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Animation
The Twelve
Principles of
Animation
1
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
Photos taken by Eadweard Muybridge (died 1904), first published in 1887 at Philadelphia (Animal Locomotion).
This image (or other media file) is in the public domain because its copyright has expired.
Plus images from http://richard-wood.co.uk/
animation/12-basic-principles-of-animation/
Two main categories
 Computer-assisted animation
 2D & 2 1/2 D
 Inbetweening
 Inking, virtual camera,
managing data, etc
 Computer generated
animation
 Low level techniques
 Precisely specifying motion
 High level techniques
 Describe general motion behavior
Low level techniques
 Shape interpolation (in-betweening)
 Have to know what you want
High level techniques
 Generate motion
with set of rules
or constraints
 Physically based
motion
http://www.cs.berkeley.edu/~job/Projects/SoundGen/video.html
Heritage of Animation
 Persistence of vision: discovered about
1800s
 Zoetrope or “wheel of life”
 Flip-book
Heritage of Animation
 Animation as an art form
 First animated character with personality
 Felix the cat by Otto Messmer (1920s)
 Force to reckoned with
 Sound and Walt Disney
Disney: Animation as an
art form
 Innovations
 Story board to review story
 Pencil sketch to review motion
 Multi-plane camera stand
 Color (not first to use color)
 Sound!
 Steamboat Willie (1928)
8
Walt Disney’s Twelve
Principles of Animation
 During the late 1920’s through the
1930’s, Walt Disney worked to improve
the techniques of his studio animators.
 Disney set up drawing classes for his
animators at the Chouinard Art Institute
in Los Angeles under Instructor Don
Graham.
 Through these lessons and interaction
between Disney and his staff, a set of
twelve principles was developed.
 These principles were used in Disney
animated productions including Snow
White, Pinocchio, Fantasia, Dumbo,
and Bambi.
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
This work is in the public domain because it
was published in the United States between
1923 and 1963 and although there may or may
not have been a copyright notice, the copyright
was not renewed.
1. Squash and Stretch
 Living flesh distorts during
motion.
 Exaggerated deformations will
emphasize motion and
impact.
 Although objects deform like
rubber, they must maintain
volume while being squashed
and stretched.
 A bouncing ball will squash or
elongate on impact and
stretch vertically as it leaves
the point of impact.
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
9
● This is the most well known and often used principle.
Examples
 http://youtu.be/3UazLS_VO00
 http://sevencamels.blogspot.com/2011/10/sq
uash-and-stretch-part-one.html
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
10
2. Anticipation
 Animation can occur before
an action. Before you jump,
you bend your knees.
 By exaggerating this action,
the animator can guide the
viewer’s eyes.
 The formula for most
animations is anticipation,
action, and reaction.
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
11
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
12
3. Staging
 Staging is the clear presentation of an idea.
 The animator can use the camera viewpoint, the framing
of the shot, and the position of the characters to create a
feeling or strengthen understanding.
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
13
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
14
4. Straight Ahead Versus
Pose To Pose
 Straight Ahead animation means drawing the frames in
sequence. This leads to spontaneous motion. It works
well with abstract animation.
 Pose To Pose is the more often used animation
technique. It requires the animator to create strong
posed (keyframes) first and add the in-between frames
later.
 Pose to Pose is used for animation that requires good
acting, where the poses and timing are all important.
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
15
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
16
5. Follow Through and
Overlap
 Follow Through is the action that follows the main action.
It is the opposite of anticipation.
 When a baseball bat hits the baseball, it does not stop
abruptly. A boxer does not freeze at the moment a punch
lands.
 Overlapping actions means that all elements do not stop
at the same time.
 Overlapping action also means that a new action may
begin before the earlier action is terminated. When
hitting a baseball, the legs may begin moving to first
base while the bat is finishing the swing.
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
17
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
18
6. Slow In and Slow Out
 Also known as ease in and ease out.
 Most motion starts slowly, accelerates, and then slows
again before stopping. Imagine a car that went 40 mph
immediately when stepping on the accelerator and went
to 0 mph when hitting the brake.
 Gravity has an effect on slow in/slow out. When a ball
bounces, it increases in speed as it gets closer to the
ground. It decreases in speed at the top of the arch.
 In many 3D applications, easing is created by setting the
tension of a TCB spline to 1.0. To get the opposition
effect from a keyframe, tension is set to -1.0.
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
19
 http://www.siggraph.org/education/materials/HyperGraph/animation/
character_animation/principles/bouncing_ball_example_of_slow_in_
out.htm
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
20
6. Slow In and Slow Out
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
21
7. Arcs
 Almost all natural motion is in some form of an arc.
 In 3D animation, a motion arc is usually created using a
spline curve.
 Pivot points often define the arc. The pivot point for the
thigh is the hip, and the pivot point for the calf is the
knee.
