Thursday, June 27, 2013

12 Principles of Animation

These Principles was made buy the Pioneers who we call 9 Old men at Disney. Mostly it came out from the  "Illusion of Life- Disney Animation" book wrote by Ollie Johnston & Frank Thomas in 1981. This is the Bible of animation until today.

1.Squash & Stretch - it is something that gives characters exaggerated weight or a springiness or anticipation to a movement.

2.Anticipation - Prepare the Audience for an action, and make the action appear more realistic.

3.Staging - It's presenting your character's action from the best possible angle. The only view that matter is the camera view.

4.Working Methods (Straight ahead/ Pose to Pose) -Straight ahead animation drawings are made in sequential order (1,2,3,4....etc) It just like we start drawing & see what happen like a kid drawing in the page corners of a school book.
Pose to Pose animation is made by Creating Key Drawings first. and filling the Inbetweens later.

5.Follow through & Overlapping action - One part starts first & other parts follow. Once a moving figure has come to a halt certain aspects of that figure or any loose items may sway forward & backward at a decreasing rate until they themselves finally come  to rest.


6.Ease in/Ease out - Ease In :- This adds some Cushion to the end of the action and gives the object a more natural deceleration and sense of weight.
Ease Out :- This gives a gradual acceleration into the move for natural flow.

7.Arcs - Most actions follow arcs. Generally an action is in an arc. most of the time the path of action of a object is either in Wave like arc or in a sort of Figure 8. But some times it's angular or straight. Remember Straight lines gives Power.

8.Secondary action - Once primary action is completed , the animator may go on to animate the secondary actions that assist the primary actions.(scratching, wiping nose, weight shift...etc.)

9.Timing - It can say as just a series of still images/frames that flash by fast enough to create the illusion of motion. Timing is the beat, Spacing is the change.

10.Exaggeration - Choosing the main idea and sharpen it only where we need to in order as perfect imitation of reality can look static or dull.

11.Solid Drawing - Taking the drawing or the poses into account form in 3d space, giving them volume and weight. What it basically imparts is a dedication to the figure drawing principles that the master animators all added to.

12.Appeal - It could be said that all of the fundamentals combine to make appeal,character design,contrasting poses,contrasting time(rhythm) are all fine tuned. It meant anything that a person likes to see, a quality of charm,pleasing design,communication & magnetism.

No comments:

Post a Comment