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The 12 Principles of Animation


1: Squash and Stretch - this is how rigid or soft and object is. So an object will never just take one size so if you drop a ball from a height when it hits the floor it get squashed down and stretch out the sides of it.

2: Anticipation - An action that tells the viewer what will be happening next. So if someone is shooting a gun the anticipation of the person squeezing the trigger of the gun tells you that they are going to shoot it before the animation is even there.

3: Staging - Presenting your idea so it makes sense. This could be just how the area around the objects so in the film Monster House every house has either a picket fence or a wall however the monster house itself has no wall or fence which gives it a sort of feeling of dread and then house looking all dark.

4: Straight Ahead and Pose to Pose animating - Straight ahead animation is the process of animating each frame in order. Then you have pose to pose which is where you draw three key frames then go back to draw the frames in the beginning.

Step 5: Follow through and Overlapping action - Movements never just stop dead after something as happened. A good way to explain this would be if you are to get tackled in a rugby match when you hit the floor you will never just stop as soon as you hit the floor your limbs will still go to move and kick out.

6: Slow in Slow out - Objects speeding up and slowing down. A good example is that an object with more frames looks slower and an object with less frames looks a lot slower. So a car starting of at full speed looks wrong it needs more frames at the beginning so the car is starting to speed up by the time it gets to the middle of the animation you can use less frames because it will be at full speed then you want it to slow down towards the end by putting in those more frames.

7: Arcs - Often relies on ease in and out. So it a person is walking past you there head will move in an arc when it is and there arms will move in an arc. Another example is when you wave your hand it will always move in an arc shape rather than any other shape because it doesn't look right as a any other shape because it won't give a fluid motion.

8: Secondary animation - This can be something such as using other parts of your body apart from your face to show emotion so let's just say you were angry and you were quite far in the distance to show that you would point a lot at someone or portray you stance in a certain way to show that you are angry at someone.

9: Timing - Number of frames in between movement. So this is something you will always need to remember and that is there is 24 frames per second. So if anything is under that frame count it will look way too fast so you will always want to remember that.  There is something that a lot of animators use which the process of only animating every two frames.

10: Exaggeration - Pushing movements and poses to the extreme such as someone showing emotion through their movements so the someone strictly putting their arm out there to make it look out there.

11: Solid Drawing - It means taking into account form in three dimensional space or giving them weight and mass. So taking into account clothes that are heavier drag down onto the character a lot more.

12: Appeal - Making the animation interesting and visually stimulating to the viewer. So this is making the animation look nice and look well presented so the viewer will enjoy what is happening in the animation.

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