Principles of animation
1: squash and stretch
Defines how rigid or soft an object is by distorting the shape. Can be used to show movement or exaggerate faces.
2: Anticipation
Throwing a punch or winding back a leg before taking a shot. Helps the viewer
understand what will happen.
3: staging
When does it take place, such as the season and setting. For example showing
a tree with brown leaves to show that it is set in Autumn or showing a dark house
in a line of bright colorful houses to show horror.
4: straight ahead and pose to pose
Straight ahead = image to image one after the other. Pose to pose = selecting main poses and then going back and filling the gaps.
5: follow through and overlapping action
Limbs, clothing and appendages, movements don't just stop dead.
When a punch is thrown the hand doesn't abruptly stop still, it continues.
6: slow in slow out
Objects speed up and slow down, a bullet won't be slow but the guns recoil will.
Human movements also do this, you turn your head slowly at the beginning and end of the
action.
7: arcs
Often relies on ease in ease out, circular paths are natural
A person's head follows a circular motion when he/she is walking sue
to the up and down motion of the feet.
8: secondary animation
Extra little bits of animation, supports the main movement, often hands or facial features.
When someone stomps up the stairs in anger they might clench their fists to
show it.
9: timing
Number of frames between movements.
Low frames = fast
High frames = slow
10: exaggeration
Pushing movements and poses to the extremes. Make more impact.
Such as a man pulling out a stupidly large hammer to kill a
small fly.
11: solid drawing
More relevant in 2d animation, design characters with a 3D forms, use solid shapes.
It keeps the animation from looking flat.
12: appeal
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