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C.A-1
Name – Mannavjit Singh
Sub code – Mul101-22
Sub name – Principles of animation
Reg. no. – 72212038
SQUASH AND STRETCH
 Squash and stretch is a drawing
method used by animators to
show hyperbolical movements
in characters. Squash and
stretch is a critical principle of
animation that deals with how a
character moves.
ANTICIPATION
 An anticipation pose or drawing is a preparation for the main action
of an animated scene, as distinct from the action and the reaction.
STAGING
 Definition. Staging is how you direct the viewer's attention to the shot.
For the aim of grabbing the viewer's attention, animators use poses and
actions of characters, their placement in the frame, background, and other
elements of the scene.
POSE TO POSE ACTION
 Pose to pose is a term used in animation, for creating
key poses for characters and then in
betweening them in intermediate frames to make
the character appear to move from one pose to the
next. Pose-to-pose is used in traditional animation as
well as computer-based 3D animation.
STRAIGHT- AHEAD ACTION
 Straight ahead is a term used in animation that
refers to a method that uses only the first key
pose of a character, and then continues drawing
the character to create the desired motion.
FOLLOW - THROUGH AND OVERLAPPING ACTION
 Follow through and overlapping action is a general
heading for two closely related animation techniques
which form part of the 12 basic principles of animation
identified by Disney animators Frank Thomas and Ollie
Johnston in their authoritative 1981 book on Disney
animation, The Illusion of Life.
SLOW IN SLOW OUT ACTION
 Slow In' and 'Slow Out' – terms in animation that are
used to describe an important principle: an object or
a character in animated video start their
movements out more slowly, then picks up speed
and finishes with deceleration. The beginning and
end of the movement are softened.
ARCS
 Arc is the movement in circular paths. Human beings do not move in one straight
direction. They move in arcs. In the same way, the arc technique is to help animation
create that illusion of movement — for example, the bouncing of the ball, as shown in the
illustration below.
SECONDARY ACTION
 This is an additional action that supports the main act. A secondary action is an
integral part of animation as it adds interest and realism to the scene. It originates from
immediate action, such as when someone's arm moves backward after throwing
something forward.
TIMING
 Timing animation refers to how long an action takes from beginning to end. The
functions of timing are to create movement that obeys the laws of physics, and to add
interest to your animations. Timing can be implemented by applying weight, scaling
properties, and emotion.
EXAGGERATION
 Exaggeration is the animation principle, introduced by the great animation masters Frank
thomas and Ollie Johnston. This principle is used to push the movement further and
add more appeal to an action, pose or expression.
THANKS
FOR
WATCHING

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MANNAVJIT SINGH.pptx

  • 1. C.A-1 Name – Mannavjit Singh Sub code – Mul101-22 Sub name – Principles of animation Reg. no. – 72212038
  • 2.
  • 3. SQUASH AND STRETCH  Squash and stretch is a drawing method used by animators to show hyperbolical movements in characters. Squash and stretch is a critical principle of animation that deals with how a character moves.
  • 4. ANTICIPATION  An anticipation pose or drawing is a preparation for the main action of an animated scene, as distinct from the action and the reaction.
  • 5. STAGING  Definition. Staging is how you direct the viewer's attention to the shot. For the aim of grabbing the viewer's attention, animators use poses and actions of characters, their placement in the frame, background, and other elements of the scene.
  • 6. POSE TO POSE ACTION  Pose to pose is a term used in animation, for creating key poses for characters and then in betweening them in intermediate frames to make the character appear to move from one pose to the next. Pose-to-pose is used in traditional animation as well as computer-based 3D animation.
  • 7. STRAIGHT- AHEAD ACTION  Straight ahead is a term used in animation that refers to a method that uses only the first key pose of a character, and then continues drawing the character to create the desired motion.
  • 8. FOLLOW - THROUGH AND OVERLAPPING ACTION  Follow through and overlapping action is a general heading for two closely related animation techniques which form part of the 12 basic principles of animation identified by Disney animators Frank Thomas and Ollie Johnston in their authoritative 1981 book on Disney animation, The Illusion of Life.
  • 9. SLOW IN SLOW OUT ACTION  Slow In' and 'Slow Out' – terms in animation that are used to describe an important principle: an object or a character in animated video start their movements out more slowly, then picks up speed and finishes with deceleration. The beginning and end of the movement are softened.
  • 10. ARCS  Arc is the movement in circular paths. Human beings do not move in one straight direction. They move in arcs. In the same way, the arc technique is to help animation create that illusion of movement — for example, the bouncing of the ball, as shown in the illustration below.
  • 11. SECONDARY ACTION  This is an additional action that supports the main act. A secondary action is an integral part of animation as it adds interest and realism to the scene. It originates from immediate action, such as when someone's arm moves backward after throwing something forward.
  • 12. TIMING  Timing animation refers to how long an action takes from beginning to end. The functions of timing are to create movement that obeys the laws of physics, and to add interest to your animations. Timing can be implemented by applying weight, scaling properties, and emotion.
  • 13. EXAGGERATION  Exaggeration is the animation principle, introduced by the great animation masters Frank thomas and Ollie Johnston. This principle is used to push the movement further and add more appeal to an action, pose or expression.