FROM STILL IMAGE TO LIFE: HOW THE 12 PRINCIPLES OF ANIMATION BREATH INTO CHARACTERS
How
many physics defying stunts have you seen animated characters pull?
Isn’t
it interesting how much imagination people must have to be able to make those
whacky and distorted movements?
Some
of the scenes capture our imagination and their whimsical nature never leave
our minds and are as memorable to the animated TV show, series or film.
They
say a big aspect of animation that makes it distinct, is its ability to express
abstract worlds and movements that cannot be seen in real life. So, how is this
all achieved?
Just
like you have a manual after you open a new television or microwave, so does
animation have a set of rules in which they lay the foundation for animators to
work their magic.
They are known as the 12 principles of
animation based on the Disney animators, Frank Thomas and Ollie Johnston. These
principles helps animators have a guideline on how to create dynamic and
believable animation. The principles include:
Squash
and stretch
Like
the name suggest, the principle involves making objects or figures mimic the
movement, of real-life objects when they are landing on surfaces. When objects
often hit surface, they sometimes get squashed and stretch when they move away
from the surface.
An
example, can be when a ball is kicked, rolls on the floor or bounces on a
surface. Another example, can be when people smash their faces or bodies on
surfaces. A momentary disfigurement occurs which squash and stretch attempts to
capture.
The
impact of the force can distort an object, temporarily for short while, even
though, it may not be clear to the naked eye. Squash and stretch can also be
used to exaggerate these movements of figures or bodies, in order to capture or
emphasize an emotion or attitude. For example, when a character is angry and
shouting, they can squeeze their face which can be exaggerated with a squash,
and a shout which can be exaggerated with a stretch, showing an extremely loud
shout.
The
principle of squash and stretch is also used when trying to demonstrate or
emphasize the speed, momentum, mass, weight of an object or figure to describe
their nature, which could be light, heavy, elastic or stiff/rigid, viscous or
nimble.
Image
source: https://jp.pinterest.com/pin/714453928356400865/?send=true
An
example of squash in the face of Tom when punched in the episode of Tom and
Jerry called “Love That Pup (1949)”
Image
source: https://delviewmedia.weebly.com/stretch--squash.html
An
example of squash and stretch used for facial expressions
Below
is a video explaining the concept of squash and stretch.
https://youtu.be/haa7n3UGyDc?si=sXXs6kOybNIC39_B
Anticipation
This
principle, involves being able to have characters perform an action, that helps
them prepare for a major action. An example, can be when someone winds up for a
jump or a leap. The person may need to squat or bade time and prepare to
generate enough force to jump.
Anticipation,
helps actions feel less awkward and robotic, and in turn more realistic and
natural.
Image
source: https://blog.cg-wire.com/anticipation-principle/
The
image shows one primary action before the main action
Below
is an explanation of the concept of anticipation in animation
https://youtu.be/F8OtE60T8yU?si=LZqlLYmjEun14vkN
Staging
The
principle involves being able to direct the audience to the intended actions
within a scene. It mostly uses, the camera movements or placement of actions
within the frame of a screen. It is often used to be able to make an idea or
expression unmistakably clear to the audience or even get the audience to
anticipate the character’s action.
Image
source: https://juliocsoto.com/understandingtheprinciples
The
image shows how elements of a scene are presented
Below
is a video explaining the concept of staging and its use in animation.
https://youtu.be/u-SXLaQGg50?si=FRy2rTznUb-aEHBF
Straight
ahead and Pose to Pose
The
principle involves the two main ways in which, animators intended to work on
creating images on their frames in order to have an illusion of movement. In
our second post we talked about the various types of frames laid out for one to
achieve a nice and smooth animation, and the same concept applies in creating
it with either Straight ahead or Pose to Pose.
Straight
ahead involves being able to create one drawing or image after another as the
sequence progresses. The use of Straight ahead, often applies to objects or
figures that may have random and erratic movements. Some of these examples,
include, flames, smoke, steam, water streams, electricity and many more.
Pose
to pose, involves the use of placing, key frames, as the important poses
that are needed to show the action of your object or figures. extremes,
which are drawings or images placed to show the furthest extent in which your
object or character moves. After the extremes are done, they are breakdowns,
which are able to other poses that help to smoothen out the action being
perform. Finally, they are in-between frames, which help in being able
to add any other extra movements that are needed to help bring the action being
performed to life.
Image
source: https://animost.com/tutorials/straight-ahead-action-and-pose-to-pose/
Image
of the layout of straight-ahead action and pose-to-pose action
Below
is a link to a video, explaining the concept of Pose to Pose and Straight ahead
in animation
https://youtu.be/v8quCbt4C-c?si=4UggvuHlMWZD8B2o
Follow
Through & Overlapping action
The
principle involves capturing the movement of objects and characters, after the
influence of speed in their movement.
Follow
through refers to the principle that objects or characters
undergo inertia in their movement and can have other parts of themselves moving
when the body comes to rest. Thus, the term “follow through” as objects follow
the same motion that initiated their motion.
