This week I had a lecture on the "Twelve Principles of Animation" which were created by Ollie Johnston and Frank Thomas and were mentioned in their book "The Illusion of Life".
1) "Squash and Stretch" - The focus on giving the illusion of weight and volume. For example in the bouncing ball diagram above, the ball becomes less round and more elongated as it shoots towards the floor because gravity would be pulling it down. Also when it hits the floor it becomes more squished because the fact that it has hit the floor at a speed has made it loose it roundness!
2) "Anticipation" - Communicating what is going to happen before an action is carried out, for example if a character lunges backwards before throwing a ball!
My brilliant work of art to show this..
3) "Staging" (or "Mis-en-scene") - The communication of a character's or an object's emotional state. Shot framing can often help with this to direct the audiences attention, or the use of a "Dutch Tilt" to indicate something is not quite right!
4) ""Straight Ahead" and "Pose to Pose" Animation - Straight ahead animation is when there is no use of a key frame, it starts with the first drawing and continues on until the end of the scene. It does create fast action but if not careful it could be easy to loose sense of scale, size and volume.
Pose to Pose animation on the other hand is where an animator will work out the key poses and somebody else works out the bits in-between. Ironically these people are called "In-betweners" (Que. the giggles) This technique can result in better quality and its easier for other people to assist because they know what they have to wain towards.
5) "Follow Through and Overlapping Action" - This would be the main action that continues after a character has stopped moving. For example, if somebody swished their hair in a majestic manner their hair won't stop moving the second they do! NOTHING STOPS ALL AT ONCE MY FRIEND.
6) "Ease In / Ease Out" - Its pretty simple. The more drawings, the slower the animation. The less drawings, the quicker the animation! So when trying to make something look as though it is coming to a halt gradually that would be especially important to think about.
7) "Arcs" - Animals and humans normally follow the Arcs, which are the features of their movement which make them look natural. (If I wanted something to look mechanical then it may not be so much of an issue!)
8) "Secondary Action" - This is a way of reinforcing something, for example if a character's eyes pop a meter out of their head then that would reinforce the fact that they are having a bit of a shock,
of some description.
9) "Timing" - The more drawings between poses, the smoother the action will be!
(UK TV - 25 FRAMES A SECOND / US TV - 30 FRAMES A SECOND)
10) "Exaggeration" - Sometimes when creating an animation, the more subtle exaggerations can make better effect compared to somebody screaming and running around. (e.g. somebody just raising an eyebrow!)
11) "Solid Drawing" - Its important to make the drawings realistic in terms of weight, volume and solidity. Thought also needs to be given to the possibility of 3D as well as 2D.
12) "Appeal" - The ability to give a character appeal and make the audience interested in them whether they are a cute, heroic, comical or a villain. Which can be done through their design, dialog or personality.
... and yes, I am obsessed with her.