In my second blog post of the 12 Principles of Animation, I will be explaining the remaining 6 principles and how they help make a visually compelling animation. Part 1 of the blog can be found here.
7. Arcs
In the real world, most physical objects move on an arched trajectory so it is important for animators to mimic these arched paths. Movements such as a rotation of a limb or a bouncing of a ball will often follow an arc instead of a linear path.
8. Secondary Action
Secondary action happens simultaneously to a primary action in order to give a “dynamic” look. The hat on a character bouncing up and down when the character walks will look much more fluid than just a static hat. Viewers will be less fixated on the main animation, since the combination of all the movements can create an overall intricate look.
9. Timing
In traditional animation, timing refers to the number of drawings for an action. The less number of drawings, the faster and more sporadic the animation will be. The greater number of drawings, the smoother and slower the action becomes. In computer animation, timing can be changed by keyframes and by the spacing between keyframes.
10. Exaggeration
An experienced animator will always incorporate some level of exaggeration in their animation whether it is in the movement, or in the way the characters look. If an animation were 100% reflective of the real world, then it would appear to be static and dull. Exaggeration breathes life and personality into an animation and its characters.
11. Solid Drawing
Solid drawings are crucial in traditional animation, however, a solid understanding in drawing is equally important for a computer animator. Drawing teaches animators the proportions, size, weight, perspective, shape, and lighting of objects. It also serves as the foundation of all animations in their early stages.
12. Appeal
Appeal refers to the “charisma” of characters. It is what makes the audience believe a character exists. The appeal captivates the audience with their emotions, actions, and movements. For an example, a character with a smoother “baby face” look will be easier to connect with than a character with hard-to-read complexion.
Gifs created by: Cento Lodigiani
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