12 Concepts to Animation Frank Thomas and Ollie Johnston in their book “The Illusion of Life” Principles in action - link

Slides:



Advertisements
Similar presentations
CSC 202 I NTRO. T O C OMPUTER ANIMATION Techniques and mathematical algorithms By Uzoma James Chikwem.
Advertisements

Traditional Animation Computer Animation / Illustration III.
Principles of Animation Computer Animation SS2008.
Dr. Midori Kitagawa University of Texas at Dallas Arts and Technology Program.
Early cartoon animation was simply “line” animation (line on paper) We’ll see how this evolved into cel animation with multiple layers We’ll concentrate.
All action should be premised with anticipation in animation or the action itself gets lost in translation. In the example of our fist.
Animation The Twelve Principles of Animation 1Copyright © Texas Education Agency, All rights reserved. Images and other multimedia content used with.
CLASSICAL ANIMATION Sec 1 AEP Term 3. ANIMATION BASICS Timing is the most basic and fundamental aspect of animation - Can be stylized or naturalistic.
Animation The Twelve Principles of Animation 1Copyright © Texas Education Agency, All rights reserved. Images and other multimedia content used with.
Animation – Basic movement Animation is about movement. Living things move in a different way from non-living things, and all have a ‘natural’ motion from.
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?
12 Principles of Computer Animation Amy Gooch AA3: Animation.
Animation. 12 Principles Of Animation (1)Squash and Stretch (2)Anticipation (3)Staging (4)Straight Ahead Action and Pose to Pose (5)Follow Through and.
Animation May Computer animation Animation: make objects move or change over time according to scripted actions and/or (physical) laws.
Graphics Sound Video created by:gaurav shrivastava
Principles of Animation
P RINCIPLES OF A NIMATION. 1. Squash and Stretch 2. Anticipation 3. Staging 4. Straight Ahead v. Pose to Pose 5. Follow Through and Overlapping Action.
CSC 111 – Storytelling through Computer Animation Scott Heggen.
CA0932a Multimedia Development Lecture 11 Animation Techniques Principles in Flash.
1 Introduction to Multimedia SMM Introduction to Multimedia Chapter 5.
Graphics Korea University Computer Animation Computer Graphics.
Chapter 6-Animation.
1cs426-winter-2008 Notes  The newsgroup should be working now: ubc.courses.cpsc.426  Textbook: Not really required, but recommended - it’s a good second.
Prinsip Dasar Gerak Pertemuan 4 Matakuliah: U0636/DKV II Animasi Tahun: 2008.
Introduction to 3D Computer Animation
ITBIS351 Multimedia Systems and Hypermedia
The Fundamental Principles
Nine Old Men Disney’s Nine Old Men were the main animators that created Disney’s most famous animated films from Snow White to The Rescuers. They were.
Animation process of creating images one at a time to be displayed rapidly in sequence giving the illusion of movement. Persistence of vision blending.
The 12 Principles of Animation Digital Media 1 Mr. Nicholas Goble.
Animation The Twelve Principles of Animation 1Copyright © Texas Education Agency, All rights reserved. Images and other multimedia content used with.
History, Principles & More. History: Pioneers of Animation J. Stuart Blackton ( ) Winsor McCay ( ) John Bray ( ) Max Fleischer.
John Lasseter 1987 PRINCIPLES OF TRADITIONAL ANIMATION APPLIED TO 3D COMPUTER ANIMATION.
Animation.
CSC418 Computer Graphics n Animation Principles n Keyframe Animation.
Jehee Lee Seoul National University
Begginers 3D Animation workshop Nadia Miltcheva. Animation huh? Pourquoi 3D? 2D VS 3D- easy integration, speed, MoCAP, Examples 2D: Disney, Pixar, Studio.
Animation Basics. A) Animation In animation we attempt to make things that aren’t really there appear as though they could actually exist and move in.
Module Code: CU1025NI 3D Modelling and Animation Basics Week – 2 - Extra.
CA0932a Multimedia Development
Animation CMSC 435/634 By Prof. Marc Olano. Keyframe Animation From hand drawn animation – Lead animator draws poses at key frames – Inbetweener draws.
1 ANIMATION. 2 Topics to study What is ANIMATION? Usage of Animation What is Cell Animation? What is Digital Animation.
Animation & 3D Animation
, Spring 2004CS4455 Applying Traditional Animation.
12 Principles Of Animation (1)Squash and Stretch (2)Anticipation (3)Staging (4)Straight Ahead Action and Pose to Pose (5)Follow Through and Overlapping.
Animation in the Interface. 2 Reading assignment: This section based on 2 papers n Bay-Wei Chang, David Ungar, “Animation: From Cartoons to the User Interface”,
Animation By: Sanjna Iyengar. Slow in and Slow out and Arcs -The ball bounces slowly at first and then increases its speed. It travels up and down, with.
Lecture 9 Razia Nisar Noorani. 2 TWO DIFFERENT FORMS:  2-D evolved from traditional animation techniques.  3-D exploited capabilities unique to the.
Daily Design Discussion Animation notes. Resources animation-examples/
Principles of Animation How to create maximun impact.
What is 12 principles of animation?. 12 Principles of animation  were developed by the 'old men' of Walt Disney Studios, amongst them Frank Thomas and.
Presented By: V. Jagadeesh (59) Animation The word “animation” is a form of “animate,” which means to bring to life to object. Thus when a multimedia.
12 Principles of Animation Mr. Boudman. SQUASH AND STRETCH This action gives the illusion of weight and volume to a character as it moves. Also squash.
The 12 Principles of Animation “When we consider a new project, we really study it… not just the surface idea, but everything about it.” Walt Disney.
What is animation? Animation is the process of creating the illusion of motion, where a series of still images are linked together as part of a timed.
Typography Investigate typefaces and fonts. INTRODUCTION TO GRAPHICS.
Prelim Lecture D Digital Animation Prelim Lecture
to the 12 Principles of Animation
Animation Creating the Bouncing Ball:
The Twelve Principles of Animation
The Twelve Principles of Animation
CD202 Interface, Representation & Sequence Analysing visual sequence
Animation Notes For Quiz 25 points today.
The Twelve Principles of Animation
Lecture 9 Razia Nisar Noorani
Animation LECTURE 7 Faraz Khan.
The Twelve Principles of Animation
What is Animation? 'To animate' literally means to give life to. Animating is moving something that cannot move on it's own. Animation adds to graphics.
12 Principles of Animation
12 Principles of Animation
Presentation transcript:

