Animation. The Twelve Principles of Animation



Similar documents
Lesson Plan. Performance Objective: Upon completion of this assignment, the student will be able to identify the Twelve Principles of Animation.

The Fundamental Principles of Animation

Fundamentals of Computer Animation

Outline. Animation. 1. Squash and Stretch. Overview: Traditional Animation. Squash and Stretch Cont. 2. Timing and Motion

Computer Animation. Jason Lawrence CS 4810: Graphics

Logistics. Projects. Announcement. Animation pipeline. Plan for today. Animation Pipeline, Principles, Tools. Test . Test file in mycourses

If there are any questions, students are encouraged to or call the instructor for further clarification.

The 3D rendering pipeline (our version for this class)

MT. DIABLO UNIFIED SCHOOL DISTRICT COURSE OF STUDY

Movement Animset Pro v.1.5

CS 4204 Computer Graphics

COMP Visualization. Lecture 15 Animation

CS 4300 Computer Graphics. Prof. Harriet Fell Fall 2012 Lecture 33 November 26, 2012

Program of Study. Animation (1288X) Level 1 (390 hrs)

WSOA Introduction to Principles of Animation Course Outline 2013

Computer Animation. Computer Animation. Principles of Traditional Animation. Outline. Principles of Traditional Animation

Interactive Computer Graphics

CG T17 Animation L:CC, MI:ERSI. Miguel Tavares Coimbra (course designed by Verónica Orvalho, slides adapted from Steve Marschner)

The Art Of Animation

Computer Animation. CS 445/645 Fall 2001

DIGITAL ANIMATION I (Currently Art Intro to 3D animation) Syllabus - SJSU

How to increase Bat Speed & Bat Quickness / Acceleration

Graphics. Computer Animation 고려대학교 컴퓨터 그래픽스 연구실. kucg.korea.ac.kr 1

Clasp hands behind hips and stretch arms down towards floor. Roll shoulder back to open chest. Do not let back arch. Power Skips

AP Physics C Fall Final Web Review

TOTAL KNEE REPLACEMENT

HIGH SCHOOL COURSE OUTLINE

Lesson 3: Behind the Scenes with Production

Chapter 3 Practice Test

BEACH VOLLEYBALL TRAINING PROGRAM

Maya 2014 Basic Animation & The Graph Editor

Message, Audience, Production (MAP) Framework for Teaching Media Literacy Social Studies Integration PRODUCTION

New Media production week 9

Salt Lake City School District Student Learning Objectives (SLOs) Writing Template

A static representation for ToonTalk programs

Physics 160 Biomechanics. Angular Kinematics

2D DIGITAL ANIMATION TECHNIQUES

Chronos - Circuit Training Bodyweight

TOTAL HIP REPLACEMENT

Blender 3D Animation

Friction and Gravity. Friction. Section 2. The Causes of Friction

How Rockets Work Newton s Laws of Motion

Explore 3: Crash Test Dummies

LEVEL I SKATING TECHNICAL. September 2007 Page 1

Tee Ball Practice Plans and Drills

introduction to 2D-animation working practice

JUNIPERO SERRA VOLLEYBALL OFF SEASON TRAINING SCHEDULE

The Santa Monica Orthopaedic and Sports Medicine Research Foundation. The PEP Program: Prevent injury and Enhance Performance

Acceleration Introduction: Objectives: Methods:

Contact us for more info: /

Projectile Motion 1:Horizontally Launched Projectiles

Understanding Planes and Axes of Movement

A SYSTEM FOR PLANNING AND TIMING ANIMATION PDF provided by

DISCUS DRILLS: CORRECTING THE 10 MAJOR MISTAKES SEEN IN (ALMOST) EVERY YOUNG THROWER

View-Dependent Character Animation

Chapter 1. Animation. 1.1 Computer animation

ANKLE STRENGTHENING PROGRAM Program Time: 20 min. Recommended: 3x a week

HACKETTSTOWN, NEW JERSEY. Computer Animation Grades CURRICULUM GUIDE FINAL DRAFT. July 2014

CUFANM501A Create 3D digital character animation

SCIENCE OF SHOOTING POWERPOINT

CONTACT NUMBER: (786) PHYSICS I

THE SPEED PROGRAM THE following is A list Of POinTS THAT PRODucE RESulTS in SPEED improvement: CHANGE THE GAME

Bus Rider Activities

The Dance Lesson. A good dance lesson should contain some or all of the following:-

ACL Reconstruction Rehabilitation Program

CIS 536/636 Introduction to Computer Graphics. Kansas State University. CIS 536/636 Introduction to Computer Graphics

Photography 2. Rachael Turner Co-Editor Mountain Pointe High School Phoenix, AZ. Yearbooks depend on PHOTO- JOURNALISM,

UNIT 18: Creating cartoons and producing animations (LEVEL 3)

Chapter 7: Momentum and Impulse

Exam Three Momentum Concept Questions

PS-6.2 Explain the factors that determine potential and kinetic energy and the transformation of one to the other.