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
22
Spline Curves
 Piecewise polynomials with smooth connections
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
23
8. Secondary Actions
 Secondary actions are
minor actions that occur
due to a major action. Most
people blink their eyes
when they turn their head.
 Facial expressions are
secondary actions.
 Secondary actions are also
actions caused by the
impact of another object.
The movement of a ball
that has been kicked is a
secondary action.
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
24
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
25
9. Timing
 Timing is the amount of frames between poses.
 Comedians and actors work with their timing to get the
maximum impact from their lines.
 Timing can imply weight. Light objects have much less
resistance and usually move much quicker than heavy
objects.
 Speed can imply emotion. A fast walk may mean
happiness and a slow walk may mean depression.
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
26
10. Exaggeration
 Exaggeration is used to
increase the readability of
emotions and actions.
 Animation is not a subtle
medium.
 Individual exaggerated poses
may look silly as stills but add
dramatic impact when viewed
for a split second.
 Animators should be careful
to use exaggeration to
increase understanding of
feeling. Be careful not to over-
exaggerate everything.
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
27
The Triplets of Belleville
 https://www.youtube.com/watch?v=X-KChYBFiB0
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
28
11. Solid Drawing
 In 3D animation, this would be
equivalent to Solid Modeling.
 To get maximum feeling from the
audience, animated characters
must be drawn or modeled
precisely.
 Proper drawing and modeling can
reveal a character’s weight,
character, and emotion.
 Proper drawing and modeling are
needed to give the character
proper depth and balance.
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
29
This work is in the public domain in the United
States because it is a work prepared by an officer or
employee of the United States Government as part of
that person’s official duties under the terms of Title
17, Chapter 1, Section 105 of the US Code.
See Copyright.
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
30
12. Appeal
 Animated characters need to have
a unique personality and have a
wide range of emotions (happy,
excited, fearful, embarrassed,
angry, scared, etc.).
 Character flaws are actually a
good thing. Audiences can be
sympathetic to characters that
have a flaw or two.
 Complex personalities and moral
ethical dilemmas add to character
appeal.
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
31
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
32
The Classic in the Field
 “Principles of Traditional Animation Applied to
3D Computer Animation” (1987)
 John Lasseter (fired from Disney in 1984 for
promoting computer animation, directed Toy
Story in 1995, now chief of Disney Animation)
 http://www.siggraph.org/education/materials/HyperGraph/animation/
character_animation/principles/prin_trad_anim.htm
Copyright © Texas Education Agency, 2012. All rights reserved.
Images and other multimedia content used with permission.
33

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PrinciplesOfAnimation.pptx

  • 1. Animation The Twelve Principles of Animation 1 Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. Photos taken by Eadweard Muybridge (died 1904), first published in 1887 at Philadelphia (Animal Locomotion). This image (or other media file) is in the public domain because its copyright has expired. Plus images from http://richard-wood.co.uk/ animation/12-basic-principles-of-animation/
  • 2. Two main categories  Computer-assisted animation  2D & 2 1/2 D  Inbetweening  Inking, virtual camera, managing data, etc  Computer generated animation  Low level techniques  Precisely specifying motion  High level techniques  Describe general motion behavior
  • 3. Low level techniques  Shape interpolation (in-betweening)  Have to know what you want
  • 4. High level techniques  Generate motion with set of rules or constraints  Physically based motion http://www.cs.berkeley.edu/~job/Projects/SoundGen/video.html
  • 5. Heritage of Animation  Persistence of vision: discovered about 1800s  Zoetrope or “wheel of life”  Flip-book
  • 6. Heritage of Animation  Animation as an art form  First animated character with personality  Felix the cat by Otto Messmer (1920s)  Force to reckoned with  Sound and Walt Disney
  • 7. Disney: Animation as an art form  Innovations  Story board to review story  Pencil sketch to review motion  Multi-plane camera stand  Color (not first to use color)  Sound!  Steamboat Willie (1928)
  • 8. 8 Walt Disney’s Twelve Principles of Animation  During the late 1920’s through the 1930’s, Walt Disney worked to improve the techniques of his studio animators.  Disney set up drawing classes for his animators at the Chouinard Art Institute in Los Angeles under Instructor Don Graham.  Through these lessons and interaction between Disney and his staff, a set of twelve principles was developed.  These principles were used in Disney animated productions including Snow White, Pinocchio, Fantasia, Dumbo, and Bambi. Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. This work is in the public domain because it was published in the United States between 1923 and 1963 and although there may or may not have been a copyright notice, the copyright was not renewed.
  • 9. 1. Squash and Stretch  Living flesh distorts during motion.  Exaggerated deformations will emphasize motion and impact.  Although objects deform like rubber, they must maintain volume while being squashed and stretched.  A bouncing ball will squash or elongate on impact and stretch vertically as it leaves the point of impact. Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. 9 ● This is the most well known and often used principle.
