Skip to main content

12 Principles of Animation Part 3


Timming


Expertise in timing comes best with experience and personal experimentation, using the trial and error method in refining technique. The basics are: more drawings between poses slow and smooth the action. Fewer drawings make the action faster and crisper. A variety of slow and fast timing within a scene adds texture and interest to the movement. Most animation is done on twos (one drawing photographed on two frames of film) or on ones (one drawing photographed on each frame of film). Twos are used most of the time, and ones are used during camera moves such as trucks, pans and occasionally for subtle and quick dialogue animation. Also, there is timing in the acting of a character to establish mood, emotion, and reaction to another character or to a situation.Timing helps create the illusion that an action is abiding by the laws of physics. Adjusting the timing of a scene, animators can make that scene which looks either slower and smoother or faster and crisper.





Exaggeration


Exaggeration is not extreme distortion of a drawing or extremely broad, violent action all the time. Its like a caricature of facial features, expressions, poses, attitudes and actions. In feature animation, a character must move more broadly to look natural. The same is true of facial expressions, but the action should not be as broad as in a short cartoon style. Exaggeration in a walk or an eye movement or even a head turn will give your film more appeal. Use good taste and common sense to keep from becoming too theatrical and excessively animated. Exaggeration is especially useful for animation, as animated motions that strive for a perfect reflection of reality can look static and dull.


Solid Drawing


The basic principles of drawing form, weight, volume solidity and the illusion of three dimension apply to animation as it does to academic drawing. The way you draw cartoons, you draw in the classical sense, using pencil sketches and drawings for reproduction of life. You transform these into color and movement giving the characters the illusion of three-and four-dimensional life. Three dimensional is movement in space. The fourth dimension is movement in time. This principle animates animators to be mindful of the fact that while forms may present in 2D, they should strive to look 3D. The animator needs to be a skilled artist and has to learn the basics of three-dimensional shapes, weight, balance, anatomy, light and shadow, etc.
Appeal


A live performer has charisma. An animated character has appeal. Appealing animation does not mean just being cute and cuddly. All characters have to have appeal whether they are heroic, villainous, comic or cute. Appeal, as you will use it, includes an easy to read design, clear drawing, and personality development that will capture and involve the audience's interest. Early cartoons were basically a series of gags strung together on a main theme. Over the years, the artists have learned that to produce a feature there was a need for story continuity, character development and a higher quality of artwork throughout the entire production.







Souces :
 http://www.animationcoursesahmedabad.com/12-principles-of-animation/
http://minyos.its.rmit.edu.au/aim/a_notes/anim_principles.html


Comments

  1. Good article, also you spelled ''Timing'' wrong, type slowly next time.

    ReplyDelete

Post a Comment

Popular posts from this blog

12 Principles of Animation Part 2

Follow Through And Overlapping Action When the main body of the character stops all other parts continue to catch up to the main mass of the character, such as arms, long hair, clothing, coat tails or a dress, floppy ears or a long tail (these follow the path of action). Nothing stops all at once. This is follow through.  Overlapping action is when the character changes direction while his clothes or hair continues forward. The character is going in a new direction, to be followed, a number of frames later, by his clothes in the new direction.  "DRAG," in animation, for example, would be when Goofy starts to run, but his head, ears, upper body, and clothes do not keep up with his legs. In features, this type of action is done more subtly. Example: When Snow White starts to dance, her dress does not begin to move with her immediately but catches up a few frames later. Slow In Slow Out The movement of the human body and most other objects needs...

12 Principles of Animation Part 1

Hello,.. my name is Pramodya Talla, And my nickname is Adik. Why Adik?????? Thats because i am 16 years old and i am one of the college students in university of amikom Yogyakarta(Too Yoouunggg :D) . Now, i want to tell you about 12 principles of Animation. The following 12 basic principles of animation were developed by the 'old men' of Walt Disney Studios, amongst them Frank Thomas and Ollie Johnston, during the 1930s. Of course they weren't old men at the time, but young men who were at the forefront of exciting discoveries that were contributing to the development of a new art form . These principles came as a result of reflection about their practice and through Disney's desire to devise a way of animating that seemed more 'real' in terms of how things moved, and how that movement might be used to express character and personality. Squash and Stretch This action gives the illusion of weight and volume to a character as it moves. A...