12 Original Principles
1. Appeal
2. Staging
3. Exaggeration
4. Timing
5. Anticipation
6. Ease In Ease Out
7. Secondary Motion/Action
8. Pose to Pose vs. Straight Ahead
9. Overlapping Action & Follow Through
10. Solid Drawing
11. Arcs
12. Squash & Stretch
Appeal - is where the character must ooze personality. In other words, there must be some type of connection between the character and the audience.
In order to establish a connection you must clearly understand and feel the characters emotions. We must be able to see traits that we can identify and relate too. If we are supposed to root for the character the reasons should be clear as to why? The character’s visual design, personality traits, emotional responses, and the ability to emote are all elements that work together. They define the characters personality and determine if we are attracted or repulse by them. Therefore, understanding the target audience and there interests is crucial for establishing this connection. Make sure you understand as much as possible about who you are trying to connect with. Remember that peoples interests change with time, from culture to culture, and between age groups — so do your homework!
3 rules to remember when attempting to creating appeal in your animations:
1. It must be interesting to you.
2. Just because it may be interesting to you does not mean that it will necessarily be interesting to others. Reach out and relate to others
3. It must be interesting to someone other than you and your mom!
Show it to multiple people and take a consensus.
Staging - is about communication and opportunity.
3 things that should be considered in staging:
1. Character
2. Environment
3. Situation that unfolds
A strong silhouette is needed in order for a character’s pose to read quickly and clearly. Training yourself to see form in an image will help you to recognize a stronger more successful pose. The following image has a pretty good silhouette.
Notice that when we take away the details of the character that the pose still clearly communicates. I encourage you to strive to make your Key Poses read quickly and clearly to the audience. These poses will tell your story. With a strong clear idea you will then be able to build on and advance the complexity of your animation.
Little Black Riding Hood
In the above animation, none of the characters specific details are necessary for telling the story. The environment will either aid or contrast the situation. All you will need to determine is which scenario will make your story more successful. As an example: A fire monster in the desert is not very interesting; however, a fire monster in an ice cave is much more interesting because of its contrast. Conflict is good because it will bring about change! The audience will take joy in watching a story resolve it’s conflicts and they will root for characters to overcome the obstacles before them.
Goofy — How to Swim — Environment Staging
Exaggeration - helps to bring emphasis to specific parts of an animation. Can there be to much exaggeration? Yes. Often times animators think that by making everything exaggerated within their animations that it will breath more life into the character. However, if everything is pushed to it’s extreme then what actions will stand out? The point of exaggerating something is to bring emphasis and contrast between actions. Use this principle wisely.
Tangled Exaggeration
Notice the exaggerated movements and expressions that read so well in the above clip. Because the action is fast certain actions are pushed to the extreme. The following image is a clear take on exaggeration.
Timing - is about the amount on time that it will take for an action to happen. Different timing can result in different feeling, mood, and intention. In maya the space between keys effects the initial timing of an action. The following examples shows two different timings with very different results.
Daffy Duck & Elmer Fud — Comedic Timing
Luxo — Emotional Timing
Anticipation - is about making the viewer wait to see the end result of an action. A moving hold is a way of creating anticipating in an animation. Usually it is a hold in the middle of an action but can be held over a longer story line as well. A moving hold is held for the length of time that feels right for the action. This principle is very important for one simple reason. If you have it in your animation then you will win every single time. If anticipation is missing from your animation the audience will never be allowed an opportunity to participate in the experience.
Lady and the Tramp — Emotional Anticipation
Daffy Duck Story Anticipation
Ease In Ease Out - is about acceleration and forces. Actions often speed up and slow down over time which can spawn a more spirited results in your animations. In the graph editor, the steepness of the curve determines the amount of acceleration for an action. As time ticks along at a constant rate value changes. The flatter the curve is becoming the less change occurs. The steeper the curve becomes the more change occurs. In addition, acceleration over a series of actions can also be effected by manipulating the spacing of keyframes which will effect your over all timing.
Gentleman’s Duel — Ease In Ease Out
12 Principles of Animation — Part I / Part III / Part IV




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By 12 Principles of Animation - Part I 28 Aug ’10 at 2:05 AM
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