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T H E T W E L V E. Principles of Animation. Origins. 1981 – The Illusion of Life—Disney Animation , by Frank Thomas and Ollie Johnston, is considered to be the Bible of animation.
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T H E T W E L V E Principles of Animation
Origins • 1981 – The Illusion of Life—Disney Animation, by Frank Thomas and Ollie Johnston, is considered to be the Bible of animation. • 12 guiding principles of animation that grew out of the processes discovered during their animation work at the Disney studios in the 1930s. • The main purpose of the principles was to produce an illusion of believable and entertaining characters adhering to the basic laws of physics, but they also dealt with more abstract issues, such as emotion, timing and character appeal. • 1987 - John Lasseter from Pixar presented a paper at SIGGRAPH updating the principles to apply to 3D animation.
1. Squash and Stretch • When an object moves, its movement indicates the rigidity of the object. • Note: No matter how squashed or stretched out an object gets, its volume remains constant.
2. Timing • Spacing actions to define the weight and size of objects and the personality of the characters.
Timing Example Light Heavy
3. Anticipation • The preparation of an action • Directing AttentionAnticipation can also beused to direct the audiences attention. A character looking off screen and reacting provides the audience with a cue to where an important action is about to happen.
4. Staging • Presenting an idea so that it is UNMISTAKABLY clear. • To stage an idea clearly, the audience'seye must be led to exactly where itneeds to be at the right moment. • For example, in a scene with plentyof action, the audience's eye will bedrawn to an object at rest. • Conversely, in a still shot, the eye willbe drawn to the item in motion.
Staging Example • Buzz fills up a large part of the screen and the camera is placed at his feet and tilted up to make him dominate the scene.
5. Follow Through and Overlapping Action • Follow Through is the termination of an action. • Actions rarely come to a sudden and complete stop, but are generally carried past their termination point.
Follow Through and Overlapping Action Example • The hands and head "drag" behind the body and takelonger tosettle down.
6. Straight Ahead Action andPose-to-Pose Action • The two contrasting approaches to the creation of movement. • Straight ahead action - an animator literally works straight ahead from the first drawing in the scene. • Pose-to-Pose animation - the animator plans his action, figuring out just what drawings will be needed to animate the scene.
7. Slow In and Slow Out • The spacing of the in-between frames between extreme poses.
8. Arcs of Motion • The visual path of action for natural movement.
Arcs of Motion Example Arcs No Arcs
9. Exaggeration • Accentuating the essence of an idea via the design and action.
10. Secondary Action • The action of anobject resultingfrom another action.
11. Appeal • Creating a design or action that the audience enjoys watching.
12. Solid Drawing • The basic principles of drawing form, weight, volume solidity and the illusion of three dimension. • You transform these into color and movement giving the characters the illusion of three-and four-dimensional life. Three dimensional is movement in space. The fourth dimension is movement in time.
Parting Note • There's one thing to understand : You don't have to apply all 12 principles in an animation. You do have to understand the basic principles to create believable animations.They’re more like guidelines…
Works Cited • Endartama, Riza. "12 Animation Principles." 12 Animation Principles. Riza Endartama. 6 July 2009 <http://www.rizawerks.com/how/12principles/12%20principles.htm>. • Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation."ACM Computer Graphics, Vol. 21, Number 4, July 1987: 35-44. 2. • Thomas, Frank., and Ollie Johnston. The Illusion of Life. New York: Abbeville Press, 1981.