12 Original Principles — Part III
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
CONTINUED — (Principles 7 — 12)
Secondary Motion/Action - is any motion that happens because of a primary motion. It is really dealing with speed and direction and newtons laws and relates to followthrough. Secondary action serves as a way to build complexity and helps to support the main idea of the story. Think of a character crying and a tear roles down the cheek. The character did become sad because the tear rolled down the cheek.
In Frank and Ollies words, “Often, the one idea being put over in a scene can be fortified by subsidiary actions within the body. A sad figure wipes a tear as he turns away. Someone stunned shakes his head as he gets to his feet. A flustered person puts on his glasses as he regains his composure. When this extra business supports the main action, it is called a Secondary Action and is always kept subordinate to the primary action.” The primary action is the emotion shift from happy to sad. The tear rolling down is an aid in showing details of the situation situation and is a result of the primary action.
Chuck jones explains secondary motion as a way to show things that we cannot see such as gravity, magnitism, wind, ect. We can’t actually see these things but we can see the effect of forces on them.
Secondary Motion
Pose to Pose vs Straight Ahead - are 2 different keyframing techniques. Each method has it’s on pros and cons. Most beginning animators tend to start the animation process with the straight ahead method because of it’s natural feel and spontaneity. The process is much like a child playing with a toy. They will naturally act out situations by starting at the beginning and then playing out the plot on through to the end of the story. The danger with this process is that animators can get carried away and keyframes too much along the way and also not pay attention to timing. This can result in a watery type of animation with even timing and no real life. Life is about change, emotion, and reflection. These qualities need to play well to the audience and allow them to recognize situation and provide time for them to participate. I feel that pose to pose is a better place to start. Pose to pose establishes a framework of poses that communicates strong moments in time. It is also less difficult to run over frame count and you can get feedback from your supervisor before you do to much work refining something that it not what the director will want. Using both techniques will give you both strong moments and a natural spontineity with in the the animation.
Overlapping Action & Follow Through - is all about speed and direction. Actions to not start and stop at the same time. They will blend and unfold as time goes by. In the key framing process during the 1st and 2nd passes we are establishing whole poses and the action will not have much overlap, follow through , or settle in. Although having your extremes established for your settle in and overshoots before you move into your 3rd pass is a good idea. There are two ways you can establish overlapping actions. You can key the overlap as you go or you can offset keyframes within a timing editor such as the dope sheet and or graph editor. Follow through is all about physics.
Newtons Laws state:
- 1st Law — Objects in motion tend to stay in motion in a straight continuous line forever unless a force is acting upon it. And, objects at rest tend to stay at rest.
- 2nd Law — Force = Mass * Acceleration — An inversely proportional relationship exist between mass and acceleration. Example: A MAC truck possesses a huge amount of mass therefore is would take a large amount of forces to accelerate it. Transversely, a small object such as a 50 caliber bullet containing a much smaller mass can still generate a lot of force if it is accelerated to 3044 feet per second.
- 3rd Law — For every action there is an equal but opposite reaction. Forces are transfered from one object to another. Objects of similar mass and potential energy can be give back equal force and cancel out. However, the greater force always wins out.
Hula Skirt Follow Through & Overlapping Action
Solid Drawing - in 3D is about clarity and intent. Traditionally solid drawing deals with consistency in line, volume, and perspective. An animator would ask, “Is this animation drawn solidly and consistently?”. Even though we are not drawing all the necessary frames in 3D we do have to pose the character to communicate the story over time. We still must think about the overall refinement and quality of our work. Therefore, solid drawing in 3D is concerned with the overall quality of animation and the consistency of clarity and intent!
Arcs - are all about creating Organic & Natural motions. Without arcs actions can feel stiff and linear. On occasion arcs are not needed such as with hard actions that illustrate great force or mechanical style movements. Movements with arcs will give a natural flow and can even add weight to a characters actions!
Mushu comes to life — Arcs
Squash & Stretch - is all about creating a sense of visual weight. When a force is applied to a volume the surface will tend to naturally displace. The force generally travels along the path of least resistance. In addition to characters that deform. Every day objects such as Listerine Bottles, Hershey’s Kisses, Chevron Cars, Reach Tooth Brushes, etc all have been animated with squash & stretch in order for them to feel more organic and alive. On the technical side, animation software uses a cartesian coordinate system utilizing X, Y, & Z values representing Translation, Rotation, or Scale.
If Y decreases then X & Z will increase in order to maintain a volume. What happens when you have a character that cannot be deformed like Buzz Light Year? How would we be able to create visual weight in the character? We can squash & stretch the pose. I use two animation clips Goofy Learns to Swim and a Buzz LightYear animation test created by Cameron Miyasaki.
Goofy Learns to Swim
Buzz Lightyear Animation Test
Ultimately, there are 4 different ways to create squash & stretch with a character.
1. Direct Manipulation of individual scale values
2. Expressions Driven Scale — Inverse Proportion.
3. Use of a Deformer
4. Change in Pose
12 Principles of Animation — Part I / Part II / Part IV

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