Monday, 9 December 2013

Animation : 12 Principles of Animation.

TASK 2


12 principles of animation.

1. Exaggeration.
 - An action which is more extreme that normal human cant do in real life. Purposes is to give a more powerful and strong feeling to the character. Example, the character is shocked and its eyes are about to drop out and mouth dropped all the way down to the floor. 

2. Squash and Stretch. 
 -  Most important principle in animation as its purpose is to give weight and flexibility to the character to give a more lively feel. For example, the ball is thrown down and its squashed when hit the bottom of the surface and then stretched when coming up from the surface.

3. Arc.
 - Gives a natural feel to the character. Arc makes movements flows more smoothly. Commonly the parts of the character which requires arc is the head, hand, legs and eyes as they would turn. 

4. Anticipation.
- An action to prepare the audience for a major action. Example, the character does not just eat a cake just like that but requires a little bit of slow movement for audience to anticipate then go for the cake. 

5. Slow in slow out. 
 - To soften the action making it more life-like. More drawing makes the movements slower while fewer drawings makes the movements faster. The example is when a tails moves slow in and slow out is applied for it to move more lively. 

6. Follow Through and Overlapping
 - Follow through is the catching up parts when the character stops. Normally is the arms, hair, coat tails or long tail. Overlapping is the action when the character is running and then changes direction all of a sudden and then the cape does not follows at first but catches up just a few frames later. 

7. Staging.
 -  The background of an animation. As the background plays an important role because it can help present the story more clearly. Without a proper stage, the story cant be presented clear as the audience would be confused and the message or story cannot be present clearly.

8. Straight ahead.
 - Its started as the first frame is drawn till the end but in fresh and spontaneous way. Usually is applied to fast and wild actions. 

9. Pose to pose.
 - A more planned out drawing in the scene and size, volumes and proportions is carefully taken into account as the frames are continuosly drawn to give a smooth animation.

10. Secondary action.
 -  An action adding to the main action. For example, while dancing, the hair and dress is bouncing up and down. Another example is while walking, the hands are slightly swaying along. 

11. Solid Drawing. 
 - The basic form. weight, solid volume and illusion of three dimension applied to the character to make it look lively.

12. Timing. 
 - More frames makes the animation slower while less frames makes the animation faster. Timing is very important as if an animation is badly timed, the outcome of the whole animation may be destroyed, the whole story too might changed and presents the wrong idea to the audience. 

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