Silhouettes

Appeal A live performer has charisma; an animated character has appeal Does not mean just being cute and cuddly Includes an easy to read design, clear drawing, and personality development that will capture and involve the audience’s interest