Image
source: https://darvideo.tv/dictionary/overlapping-action/
The
image shows the follow through of the dog’s mouth parts
Overlapping
action, refers to the movement of the objects or
characters parts in a particular motion that often do not go at the same rate.
For example, when you run or stand up and sit down, not all parts move in the
same rate, and there for they are actions that happen before or after each
other.
Image source: https://darvideo.tv/dictionary/overlapping-action/
In
each drawing, the image shows how different parts of a movement can happen at
different rates
Below
is a link explaining the concept of Follow through and overlapping action
Slow
in-Slow out/Ease in-Ease out
In
our everyday life, objects or people move at a gradual rate and also decrease
their pace in a gradual rate in several actions. This could be the difference
in a beginning and stopping a sprint, a jog or trot. It could also be the
difference in a stretch, a quick glance at something or also a nod.
This
principle is able to capture that by being able to emphasize the gradual
spacing of frames at the beginning and end of an action.
Image
source: https://darvideo.tv/dictionary/ease/
An
image showing the gradual spacing of frames at the beginning and end of an
action
Below
is a link explaining the concept of ease in-ease out
https://youtu.be/fQBFsTqbKhY?si=bhdWNtmlXOiztdod
Arcs
The
principle involves attempting to make objects or characters move in a
particular arc or orbit, given that most organic objects and characters are not
bound to robotic movement.
This
is achieved by having a rounded path of motion for an object or character
Image
source: https://www.pinterest.com/pin/1147362442569489635/
The
image shows the path of motion which resembles an arc
Below
is a link, explaining the concept of arcs.
https://youtu.be/I1_tZ9LhJD4?si=SOjzH3OHVMW49uKS
Secondary
action
The
principle involves having an action, that complements or further supports the
idea of the main action. An example can be a bouncy walk, which will have a
swinging arm to further extend the idea of the loose nature of the walk.
Another
example, can be a character snooping around the house, with their eyes
constantly moving around to see the place, or them moving their head up and
down or side to side, to show their clumsiness.
Image
source: https://darvideo.tv/dictionary/secondary-action/
The
image shows different actions supporting the idea of the characters attitude or
emotion
Below
is a video explaining the concept of secondary action in animation
https://youtu.be/MjBHWw1TbP4?si=EzEaVl19ggw3bq_f
Timing
and spacing
The
principle involves the use of a particular number of frames in an object or
characters action, in a particular spacing, which affects the speed of the
animation, and can suggest the nature of the action performed.
The
general rule suggests that, the closer frames are grouped together, the slower
the action will be performed, while the further apart frames are, the quicker
the action will be.
Image
source: https://animost.com/tutorials/timing-and-spacing-principle/
The
image shows the effect of spacing of frames on the timing of an action
Below
is a link to a video explaining the principles of timing and spacing in
animation
https://youtu.be/BarOk2p38LQ?si=VUZXpOQWvpP8Giud
Exaggeration
This
principle involves the elevation of an expression of an emotion, attitude or
action, beyond its realistic capabilities, to be able to emphasize them to the
audience or explain more about a character or object.
Image
source: https://hallucinationrain.wordpress.com/2014/03/06/principles-of-animation-exaggeration-timing/
The
image shows how actions by characters are pushed beyond their actual extent to
further emphasize their idea or emotion
Below
is a link to a video which explains the principle of exaggeration in animation
https://youtu.be/HfFj-VQKiAM?si=ZWHhTHuX413RuNgh
Solid
drawing
The
principle suggests that animators should be able to draw objects and
characters, with volume weight and in three-dimensionality. This helps to be
able to draw and represent characters in various poses, angles, and
perspectives, which can make them represent themselves in 3-dimensional space.
Although
we have many types of animation today, the understanding of working characters
in a 3-dimensioniality space, is highly crucial
Image
source: https://dsource.in/course/principles-animation/solid-drawing
The
image shows characters represented in 3-dimensionality
Below
is a link to a video explaining solid drawing for animation
https://youtu.be/7An0jukOkCI?si=lvQoE8Wiyym1dSRj
Appeal
This
principle states that animators, must make their characters distinct with their
looks to be able to make them interesting and engaging to looks at. This
doesn’t mean that they should all look flashy but they embrace the character
that they are with the design that they are given.
Image
source: https://dsource.in/course/principles-animation/appeal
The
image shows real-life characters and animal, designed in a specific way to
bring out their distinct nature.
Below
is a link to a video explaining the concept of appeal in animation.
https://youtu.be/_SplEuWp0Yw?si=5IxeyCb5jBgAW3De
Conclusion
The
principles of animation are mostly meant to serve as a guideline to how motion
and movement of objects and characters can be achieved. They can be countless
number of ways in which objects and characters in can be brought to life,
through a combination of principles and use of only a couple of them.
However,
it is important that the principles are understood well, to be able to
effectively use them in various scenarios when trying to work out an animated
scene.
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