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12 Principles of

12 Principles of

Animation

Animation

GKN1043 GKN1043 Animation Studio 1 Animation Studio 1

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General Objective

General Objective

Apply animation principles, techniques Apply animation principles, techniques

and theories in individual and

and theories in individual and groupgroup projects.

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General Objective

General Objective

Apply animation principles, techniques Apply animation principles, techniques

and theories in individual and

and theories in individual and groupgroup projects.

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Specific Objectives:

Specific Objectives:

• Deconstruct and analyze own workDeconstruct and analyze own work

and the work of others to evaluate the and the work of others to evaluate the technical and aesthetic quality based technical and aesthetic quality based on the 12

on the 12 principles of animation.principles of animation.

• Identify and apply principles ofIdentify and apply principles of

animation correctly in project. animation correctly in project.

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Video

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Activity 1: Think-Pair-Share

What is 12 principles of

animation?

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12 Principles of animation

• were developed by the 'old men' of

Walt Disney Studios, amongst them Frank Thomas and Ollie Johnston, during the 1930s.

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Disney's Twelve Basic Principles of Animation is a set of principles of animation introduced by the Disney animators Ollie Johnston and Frank Thomas in their 1981 book The Illusion of Life: Disney Animation. Johnston and Thomas in turn based their book on the work of the leading Disney animators from the 1930s onwards, and their effort to produce more realistic animations. The main purpose of the principles was to produce an illusion of characters adhering to the basic laws of physics, but they also dealt with more abstract issues, such as emotional timing and character appeal. The book and some of its principles have been adopted by some traditional studios, and have been referred to by some as the "Bible of animation. In 1999 the book was voted number one of the "best animation books of all time" in an online poll. Though originally intended to apply to traditional, hand-drawn animation, the principles still have great relevance for today's more prevalent computer animation.

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• 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.

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• It needs to be said that many brilliant

moments of animation have been created without reference to, or knowledge of these principles.

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12 Principles of Animation

• Squash & Stretch

• Anticipation

• Staging

• Straight ahead & Pose to pose

• Follow through & Overlapping action

• Arcs • Secondary action • Timing • Exaggeration • Solid drawing • Appeal

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Squash & Stretch

• the purpose is to give a sense of

weight and flexibility to drawn objects.

• It can be applied to simple objects,

like a bouncing ball, or more complex constructions, like the musculature of a human face.

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• Taken to an extreme point, a figure stretched or

squashed to an exaggerated degree can have a comical effect.

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Activity 2: Bouncing Ball

Which one is better? Why?

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Anticipation

• used to prepare the audience for an

action, and to make the action appear more realistic.

• Example:

 – a dancer jumping off the floor has to

bend his knees first; a golfer making a swing has to swing the club back first.

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• produce a feeling of surprise in the

viewer, and can often add comedy to a scene.

• This is often referred to as a 'surprise

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Activity 3:

Anticipation: Act Out!

Think of one scene and act out the

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Staging

• Its purpose is to direct the audience's

attention, and make it clear what is of greatest importance in a scene; what is happening, and what is about to

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• Staging is achieved by Staging is achieved by charactercharacter

positioning, lighting, shadows and the

positioning, lighting, shadows and the

camera angle used.

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Activity 4:

Activity 4:

Which one is better? Why?

Which one is better? Why?

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Straight Ahead Action and

Pose to Pose

• These are two different approaches to

the actual drawing process. "Straight ahead action" means drawing out a scene frame by frame from beginning to end.

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• While "pose to pose" involves starting

with drawing a few key frames, and

then filling in the intervals (in between) later.

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Follow Through and

Overlapping Action

• a general heading for two closely related

techniques which help to render

movement more realistically, and help to give the impression that characters follow the laws of physics.

• "Follow through" means that separate

parts of a body will continue moving after the character has stopped.

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• "Overlapping action" is the tendency

for parts of the body to move at

different rates (an arm will move on different timing of the head and so on).

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5

minutes

break!

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Recap

session

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Slow In and Slow Out

• Slow-ins and slow-outs soften the

action, making it more life-like.

• For a gag action, we may omit some

slow-out or slow-ins for shock appeal or the surprise element. This will give more snap to the scene.

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Activity 5: Slow In Slow Out

Lets Guess It!

1. 2.

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Arcs

• All actions, with few exceptions (such as the

animation of a mechanical device), follow an arc or slightly circular path.

• This is especially true of the human figure and

the action of animals. Arcs give animation a more natural action and better flow.

• Think of natural movements in the terms of a

pendulum swinging. All arm movement, head turns and even eye movements are executed on an arcs.

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• An object in motion that moves out of

its natural arc for no apparent reason will appear erratic rather than fluid.

• Traditional animators tend to draw the

arc in lightly on the paper for reference, to be erased later.

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Secondary Action

• Adding secondary actions to the main

action gives a scene more life, and can help to support the main action.

• A person walking can simultaneously

swing his arms or keep them in his

pockets, he can speak or whistle, or he can express emotions through facial

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• The important thing about secondary

actions is that they emphasize, rather than take attention away from the

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Timing

• Timing refers to the number of drawings

or frames for a given action, which

translates to the speed of the action on film.

• On a purely physical level, correct

timing makes objects appear to abide to the laws of physics; for instance, an object's weight decides how it reacts to a stimulus, like a push.

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Exaggeration

• Exaggeration is an effect especially

useful for animation, as perfect imitation of reality can look static and dull in

cartoons.

• The level of exaggeration depends on

whether one seeks realism or a particular style, like a caricature or the style of an artist.

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• The classical definition of exaggeration,

employed by Disney, was to remain true to reality, just presenting it in a wilder,

more extreme form.

• Other forms of exaggeration can involve

the supernatural or surreal, alterations in the physical features of a character, or elements in the storyline itself.

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Activity 6: Exaggeration

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Solid Drawing

• The principle of solid drawing means

taking into account forms in

three-dimensional space, giving them volume and weight.

• The animator needs to be a skilled

draughtsman and has to understand the basics of three-dimensional shapes,

anatomy, weight, balance, light and shadow, etc.

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Appeal

• Appeal in a cartoon character

corresponds to what would be called charisma in an actor.

• A character who is appealing is not

necessarily sympathetic –  villains or

monsters can also be appealing –  the important thing is that the viewer feels the character is real and interesting.

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Activity 7:

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Q & A

Session

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Group Assignment

In a group of 6, make a simple video representing 12 Principles of Animation.

Each person in the group have to choose two from 12 principles, (the rest have to choose other principles) draw sequences of drawings of

the two principles, capture it and compile it as movie file with the other 5 group members.

You may add any dialogue or sound effects and there will be no time limit. Each of the team members are required to write down the

name on the video created. Progress: 7.5.2015

Presentation: 14.5.2015

We will have a presentation and critique session.

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