What are the 12 principle of animation

Write a detailed explanation of each of the 12 principles of animation introduced by Frank Thomas and Ollie Johnston. Include the following for each principle:

Definition
Purpose in animation
Example (real-world or animation-based)

Full Answer Section

         
  • Example:
    • Real-world: A bouncing rubber ball visibly flattens upon impact with the ground (squash) and then elongates as it rebounds (stretch).
    • Animation: A character jumping will squash down before leaping upwards (anticipation), stretch out during the jump, and then squash again upon landing.

2. Anticipation

  • Definition: This principle describes a small action that precedes a larger action to prepare the audience for what is about to happen and to make the main action appear more realistic and impactful.
  • Purpose in Animation: To guide the audience's eye and create a sense of natural movement and timing. It makes actions clearer and more believable by showing the effort or preparation involved.
  • Example:
    • Real-world: Before a baseball pitcher throws the ball, they wind their arm back. Before jumping, a person will often crouch down.
    • Animation: A character about to run will often take a step back or bend their knees first. Before a door slams shut, it might swing slightly open in the opposite direction.

3. Staging

  • Definition: Staging refers to the presentation of an idea so that it is completely and unmistakably clear. This applies to acting, timing, camera angle, and position within the frame. The focus should be on what is relevant to the story at that moment.
  • Purpose in Animation: To direct the audience's attention to the most important elements in a scene and to communicate the story effectively. Good staging avoids confusion and ensures the audience understands the action, emotion, or idea being conveyed.
  • Example:
    • Real-world: In a play, lighting might focus on the actor speaking a crucial line, while other actors remain in shadow.
    • Animation: Placing a character in the center of the frame with a clear line of sight to the object of their desire, using contrasting colors to make them stand out, or framing the shot to emphasize their emotional reaction.

4. Straight Ahead Action and Pose to Pose

  • Definition: These are two different approaches to the actual drawing process:
    • Straight Ahead Action: Animating frame by frame from the beginning of an action to its end. This is good for fluid, unpredictable movements like fire or water.
    • Pose to Pose: Starting by drawing key poses (the beginning and end points of an action, and significant points in between) and then filling in the "in-betweens" later. This is better for dramatic or emotional scenes where composition and acting are crucial.
  • Purpose in Animation: To provide different methods for creating movement depending on the desired effect and the animator's skill. Straight ahead creates spontaneity, while pose to pose allows for more control over composition and character expression.
  • Example:
    • Straight Ahead Action: Animating smoke billowing upwards, where each frame naturally flows into the next.
    • Pose to Pose: Animating a character expressing sadness. The animator would draw the key poses of the character's face and body conveying sorrow, and then draw the frames in between to create the transition.

5. Follow Through and Overlapping Action

  • Definition: These principles relate to the natural way parts of a character or object continue to move after the main action has stopped (follow through) and how different parts of a character move at different rates (overlapping action).
  • Purpose in Animation: To make movement appear more realistic and organic, reflecting the laws of physics. It adds complexity and nuance to character motion.
  • Example:
    • Follow Through: When a character stops running, their hair, clothing, or a cape will continue to move forward for a few frames before settling.
    • Overlapping Action: When a character walks, their arms swing with a slight delay compared to their legs. When they turn their head, their ears and hair might lag behind.

6. Slow In and Slow Out (Ease In and Ease Out)

  • Definition: The movement of most objects and characters starts slowly, builds speed in the middle of the action, and then slows down again before coming to a stop. This is achieved by having more frames at the beginning and end of an action and fewer frames in the middle.
  • Purpose in Animation: To make movements look more natural and less mechanical. Without slow in and slow out, actions appear abrupt and robotic.
  • Example:
    • Real-world: A car accelerating from a stop gradually increases its speed. When approaching a stop sign, it gradually decelerates.
    • Animation: A character starting to lift their arm will have smaller movements between the initial frames, gradually increasing the distance between frames as the arm rises, and then decreasing the distance again as it reaches its final position.

7. Arc

  • Definition: Most natural actions follow an arc or slightly curved path rather than a straight line. This applies to the movement of limbs, heads, and even the trajectory of thrown objects.
  • Purpose in Animation: To make movements look more natural, fluid, and less stiff. Straight lines in animation often appear unnatural and mechanical.

Sample Answer

       

1. Squash and Stretch

  • Definition: This principle involves deforming an animated object during motion to emphasize its speed, weight, and impact. When an object hits a surface, it squashes; when it accelerates or is in motion, it stretches. Importantly, the volume of the object should remain consistent during these deformations.
  • Purpose in Animation: To give a sense of weight and flexibility to objects, making their movements appear more dynamic and believable. It helps to convey the material properties of an object (e.g., a bouncy ball vs. a bowling ball).