  • 10. Examples  http://youtu.be/3UazLS_VO00  http://sevencamels.blogspot.com/2011/10/sq uash-and-stretch-part-one.html Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. 10
  • 11. 2. Anticipation  Animation can occur before an action. Before you jump, you bend your knees.  By exaggerating this action, the animator can guide the viewer’s eyes.  The formula for most animations is anticipation, action, and reaction. Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. 11
  • 12. Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. 12
  • 13. 3. Staging  Staging is the clear presentation of an idea.  The animator can use the camera viewpoint, the framing of the shot, and the position of the characters to create a feeling or strengthen understanding. Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. 13
  • 14. Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. 14
  • 15. 4. Straight Ahead Versus Pose To Pose  Straight Ahead animation means drawing the frames in sequence. This leads to spontaneous motion. It works well with abstract animation.  Pose To Pose is the more often used animation technique. It requires the animator to create strong posed (keyframes) first and add the in-between frames later.  Pose to Pose is used for animation that requires good acting, where the poses and timing are all important. Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. 15
  • 16. Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. 16
  • 17. 5. Follow Through and Overlap  Follow Through is the action that follows the main action. It is the opposite of anticipation.  When a baseball bat hits the baseball, it does not stop abruptly. A boxer does not freeze at the moment a punch lands.  Overlapping actions means that all elements do not stop at the same time.  Overlapping action also means that a new action may begin before the earlier action is terminated. When hitting a baseball, the legs may begin moving to first base while the bat is finishing the swing. Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. 17
  • 18. Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. 18
  • 19. 6. Slow In and Slow Out  Also known as ease in and ease out.  Most motion starts slowly, accelerates, and then slows again before stopping. Imagine a car that went 40 mph immediately when stepping on the accelerator and went to 0 mph when hitting the brake.  Gravity has an effect on slow in/slow out. When a ball bounces, it increases in speed as it gets closer to the ground. It decreases in speed at the top of the arch.  In many 3D applications, easing is created by setting the tension of a TCB spline to 1.0. To get the opposition effect from a keyframe, tension is set to -1.0. Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. 19
  • 20.  http://www.siggraph.org/education/materials/HyperGraph/animation/ character_animation/principles/bouncing_ball_example_of_slow_in_ out.htm Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. 20
  • 21. 6. Slow In and Slow Out Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. 21
  • 22. 7. Arcs  Almost all natural motion is in some form of an arc.  In 3D animation, a motion arc is usually created using a spline curve.  Pivot points often define the arc. The pivot point for the thigh is the hip, and the pivot point for the calf is the knee. Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. 22
  • 23. Spline Curves  Piecewise polynomials with smooth connections Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. 23
  • 24. 8. Secondary Actions  Secondary actions are minor actions that occur due to a major action. Most people blink their eyes when they turn their head.  Facial expressions are secondary actions.  Secondary actions are also actions caused by the impact of another object. The movement of a ball that has been kicked is a secondary action. Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. 24
  • 25. Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. 25
  • 26. 9. Timing  Timing is the amount of frames between poses.  Comedians and actors work with their timing to get the maximum impact from their lines.  Timing can imply weight. Light objects have much less resistance and usually move much quicker than heavy objects.  Speed can imply emotion. A fast walk may mean happiness and a slow walk may mean depression. Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. 26
  • 27. 10. Exaggeration  Exaggeration is used to increase the readability of emotions and actions.  Animation is not a subtle medium.  Individual exaggerated poses may look silly as stills but add dramatic impact when viewed for a split second.  Animators should be careful to use exaggeration to increase understanding of feeling. Be careful not to over- exaggerate everything. Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. 27
  • 28. The Triplets of Belleville  https://www.youtube.com/watch?v=X-KChYBFiB0 Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. 28
  • 29. 11. Solid Drawing  In 3D animation, this would be equivalent to Solid Modeling.  To get maximum feeling from the audience, animated characters must be drawn or modeled precisely.  Proper drawing and modeling can reveal a character’s weight, character, and emotion.  Proper drawing and modeling are needed to give the character proper depth and balance. Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. 29 This work is in the public domain in the United States because it is a work prepared by an officer or employee of the United States Government as part of that person’s official duties under the terms of Title 17, Chapter 1, Section 105 of the US Code. See Copyright.
  • 30. Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. 30
  • 31. 12. Appeal  Animated characters need to have a unique personality and have a wide range of emotions (happy, excited, fearful, embarrassed, angry, scared, etc.).  Character flaws are actually a good thing. Audiences can be sympathetic to characters that have a flaw or two.  Complex personalities and moral ethical dilemmas add to character appeal. Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. 31
  • 32. Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. 32
  • 33. The Classic in the Field  “Principles of Traditional Animation Applied to 3D Computer Animation” (1987)  John Lasseter (fired from Disney in 1984 for promoting computer animation, directed Toy Story in 1995, now chief of Disney Animation)  http://www.siggraph.org/education/materials/HyperGraph/animation/ character_animation/principles/prin_trad_anim.htm Copyright © Texas Education Agency, 2012. All rights reserved. Images and other multimedia content used with permission. 33

Editor's Notes

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