Anyone that deals with animation as at least once heard about this principles: they are the building blocks of animation and since they are very versatile they have different application as well. However, paradoxically they can lead to a lack of creativity if followed to much. They can be found in the book “Illusion of Life” (1981) by Frank Thomas & Ollie Johnston, two of the most influential animators at Walt Disney Animation; they had an important role in the production of Disney’s classics such as Pinocchio, Bambi, and Fantasia and Snow White in what is often referred as “The Golden era of Animation”. The principles are:
Squash and stretch: determines how cartoonish or naturalistic the character animation is: the more squashed and stretched a character is the more cartoonish it will animate.
Anticipation: before moving into a direction it’s better to create an anticipation, the pose before the main action. It gives the audience time to read the action.
Staging: a correct staging is able to communicate the character and story elements.
Straight Ahead Action and Pose to Pose: are two different approaches to animation. the straight ahead is the method where animators create poses in sequence, while in the pose to pose the first and the last keys are created and then the intermediate keys are blocked in and after the breakdowns which might be a more controlled process but it can lead to a stiffer animation.
Follow Through and Overlapping Action: part of the character or subject moves at a different rate because they have different weight and different properties
Slow in and Slow Out: an object or a character in animation start their movements out more slowly, then picks up speed and finishes with deceleration.
Arcs: this principle has different meanings. It could refer to the structure of a character or the result of when it moves around. A clean arcs leads to an appealing animation. Arcs are involved in may aspects like performance (motion) or in details (hands or feet or head), or at the roots of a character.
Secondary Action: is anything responding to the primary action which is the body and the character or anything active in the scene.
Timing & Spacing: timing is the frame numbers assigned to the keys of the actions determining how an action is fast or slow while spacing refers to the position of the in between and breakdowns frames between the first and last frames, the extremes. In 3D animation a visual representation of this principle is in the Graphic Editor.
Terminology:
keys – main pose.
extreme – in-betweens.
breakdowns- details.
Exaggeration: it pushes an animation or a pose beyond its logic limits.
Solid Drawing: makes the drawing looks three dimensional and believable with volume, weight and balance.
Appeal : it is referring more with charisma or charm rather than the aesthetic itself. It deals with the visual experience, so it can also concern the design in correlation with the movement and the personality.
They apply physical laws of motion for the sake of animation: they offer drawn characters the ability to move and act, but they fall short of meeting the interactive motion requirements of modern user interfaces: they were first formulated from the 2D experience when 3D Animation of modern age was not even conceived. Many animators throughout the years tried to build from this list adjusting it to their needs and observations: an example is Dermot O’ Connor’s “21 Foundations of Animation” which can be applied to digital animation. Some of this new principles are the following:
- Strong Design: crucial when using simple geometries as a starting point for character designs.
- Acting and pantomime: a character is able to express its personality and emotions mutely by gestures.
- Keys and breakdowns: keys are the main poses in a scene, establishing the most important actions and emotions the breakdown loosen up the motions between the scene creating vitality in the movement.
- Silhouette: able to communicate character’s emotions and actions.
- Counterpose: the rotation of the hips and shoulders relatives to one another (important in walk cycle).
Animation in relation to Physics an application of the principles
We can distinguish three main approaches to the laws of physics depending on the filmography we are dealing with:
- Movie physics: the physics applied to the animation here changes in relation to the narrative choice of the director and the storytelling: sci-fi and fantasy movies tend to push reality physics more.
- Cartoon physics: even though the animation seems not to follow the common physics laws, cartoons has an inherent logic that dictates the physics rules of that world and can be used as a source of comedy such as gravity which can be turned on and off when it is the right comic moment.
The principles of animation are the result of an accurate observation of the real world physics and a well animated film is the output of these observations.