The Twelve Principals of Animation:
1) "Squash and Stretch"- gives the illusion of weight and volume of a character as it moves.
So think when a character has something dropped on their head, and the illustrator likes to exaggerate the impact by squashing the character's head. Here is an example from Tom and Jerry:
2) "Anticipation"- prepares the audience for a major action that is about to happen. So these are the movements a character does in order prepare us for something that is going to happen. For example in Tom and Jerry when Tom tries to take the bone from the sleeping dog and the dog slowly starts waking up, his actions of waking up will be a type of anticipation to the audience, as they won't be sure if the dog is going to go back to sleep or wake up and get angry at Tom.
3) "Staging"- the presentation of an idea, so that it is clear. When an illustrator wants you to understand what the mood of a scene is he is going to present you the characters sitting in certain ways in a given space, music may also be used to set you in a mood. Here is an example from Courage the Cowardly Dog:
Hint: Look at the Granny and the way Courage is sitting on her lap!
4) "Straight ahead, and pose to pose"- Straight ahead starts with the first drawing, and works drawing to drawing to the end of the scene. Pose to pose is charted with key drawing done in intervals throughout the scene. This has to be one drawing that continues until the end of the scene, and it can sometimes repeat in a loop, but it is used to present a continues action that is ongoing. Pose to pose is done similarly, where the pictures are drawn one after the other including gaps and then these gaps are filmed in between. This allows the illustrator to control the proportion of the characters in relation to its surroundings.
Hint: as you can see there, the woman is drawn from one key pose to the other, then after the matter, the frames in between these poses are filled in in order to create the illusion of a moving image.
5) "Follow through and overlap"- when the body of the character stops, all other parts of its body continue through, nothing stops at the same time. You can think of this when a character moves and some parts of his body move faster than others to give a certain point. Sometimes different parts of the body might lead other parts of the body with them to create the sense of moment that a part of a character's body is undergoing. This is often used to describe how a character feels.
6) " Slow in, and slow out"- as the action starts, there are more drawings towards the starting place, and ending place of the character, than there are in the middle. This creates the illusion of a character dashing. This action can be explained by thinking of something that speeds up moving, or there is less frames as the object gets closer to the camera and then as it zooms out it gets slower again.
7) " Arcs"- when an object is moving in an arc, the bottom part of the body of the object follows the top part, creating a visual arc as the character is moving. This type of effect is when something is being thrown or, is going in a arc-like direction. It could be just a falling ball, or a hammer hitting an object.
8) " Secondary Action"- a secondary action that is an addition to the scene, which reinforces the main object and gives it its own dimension. A secondary action is when there is almost like a ghosting following the character's movements, it could be used to show how fast he is moving.
9) " Timing"- more frames between poses create the illusion of a fast moving- unclear object. Whereas fewer drawings appear as a much slower and crisper movement. It also creates the illusion that the object is not abiding the laws of physics. Think about when Tom runs off a cliff.. he stays in the air for a couple of seconds and makes a freaky face before gravity pulling him towards the ground this is a perfect example of staging.
10) " Exaggeration"- the exaggerated movement of a common action than it would be in real life.
A character can express their feelings in many ways, but what better than something that is physically impossible to represent a strong or a scary feeling. Here is another picture of Courage getting freaked out by the Ustes' Mask:
11) " Solid Drawings"- taking into account objects into 3D space, giving them depth and weight. To achieve the effect of 3D in a solid drawing, a character needs to be drawn in perspective and in a certain angle to its surroundings. Characters should not be drawn flat, otherwise they loose solidity and depth.
12) "Appeal"- it is a movement of the character designed to please the viewer's eyes, this is the charisma of the action. An example of this could be when a character is presented as looking outside of what they normally look like in order to create the idea that they are having a special for thir story moment and the illustrator wants you to notice that. This can sometimes be combined with exaggeration.
What is the Persistence of Vision:
- This is a theory where when the human eye sees an image, which tends
to stay on the retina of the eye for approximately one twenty-fifth of a second.
Ultimately this theory
is the fist example as an explanation of the perception of motion that happens
while we watch video playback.
The way it works is, once we are shown an image, that image stays on our retina
for one twenty-fifth of the second. Therefore, if we are shown an image before
of just at that time, the human eye cannot distinguish the transition between the
two images, creating what seems like a seamlessly flowing motion of the specific
object, also known as video playback by today’s standards.
Gorillaz: Animated Band Presentation (Martin, Ashley and Sam)
Gorillaz from Martin Lolov
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