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11 Principles of Animation

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Title: 11 Principles of Animation


1
11 Principles of Animation
  • Squash and Stretch
  • Timing
  • Anticipation
  • Staging
  • Follow Through and Overlapping Action
  • Straight Ahead Action and Pose-to-post Action
  • Slow In and Out
  • Arcs
  • Exaggeration
  • Secondary Action
  • Appeal
  • Notes from ACM Computer Graphics, Volume 21,
    Number 4, July 1987, Digital Character Animation
    2, Volume 1 Maestri, Digital Character
    Animation 2, Volume 2 - Maestri

2
PRINCIPLES OF ANIMATION
  • With Snow White Disney brought animation from
    novelty to art.
  • Artists studied nature, motion.
  • These studies led to the creation of the rules
    of the trade the 11 principles of animation.

3
11 Principles of Animation
  • 1. Squash and Stretch - Defining the rigidity and
    mass of an object by distorting its shape during
    an action.
  • 2. Timing - Spacing actions to define the weight
    and size of objects and the personality of
    characters.
  • 3. Anticipation - The preparation for an action.
  • 4. Staging - Presenting an idea so that it is
    unmistakably clear.
  • 5. Follow Through and Overlapping Action - The
    termination of an action and establishing its
    relationship to the next action.

4
11 Principles of Animation
  • 6. Straight Ahead Action and Pose-To-Pose Action
    - The two contrasting approaches to the creation
    of movement.
  • 7. Slow In and Out - The spacing of the inbetween
    frames to achieve subtlety of timing and
    movement.
  • 8. Arcs - The visual path of action for natural
    movement.
  • 9. Exaggeration - Accentuating the essence of an
    idea via the design and the action.
  • 10. Secondary Action The action of an object
    resulting from another action.
  • 11. Appeal - Creating a design or an action that
    the audience enjoys watching.

5
Squash and Stretch
  • Defining the rigidity and mass of an object by
    distorting it's shape during an action.
  • The most important principle!
  • When an object is moved, it emphasizes any
    rigidity in the object. In real life, only the
    most rigid objects remain rigid during movement
    anything composed of flesh will show a change of
    shape during movement. A standard test for
    animators is to draw a bouncing ball, represented
    by a simple circle. This test introduces the
    principles of squash and stretch as well as
    timing. The trick is to elongate the ball as it
    falls, flatten it as it hits, and return it to
    it's circular shape near the top of the next
    bounce.
  • You do not need to deform all objects to show
    this principle in the case of Luxo, Jr., you
    have a hinged object that is capable of folding
    in on itself (squash) and extending itself
    (stretch).

6
Squash and Stretch
7
Squash and Stretch
  • Bouncing ball has a lot of flexibiliity
  • Furniture is more rigid.
  • Expression/Facial changes
  • These express changes in volume, but not mass!
    Volume ALWAYS remains constant!

8
Timing
  • Spacing actions to define the weight and size of
    objects and the personality of characters
  • Gives meaning to movement!
  • In order to make your idea's readable, it's
    important to spend enough (but not too much) time
    preparing the audience. This is done through
    three objectives
  • Anticipation
  • The action itself
  • Reaction

9
Timing
  • Timing can define the weight of an object
  • Hit a heavy ball vs. hit a bouncy ball.

10
Timing
  • If too much time is spent on any of these, you
    loose your audience. For example, with just two
    drawings, using this principle, we can illustrate
    many different things. Let's use a head that's
    facing first one direction, then another. Each
    "inbetween" drawing added between the two
    extremes changes the meaning of the scene.
  • No Inbetweens The character was hit with
    something that almost took his head off.
  • Three Inbetweens The character is dodging a
    brick or frying pan
  • Five Inbetweens The character is more friendly
  • Six Inbetweens The character sees a good looking
    girl or sports car
  • Seven Inbetweens The character is trying to get
    a better look at something
  • Eight Inbetweens The character is searching for
    something
  • Nine Inbetweens The character is thoughtful
  • Ten Inbetweens The character is stretching

11
Timing
  • One thing at a time is also an important
    concept. Perceptions come best sequentially.
  • Character stubs toe, recoils, reacts gives
    audience time to see and understand the action.
  • Draw attention to whats about to move before it
    does.

12
Anticipation
  • The preparation for an action.
  • There are three parts to an action
  • Anticipation
  • The action itself
  • Reaction
  • Anticipation has several facets without it, the
    audience does not know what to expect and can get
    lost. Animators use this principle to direct the
    audience to the right part of the scene at the
    right time. For example, in the short "Luxo,
    Jr.", the "dad" is looking off stage and then
    reacts. This lets the audience know something is
    coming.

13
Anticipation
  • Direct the audiences attention
  • Reveal what a character is going to do
  • Shifty eyes something criminal? Lying?
  • To Mislead prepare audience for one thing and
    then jump to a surprise outcome.

14
Staging
  • Presenting an idea so that it is unmistakably
    clear.
  • The eye of the audience must be led to exactly
    where it needs to be at the exact moment so that
    they will not miss the idea.
  • Only one idea should be seen by the audience at a
    time.
  • The object of interest should contrast from the
    rest of the scene. (something is moving at a
    different speed something is a different color
    something makes a different sound)
  • Each idea or action must be staged in the
    strongest and simplest way before going on to the
    next idea or action.
  • Actions should be staged in silhouette.

