
The
Fundamental Principles of Animation
It all started after
the 30s when Walt Disney noticed that the level of animation was
inadequate for some
new story lines. Classes for his animators were set up under the
instruction of Don
Graham. Before those classes, the animations were made with little or
no reference to
nature. Out of these classes grew a new way of drawing moving human
figures and animals,
where the analysis of real action became important to the development
of animation. After a
while, each technique was named and they became known as the
fundamental
principles of animation.
Ultimately, the
animator must have a sense of what makes an inanimate character alive.
The principles are:
1. Timing
2. Ease In and Out
(or Slow In and Out)
3. Arcs
4. Anticipation
5. Exaggeration
6. Squash and Stretch
7. Secondary Action
8. Follow Through and
Overlapping Action
9. Straight Ahead
Action and Pose-To-Pose Action
10. Staging
11. Appeal
12. Personality
Simply memorizing
these principles isn’t the point. No one will care whether or not you
know this list. It’s
whether or not you truly understand and can utilize these ideas that
matter. If you do, it
will show automatically in your work.
1. Timing
Timing is the essence
of animation. The speed at which something moves gives a sense of
what the object is,
the weight of an object, and why it is moving. Something like an eye
blink can be fast or
slow. If it’s fast, a character will seem alert and awake. If it’s slow the
character may seem
tired and lethargic.
J. Lesseter’s
example. Head that turns left and right.
· Head
turns back and forth really slow: it may seem as if the character is stretching
his
neck (lots of in
between frames).
· A
bit faster it can be seen as saying "no" (a few in between frames)
· Really
fast, and the character is reacting to getting hit by a baseball bat (almost
none in
between frames).
2.
Ease In and Out (or Slow In and Out)
Ease in and out has
to do with gradually causing an object to accelerate, or come to rest,
from a pose. An
object or limb may slow down as it approaches a pose (Ease In) or
gradually start to
move from rest (Ease Out).
For example, a bouncing
ball tends to have a lot of ease in and out when at the top of its
bounce. As it goes
up, gravity affects it and slows down (Ease In), then it starts its
downward motion more
and more rapidly (Ease Out), until it hits the ground.
Note that this doesn’t
mean slow movement. This really means keep the in between frames
close to each
extreme.
3.
Arcs
In the real world
almost all action moves in an arc. When creating animation one should try
to have motion follow
curved paths rather than linear ones. It is very seldom that a
character or part of
a character moves in a straight line. Even gross body movements when
you walk somewhere
tend not be perfectly straight. When a hand/arm reaches out to reach
something, it tends
to move in an arc.
Simple example –
Kicking a ball
Trajectory of the
ball
4.
Anticipation
Action in animation
usually occurs in three sections. The setup for the motion, the actual
action and then
follow-through of the action. The first part is known as anticipation.
In some cases
anticipation is needed physically. For example, before you can throw a ball
you must first swing
your arm backwards. The backwards motion is the anticipation, the
throw itself is the
motion.
Anticipation is used
to lead the viewers eye to prepare them for the action that follows.
Longer period of
anticipation is needed for faster actions. Example, a character zips off
screen leaving a puff
of smoke. Usually just before the zip, there is a pose where the
characters raises a
leg and bends both arms as if he’s about to run. That’s the anticipation
pose for the off
screen run.
Generally, for good
clear animation, the viewer should know what is about happen
(anticipation), what
is happening (the actual action itself) and what happened (related to
follow through).
5.
Exaggeration
Exaggeration is used
to accent an action. It should be used in a careful and balanced
manner, not
arbitrarily. Figure out what the desired goal of an action or sequence is and
what sections need to
be exaggerated. The result will be that the animation will seem more
realistic and
entertaining.
One can exaggerate
motions, for example an arm may move just a bit too far briefly in an
extreme swing.
Generally when animating to dialogue, one listens to the track and picks out
areas that sound like
they have more stress or importance, and then tends to exaggerate
poses and motions
that fall at those times.
The key is to take
something and make it more extreme in order to give it more life, but not
so much that it
destroys believability. Example: exaggerating the lamp proportions to give
a sense of dad and
son.
6.
Squash and Stretch
Squash and stretch is
a way of deforming an object such that it shows how rigid the object
is. For example if a
rubber ball bounces and hits the ground it will tend to flatten when it
hits. This is the
squash principle. As it starts to bounce up it will stretch in the direction it
is
going. Squash and
Stretch was also initially done to prevent strobing due to lack of motion
blur.
An important note
about squash and stretch, is that no matter how an object deforms, it
should still appear
to retain its volume. The most obvious usage in character animation is
muscles. When a
muscle is contracted it will squash and when extended, it stretches.
Rigid objects can
still squash and stretch in a way. Think of the lamps above. The lamp
itself is a rigid
metal object. But before it jumps it anticipates the action by crouching down
and bending. That
bending is basically squash and stretch.
7.