12 Concepts to Animation Frank Thomas and Ollie Johnston in their book “The Illusion of Life” Principles in action - link iples/12%20principles.htm

SQUASH AND STRETCH  This action gives the illusion of weight and volume to a character as it moves. Examples: A bouncing ball expands on impact Feet appear longer and flatter when hitting pavement

ANTICIPATION  This movement prepares the audience for a major action the character is about to perform such as starting to run, jump or change expression. Example:  Jumping character would bend knees and swing arms back

STAGING  A pose, action or background that clearly communicates to the audience the attitude, mood, reaction or idea of the character as it relates to the story and continuity of the story line. Example:  Seeing a character in the distance with their head in their hands sets the stage for a sad mood, the sky or surrounding area can ‘set the stage’ for a happy/sad mood

STAGING

STRAIGHT AHEAD AND POSE TO POSE ANIMATION  Strategy for developing your animation  Straight ahead animation - start at the first drawing and work drawing to drawing to the end of a scene  Pose to Pose - planned out and charted drawings with key drawings done at intervals throughout the scene. The gaps are filled in.

STRAIGHT AHEAD AND POSE TO POSE ANIMATION

FOLLOW THROUGH AND OVERLAPPING ACTION  Follow Through - means that separate parts of a body will continue moving after the character has stopped.  Arms or long hair move after character’s motion has stopped.  Overlapping Action - when a character changes direction, and parts of the body continue in the direction he was previously going. Example:  Bugs Bunny stops turns around, but his legs continue in the opposite direction.

FOLLOW THROUGH AND OVERLAPPING ACTION No follow throughFollow through

SLOW-OUT AND SLOW-IN  An animation looks more realistic if it has more frames near the beginning and end of a movement, and fewer in the middle, As action starts, there should be more drawings near the starting pose, less in the middle, and more drawings near the next pose. Slow-ins and slow- outs soften the action, making it more life-like.  More drawings make the action slower. Old lady driving should take many frames for slow action  Fewer drawings make the action faster Car chase should take less frames for fast action

SLOW-OUT AND SLOW-IN The ball on the left moves at a constant speed with no squash/stretch. The ball in the center does slow in and out with a squash/stretch. The ball on the right moves at a constant speed with squash/stretch.

ARCS  All actions, with few exceptions (such as the animation of a mechanical device), follow an arc or slightly circular path  Arcs give animation a more natural action and better flow  A thrown ball travels in a curve, not a straight line

ARCS

SECONDARY ACTION  This action adds to and enriches the main action, rather than take attention away from the main action  Adds more dimension to the character animation, supplementing and/or re-enforcing the main action.  Example: As a horse runs, its mane and tail follow the movement of the body.

SECONDARY ACTION

TIMING  The pace of the action  The more drawings between poses, the slower and smoother the action. Fewer drawings make the action faster and crisper.  Expertise in timing comes with experience and experimentation, use the trial and error method.

TIMING

EXAGGERATION  Exaggeration is a caricature of facial features, expressions, poses, attitudes and actions…reality in a wilder, more extreme form  Example: Bugs Bunny sees a girl and his eyes bug out of his head.

EXAGGERATION

SOLID DRAWING  The basic principles of drawing weight, depth, light, shadow and balance and the illusion of three dimensions.  Example: Your drawing should be proportionate, arms or legs should NOT mirror one another, illustrations should include shadow and depth

APPEAL  An animated character needs appeal. Appealing animation does not mean just being cute and cuddly. All characters have to have appeal whether they are heroic, villainous, comic or cute.  Example: Ursula in The Little Mermaid is a character you love to hate Ariel is lovable