15
Staging
16
Staging
  • PersonalityA personality is staged so that it is
    recognizable an expression so that it can be
    seen. A shy child would turn their eyes down,
    and slightly rotate their upper body away for the
    gaze of another child. The child's actions reveal
    the fact that he is shy. When staging a
    personality, it is useful to use characteristics
    that clearly define the character.
  • MoodA mood is staged so that it will affect the
    audience. The tight composition of dark trees in
    a dense forest, leaning in toward a scared youth
    eyes glowing from within the thick hurried
    breathing filling the air the childs eye wide
    open. All of these elements have been clearly
    staged to inspire fear.

17
Staging
18
Staging
19
Staging
  • In "Luxo, Jr.", the story, acting, and emotion
    were heavily dependent on this principle. The
    audience is asked to switch often from "Dad" to
    "Jr" and they do this because Jr. moves faster
    than dad (contrast from the scene).
  • In "Andre and Wally B." Andre wakes up and
    scratches his SIDE, not his stomach, to help
    clarify what's happening and not confuse the
    audience (silhouette). In "Luxo, Jr." all the
    action is in silhouette the two characters are
    not overlapping each other.

20
Staging and Symmetry
21
Follow Through and Overlapping Action
  • The termination of an action and establishing its
    relationship to the next action.
  • Just as "anticipation" is the preparation for an
    action, follow through is it's termination. In
    any movement, actions rarely come to a direct
    stop instead, they are carried past a
    termination point. For example, when hitting a
    golf ball, you don't stop your club at the moment
    of impact, but follow through the swing.
  • In "Andre and Wally B." this principle was used
    extensively with Wally B., on his feet, antennae,
    and stinger. They all dragged behind him. Also,
    instead of all of his feet leaving the scene,
    they left a frame or two apart (not really
    noticible to the naked eye, but it made the scene
    a little more believable). This is called
    overlapping action and helps the scene maintain a
    continuous flow.

22
Follow Through and Overlapping Action
23
Straight Ahead Action and Pose to Pose Action
  • Two contrasting approaches to the creation of
    movement.
  • straight ahead - animator works "straight ahead"
    from the first drawing to the last, knowing where
    the scene fits into the story and what it must
    contain. He does drawing after drawing, getting
    new ideas along the way until the scene is
    concluded.
  • pose to pose - animator plans his actions,
    figures out what drawings are needed to complete
    the scene and creates them, concentrating on
    poses and the relationships between the
    characters.

24
Posing the Characters
  • Posing presenting the character to the camera
    gives the audience the first impression

25
Slow In and Out
  • The spacing of inbetween frames to achieve
    subtlety of timing and movement.
  • In early animation, the action was limited to be
    either fast or slow however, as more pose to
    pose animation action came into play, animators
    wanted audiences to be able to see the poses.
    They therefore use this principle to achieve that
    goal. "Slowing out" of one pose and "slowing in"
    to another one refers to the timing of the
    inbetweens. If the inbetweens are grouped closer
    to one extreme, better results can come about.
    Animators use a "timing chart" to help determine
    where the inbetween drawings should be placed.

26
Slow In and Out
27
Arcs
  • The visual path of action for natural movement.
  • Arcs, in nature, are the most economical routes
    for something to move from one place to another.
    In animation, arcs are used to make the movement
    more smooth.

28
Arcs
29
Exaggeration
  • Accentuating the essence of an idea via the
    design and action.
  • The animator must go to the heart of his scene to
    decide what the audience needs to see
    exaggerated. If the character is to be sad, make
    him sadder worried, make him fret etc. When
    using exaggeration, all the parts of the scene
    must be taken into effect the action, the
    emotion, the color, etc. If only one thing is
    exaggerated, it will seem unrealistic likewise,
    if everything is exaggerated, it will be equally
    unrealistic. The animator must find that delicate
    balance that the audience will recognize
    something that seems natural to them but becomes
    their basis of comparison.
  • For example, in "Luxo, Jr." the lamps were
    modeled after the real luxo lamp, but "Jr.'s"
    proportions were exaggerated to give him the
    appearance of a child. The movement of the lamps
    had the feel of real physics, but was very
    exaggerated in order to accentuate it.

30
Exaggeration
31
Secondary Action
  • The action of an object resulting from another
    action.
  • This principle brings heightened interest and
    realism. The secondary action is always kept
    subordinate to the primary action, so as not to
    draw away too much attention or conflict with the
    primary action. Examples we've seen include Wally
    B.'s feet dragging behind him and Luxo Jr.'s cord
    rippling behind him as he moves along.

32
Secondary Action
  • Watch the movement of the cord behind Jr. if it
    didnt move, we might not buy it!
  • How about dealing with bed covers that are too
    short?

33
Secondary Action
34
Appeal
  • Creating a design or an action that the audience
    enjoys watching.
  • Appeal is really anything a person likes to see
    some charming quality or pleasing design that
    draws in an audience. "Luxo Jr.'s" feeling of a
    baby and parent lamp were important for the
    audience to feel. Also twins are unappealing to
    audiences -- twins are when both arms and legs
    are in the same position doing the same thing.
    This gives a very stiff appearence and audiences
    are lost. So, in "Andre and Wally B.", when Andre
    stretches, one arm is up and one is down at an
    angle his feet are rotated differently, and the
    action of his movements are timed such that each
    arm acts individually not at the same time. All
    of these efforts make Andre more appealing to
    audiences.

35
Appeal
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