Secondary Action
Secondary action
creates interest and realism in animation. It should be staged such that it
can be noticed but
still not overpower the main action. A good example of this is a
character at a table
acting and delivering their main acting. A side piece of acting business
might be the
character thumbing their fingers on the table. This isn’t the main action say,
perhaps it occurs as
the other hand is more largely gesturing and your focus is on the face.
But it is something
that the character is doing/acting that adds a more realistic and natural
feel to the
animation. As mentioned, it must be staged so that the main action isn’t
overpowered. It’s the
kind of thing that is usually more subtle or can be felt more than
noticed immediately.
8.
Follow Through and Overlapping Action
Follow Through is the
same as anticipation, only at the end of an action. It is usually
animated as something
goes past its resting point and then coming back to where it would
normally be. For
example, in throwing a ball, you put your hand back, that’s anticipation,
it’s the preparation
for the throwing action itself. Then you throw the arm comes forward
for the main action.
Follow Through is then the arm continuing past the normal stopping
point, overshooting
it and then coming back. The arm has continued or "followed through"
on the action it was
doing before returning back to rest.
Overlapping Action is
an action that occurs because of another action. For example if a dog
is running and
suddenly comes to a stop, its ears will probably still keep moving for a bit.
Another example, if
an alien is walking and it has an antenna on it, the antenna will
probably sway as a
result of the main body motion. This is overlapping action. It is caused
because of the main
motion and overlaps on top of the main motion.
9.
Straight Ahead Action and Pose-To-Pose Action
There are 2 basic
methods to creating animation. Straight ahead animation is one where the
animator draws or
sets up objects one frame at a time in order. For example, the animator
draws the first frame
of the animation, then draws the second, and so on until the sequence
is complete. In this
way, there is one drawing or image per frame that the animator has
setup. This approach
tends to yield a more creative and fresh look but can be difficult to
time correctly and
tweak.
The other approach is
Pose-To-Pose animation. Pose to Pose is created by drawing or
setting up key poses
and then drawing or creating inbetween images. This is the basic
computer
"keyframe" approach to animation. It is excellent for tweaking timing
and
planning out the
animation ahead of time. You figure out the key poses, and then the
motion inbetween is
generated from that. This is very useful when specific timing or action
must occur at
specific points. You always know exactly what will happen.
The basic difference
is with Pose-To-Pose you plan out, and know exactly what will
happen ahead of time,
whereas with Straight Ahead, you’re not quite sure how things will
turn out until you
are done. With computers, some people tend to create a hybrid of the two,
planning out the
overall poses, and then straight ahead animating the stuff inbetween.
10.
Staging
Staging is presenting
an action or item so that it is easily understood. An action is staged so
that it is
understood; a personality is staged so that it is recognizable; an expression
so that
it can be seen; a
mood so that it will affect the audience.
In general, it is
important that action is presented one item at a time. If too much is going
on the audience will
be unsure what to look at and the action will be "upstaged".
With characters, it
is important to really think about whether or not each pose for an action
adequately and
correctly reads to the audience. You should also make sure no two parts of a
character contradict
each other (unless it’s intended). For example if you’re staging a sad
pose you may have the
character hunched over with his arms hanging at his sides and a
high camera
angle...but if you give him this big grin on his face it won’t fit with the
rest of
the pose.
Staging multiple
characters is also an important issue. Generally you want to always make
sure you know where
the audience is looking within the shot. Background characters must
be animated such that
they are still "alive", but not so much that they steal the viewer’s
attention from the
main action. Staging like this is also related to a lot of directing and
editing principles.
11.
Appeal
Appeal means anything
that a person likes to see. This can be quality of charm, design,
simplicity,
communication or magnetism. Appeal can be gained by correctly utilizing other
principles such as
exaggeration in design, avoiding symmetry, using overlapping action,
and others. One
should strive to avoid weak or awkward design, shapes and motion.
It's important to
note that appeal doesn't necessarily mean good vs. evil. For example, in
Disney's animated
classic "Peter Pan", Captain Hook is an evil character, but most
people
would agree that his
character and design has appeal. The same goes for Hopper in "A
Bug's Life".
Even though he's mean and nasty, his design and characterization/personality
still has a lot of
appeal.
12.
Personality
This word isn't
actually a true principle of animation, but refers to the correct application
of
the other principles.
Personality determines the success of an animation. The idea is that the
animated creature
really becomes alive and enters the true character of the role. One
character would not
perform an action the same way in two different emotional states. No
two characters would
act the same. It is also important to make the personality of a
character distinct,
but at the same time be familiar to the audience.
Personality has a lot
to do with what is going on in the mind of the character, as well as the
traits and mannerisms
of the character. It is helpful to have some background in acting, and
certainly taking an
acting or improve class as an animator is a good idea.
What
Character Animation Isn’t
Character animation
is about an artist bringing a character to life. It isn't rotoscoping or
blindly copying
motion. It isn't using raw motion capture or other automated techniques to
make something simply
move. In much the same way tracing isn't really drawing,
animation requires
the artist to interpret and create something that is more than the original.
The above principles
are the foundation upon which good character animation lies. With
practice, patience and perseverance ones
animation skills will improve.
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