12 Principle of Animation. Series of pictures of objects/characters in motion Displayed at some rate –film 24 fps –video 30 fps What is animation?

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12 Principles of Animation
12 Principles of Animation
Presentation transcript:

12 Principle of Animation

Series of pictures of objects/characters in motion Displayed at some rate –film 24 fps –video 30 fps What is animation?

Is to entertain The animator must have two things: A clear concept of exactly what twill entertain the audience The tools and skills to put those ideas across clearly. First goal of the animator

From years of practice and trial and error, these principles became common practice Open question: how to support these principles in computer tools? Principles of animation

Timing and spacing Squash and stretch Anticipation Staging Pose to Pose (Straight Ahead) Follow Through ( overlapping) Slow In, Slow Out 12 Principles

Arcs Secondary Action Exaggeration Solid Drawing Appeal Introduced to the computer animation community in 1987 in a SIGGRAPH course by John Lasseter 12 Principles

Timing, or the speed of an action, is an important principle because it gives meaning to movement. The speed of an action defines how well the idea will be read to the audience. Timing

Weight Timing can also defines the weight of an object. Two similar objects can appear to be vastly different weights by manipulating timing alone. Timing

Scaling Properties: Timing can also contribute to size and scale of an object or character. Determining Emotion: Timing plays an essential role in illustrating the emotional state of an object or character. Timing

Rigidity :The most important animation principle is called squash and stretch. When an object moves, its movement indicates the rigidity of the object. Many real world objects have little flexibilty, such as furniture. Volume When a person smiles, the shape of the face is determined by the movement of muscles underneath a layer of skin. During a smile, though the head seems to increase in size, with the widening of the mouth and jaw, it does not. The object is simply displacing its matter into the stretched shape. The most important rule to squash and stretch is that no matter how squashed or stretched out an object gets, its volume remains constant.[2][2] Guidelines The squashed position depicts the form either flattened out by an external pressure or constricted by its own power. The stretched position always shows the same form in a very extended condition.[2][2] Squash and stretch

Volume: When a person smiles, the shape of the face is determined by the movement of muscles Squash and stretch

The most important rule to squash and stretch is that no matter how squashed or stretched out an object gets its volume remains constant. Guidelines: The squashed position depicts the form either flattened out by an external pressure Squash and stretch

An action occurs in three parts: the preparation for the action, the action itself, and the termination of the action. Anticipation is the preparation for the action. Anticipation is an effective tool for indicating what is about to happen. Anticipation

Indicating Speed: Anticipation

The amount of anticipation used considerably affects the speed of the action which follows it. If the audience isn't properly prepared for a fast action, they may miss it completely. The anticipating action must be made larger or the action slower. Anticipation

Staging Staging : is the presentation of an idea so that it is completely and unmistakably clear. Readability An action is staged so that it is understood. To stage an idea clearly, the audience's eye must be led to exactly where it needs to be at the right moment.

Staging It is important that when staging an action, that only one idea be seen by the audience at a time. Personality: A personality is staged so that it is recognizable; an expression so that it can be seen.

Staging A shy child would turn their eyes down, and slightly rotate their upper body away for the gaze of another child. Mood A mood is staged so that it will affect the audience.

In pose-to-pose animation, the animator plans his action. figuring out just what drawings will be needed to animate the scene. Pose-to-pose is used for animation that requires good acting, where poses and timing are important. Pose to Pose strength ahead

Pose-to-pose action is an important tool in computer animation. Objects are built in a hierarchy, where each layer of the hierarchy has an associated transformation. Animation is then built up one transformation at a time from one pose to the next. Pose to Pose (Straight Ahead Action )

Follow Through While anticipation is the preparation of an 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 (overlapping)

Initiation In figure movement, actions of the parts are not simultaneous, some parts initiate moves, while others follow. Weight and Drag Appendages or loose parts of a character or object will drag behind the leading part of the object. Follow Through (overlapping)

Slow in and out deals with the spacing of the inbetween drawings Ease In, Ease Out

graphed as a straight line from one value to another. "Slowing out"(ease out) of one pose, then "slowing in" to the next pose generate inbetweens clustered Ease In, Ease Out

When graphed, an ease in and out is graphed as a spline from one pose to the next. Ease In, Ease Out

Expressive Motion The visual path of action from one key frame to another is always described by an arc. In nature, arcs are the most economical routes by which a form can move from one position to another. Arcs

Expressive Motion The visual path of action from one key frame to another is always described by an arc. In nature, arcs are the most economical routes by which a form can move from one position to another. Arcs

A secondary action is an action that results directly from another action. Secondary actions are important in heightening interest and adding a realistic complexity to the animation. Secondary Action

Facial Animation Dangers Generally, in facial animation, the movement is a secondary action, subordinate to the bodies movement. Secondary Action

Exaggeration can be used in animation with great results. Essence However the key to proper use of exaggeration lies in exploring the essence of the action or idea, Exaggeration

Understanding the reason for it, so that the audience will also understand it. If a character is sad, make him sadder; if he is bright, make him shine; worried, make him fret. Exaggeration

If he is angry, make him furious. Balance A scene has many components to it including design, action, objects and emotion. Exaggeration of every element in a scene creates a feeling of uneasiness in your audience. Exaggeration

Animators must know how to draw before they can animate (definitely a computer analog to this one!) Solid Drawing

Where the live action actor has charisma, the animated character has appeal. Quality Audiences like to see a quality of charm, pleasing design, simplicity, communication, or magnetism. Appeal

A weak drawing or design lacks appeal. A design that is complicated or hard to read lacks appeal. Clumsy shapes and awkward moves all have low appeal. Appeal

The image on the left is not an appealing design, while the characters on the right rock. Posing In creating an appealing pose for a character, one thing to avoid is called "twins", where both arms and both legs are in the same position, doing the same thing. Appeal