Anim Principles
Anim Principles
Anim Principles
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Animation Notes #5
12 Principles of Animation
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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.
It needs to be said that many brilliant moments of animation
have been created without reference to, or knowledge of, these
principles. However they are appropriate for a particular style of
cartoon animation and provide the means to discuss and critique
the craft in a language that animators have come to understand
- "you need to anticipate that action to give it more punch" "why don't you put more follow through on the coat tail?"
The following has been paraphrased from the "Illusion Of Life"
by Frank Thomas & Ollie Johnston (pp.47-69). For a more
extensive explanation of these principles, refer to this seminal
text.
http://minyos.its.rmit.edu.au/aim/a_notes/anim_principles.html
8/23/2016
Principles of Animation
2. ANTICIPATION
This movement prepares the audience for a major action the
character is about to perform, such as, starting to run, jump or
change expression. A dancer does not just leap off the floor. A
backwards motion occurs before the forward action is executed.
The backward motion is the anticipation. A comic effect can be
done by not using anticipation after a series of gags that used
anticipation. Almost all real action has major or minor
anticipation such as a pitcher's wind-up or a golfers' back swing.
Feature animation is often less broad than short animation
unless a scene requires it to develop a characters personality.
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3. STAGING
A pose or action should clearly communicate to the audience
the attitude, mood, reaction or idea of the character as it relates
to the story and continuity of the story line. The effective use of
long, medium, or close up shots, as well as camera angles also
helps in telling the story. There is a limited amount of time in a
film, so each sequence, scene and frame of film must relate to
the overall story. Do not confuse the audience with too many
actions at once. Use one action clearly stated to get the idea
across, unless you are animating a scene that is to depict clutter
and confusion. Staging directs the audience's attention to the
story or idea being told. Care must be taken in background
design so it isn't obscuring the animation or competing with it
due to excess detail behind the animation. Background and
animation should work together as a pictorial unit in a scene.
4. STRAIGHT AHEAD AND POSE TO POSE ANIMATION
Straight ahead animation starts at the first drawing and works
drawing to drawing to the end of a scene. You can lose size,
volume, and proportions with this method, but it does have
spontaneity and freshness. Fast, wild action scenes are done
this way. Pose to Pose is more planned out and charted with
key drawings done at intervals throughout the scene. Size,
volumes, and proportions are controlled better this way, as is the
action. The lead animator will turn charting and keys over to his
assistant. An assistant can be better used with this method so
that the animator doesn't have to draw every drawing in a
scene. An animator can do more scenes this way and
concentrate on the planning of the animation. Many scenes use
a bit of both methods of animation.
5. 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
http://minyos.its.rmit.edu.au/aim/a_notes/anim_principles.html
8/23/2016
Principles of Animation
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http://minyos.its.rmit.edu.au/aim/a_notes/anim_principles.html
8/23/2016
Principles of Animation
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http://minyos.its.rmit.edu.au/aim/a_notes/anim_principles.html
8/23/2016
Principles of Animation
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eye.
http://minyos.its.rmit.edu.au/aim/a_notes/anim_principles.html
8/23/2016