AIR ALERT III: THE COMPLETE VERTICAL JUMP PROGRAM

3D COMPUTER ANIMATION COURSE DEVELOPMENT

What is a DSLR and what is a compact camera? And newer versions of DSLR are now mirrorless

ANI Animation Syllabus - SJSU

EXERCISE INSTRUCTIONS 1

Instructor Training Program Levels 1 through 4 Uneven Bars

Anterior Cruciate Ligament Reconstruction Rehabilitation Protocol

DEFENSE Warm-Up Arm Warm up with starting light and gradually throw harder. Spend 5-15 minutes. OFFENSE

Hand Drawn Animation syllabus

ANKLE STRENGTHENING INTRODUCTION EXERCISES SAFETY

Blender Notes. Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 9 The Game Engine

STRETCHING EXERCISES. Physical Activity Resource Center for Public Health PARC-PH

The 11+ A complete warm-up program

WING-T OFFENSIVE LINE BLOCKING TECHNIQUES DRILLS AND PRACTICE ORGANIZATION 2014 EDITION

III. Applications of Force and Motion Concepts. Concept Review. Conflicting Contentions. 1. Airplane Drop 2. Moving Ball Toss 3. Galileo s Argument

Education Through Animation With Stop Motion Pro

Rehabilitation. Rehabilitation. Walking after Total Knee Replacement. Continuous Passive Motion Device

Content Map For PHYSICAL EDUCATION

Suggested Practice Plan Rookie and Tee Ball

Track and Field Drills and Practice Plans

Marshalling signals (from a marshaller to an aircraft) Source:

Computer Animation. Connelly Barnes CS 4810: Graphics

USAGE OF TRADITIONAL ANIMATION PRINCIPLES IN THE VIRTUAL ENVIRONMENT TOONTOWN

Transcription:

Animation The Twelve Principles of Animation Image 01. Public Domain. 1

Principles of Animation Image 02. Public Domain. In their book, The Illusion of Life, Ollie Johnston and Frank Thomas present the twelve principles of animation used in animated films that they produced for Walt Disney. Most of these concepts were developed when Disney sent his animators for drawing classes at the Chouinard Art Institute in Los Angeles. These principles have become the industry standards and are still used to this day. 2

1. 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 and fluids. Image 03. Used with permission. Pose To Pose is the more often used animation technique. It requires the animator to create strong poses (keyframes) first and then add the in-between frames. Image 04. Used with permission. 3

2. Arcs Almost all natural motion is in some form of an arc. If a ball is thrown, it usually follows an arched path. 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. Most human motion follows an arc. If a boxer throws a punch, the motion of his glove follows an arc. Image 05. Used with permission. Image 06. Used with permission. 4

3. Timing Timing is the amount of frames used as an object moves across the screen. Timing can imply weight. Light objects have less resistance and move much quicker than heavy objects. Actors work with their timing to get the maximum impact from their lines. Speed can imply emotion. A fast walk may mean happiness and a slow walk may mean depression. An animator must determine how many frames are needed for a given movement. A stopwatch or video reference can be helpful. Image 07. Used with permission. 5

4. 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. Image 08. Used with permission. 6

5. 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. This is the most well known and often used principle. Image 09. Used with permission. 7

6. 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. Image 10. Used with permission. 8

7. Follow Through & Overlapping Action 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. A good example of overlapping action is the movement of an animal s tail. Image 11. Used with permission. 9

8. Secondary Actions Secondary actions are actions caused by the impact of another object. They movement of a ball that has been kicked is a secondary action. Secondary actions are also minor actions that occur due to a major action. Most people blink their eyes when they turn their head. Facial expressions are secondary actions. Image 12. Used with permission. 10

9. 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. Image 13. Used with permission. 11

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 use exaggeration to increase understanding of feeling, but be careful to not overexaggerate everything. Image 14. Used with permission. 12

11. Solid Drawing To get maximum feeling from the audience, animated characters must be drawn or modeled precisely. Proper drawing and modeling can reveal a characters weight, character, and emotion. Proper drawing and modeling are needed to give the character proper depth and balance. When creating animated characters, it is a good idea to not add too much detail. Image 15. Used with permission. 13

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. Image 16. Used with permission. 14

Image Credits Image 01. Photos of running horse. 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. Image 02. Photo of Walt Disney. 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. Image 03. Growing flower animation. Created by Mark Harman. Used with permission. Image 04. Drinking soda animation. Created by Mark Harman. Used with permission. Image 05. Bouncing ball path. Created by Mark Harman. Used with permission. Image 06. Girl moving arm. Created by Mark Harman. Used with permission. Image 07. Stopwatch on cellphone. Photography by Mark Harman. Used with permission. Image 08. Swinging pendulum. Created by Mark Harman. Used with permission. Image 09. Ball squash and stretch. Created by Mark Harman. Used with permission. Image 10. Girl swatting fly. Created by Julie Stevens. Used with permission. Image 11. Boy jumping off ledge. Created by Rachel Racanelli. Used with permission. Image 12. Bowling ball hitting pins. Created by Mark Harman. Used with permission. Image 13. Old man reading newspaper. Created by Alex Moran. Used with permission. Image 14. Girl hitting golf ball. Created by Sam Ko. Used with permission. Image 15. Sherlock Holmes Drawing. Created by Hailey Pier. Used with permission. Image 16. Man holding wand. Created by Sophia Hopping. Used with permission. 15