Twelve Principles of Animation

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    12 Principles of Animation

    Undoubtedly the Disney Sudios have had the most dramatic impact on animation over the years.

    Most of the hard lessons they learned are directly applicable to computer animation, especiallycharacter animation. It also could be argued that there are no differences between traditionalanimation techniques and those applied in computer animation, suggesting that computers aremerely more powerful tools at the disposal of animators. Essentially this is true. We thereforehave a great deal to learn from tradition animation.

    Disney's twelve principles of animation

    Frank Thomas and Ollie Johnston outlined twelve principles of animation, which applied to theway the Disney Studios produces animation. These "rules'' are universally accepted as thecornerstone of any animation production and can be applied directly to the way computercharacter animation is produced. What follows are a brief descriptions of those principles that canalso be applied to facial animation.

    Squash and stretch

    Squash and stretch, is perhaps the most important aspect of to how a character moves. A rule ofthumb is that no matter how squashy or stretchy something becomes, its volume remainsrelatively the same. Objects, such as bouncing ball, will compress when they hit an immovableobject, such as the floor, but they soon come back to their original shape (see Figure 1).

    Figure 1. In the motion of a ball bouncing, the ball can appear to have more weight if the drawings are closer together at the topof the arc. In the bottom illustration, a flattened ball on impact and elongation in acceleration and deceleration, are the beginings of

    squash and stretch.

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    If a character or object is in motion it will undergo certain changes within its overall shape. Forexample, a cat character falling through space stretches in the direction of the fall and squashes,or "splats'', when it reaches the ground. The scaling may seem extreme when viewed in a singleframe, but in motion it is remarkable how much the squashing and stretching can be exaggeratedwhile still retaining a natural look. This elasticity can be used to imply weight, mass or otherphysical qualities. For example, the shape of an iron balloon would not be affected by a drop tothe ground, whereas a balloon full of water undergoes dramatic shape changes both as itdropped and when it impacts the ground. Complex models present complex problems. If ahierarchically defined character lands with a thud on his butt, perhaps a global scale in Y wouldnot be appropriate, as this would also squish his legs, feet and everything else. This implies equalweight and mass among all his parts, when in fact his torso would be the part squishing the most.Scaling the peripheral body parts back up by a percentage of the original scale usually keeps thevisual weight on the body part with the most implied mass. Ideally, a flexible model would beused, in which the shape of various parts can be appropriately changed. This would allow thecharacter to take on much a pear-shaped squash, more convincing in implying weight.

    Anticipation

    Anticipation is the act of hinting to the audience what is about to happen. This can be a broad

    physical gesture, or it can be as simple as a facial expression. The key idea is not to allow anymotion to come unexpectedly, unless that is the desired effect. For example, before a characterzooms off, it gathers itself up, draws back in the opposite direction, and then moves off in theother direction.

    These anticipatory moves do not necessarily imply why something is being done, but rather theyclarify what is being done. Once a movement has been implied through anticipation, animating avastly different move can be used to introduce an element of surprise. For example, a car coilingup, ready to shoot forward but then zooming backward could be considered a sight gag.

    Staging

    Stagingis the actual location of the camera and characters within the scene. Staging is very

    important and should be done carefully. Principles of cinema theory come into play in the waythat shots are staged. In general there should be a distinct reason for the way that each shot inthe film is staged. The staging would match the information that is required for that particular shot.The staging should be simple and clear, and should enhance the action. A common mistake inthe design of computer-generated films is to make the staging too dynamic simply because thecomputer has the capability to do so. As a consequnce the scenes become confusing, or elsedistract from the action that is taking place.

    One could easily write an entire paper on the meaning and importance of camera angles, lighting,and other film effects. Researching conventional film literature will enhance an animatorsunderstanding of these theoretical film principles and is highly recommended. However, the mostbasic advice for good staging is that the most important information that is required from a sceneshould be clear and uncluttered by unusual or poor staging.

    Straight Ahead Action and Pose-to-Pose

    There are two approaches to conventional animation, straight ahead and pose-to-pose. In straightahead animation, the animator draws frame-after-frame until the scene is complete. The animatorhas freedom in this type of animation to go anywhere, letting their drawing take them off indifferent directions.

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    In pose-to-pose animation the animator sets up certain key drawings which define the overallaction of the scene. They then finish the animation by completing the in-betweens. This is moreclose to the technique that is used in computer animation. The only difference is that thecomputer computes the in-betweens automatically. Since computer graphics allows the animatorto animate in a layered fashion, an exact pose-to-pose paradigm does not really apply, unless atrue keyframing system is being used.

    Follow-through and overlapping action

    If all the parts of a character stop or change motion at the same time, the effect is one of extremerigidity. To impart a sense of fluidity, animators delay the movement of appendages. For example,consider a piece of animation in which a character falls on the ground. Letting the arms lag one ortwo frames behind the body impact imparts continuity and fluidity to the entire motion. This iscalled follow-through.

    Overlapping action also is important when moving the camera through an environment or whenzooming a logo through space. Early computer animation typically comprised of a move, a pause,a rotation, a pause, another move, another pause, and so on. This quickly becomes tedious. Asolution is to start the rotation before the move finishes, overlapping the action instead of

    pausing. Follow-through is a common form of overlapping action. Rather than abruptly stoppingan action after it has been completed, the additional motion eases out along the same path ofaction. For example, a tennis swing is much more effective if the swing continues after the ballhas been hit.

    Ease-in and ease-out

    Figure 2. The top profile illustrates a linear time displacement, while the bottom profile shows how the ease-in and ease-out cangive the impression of acceleration and declaration.

    Newton's laws of motion state that no object with mass can start in motion abruptly withoutacceleration. Even a bullet shot from a gun has a short period of acceleration. Except for the mostunusual of circumstances does the motion of an object have an instantaneous start or stop.

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    Ease-in and ease-outis the acceleration and deceleration of an object in motion respectively.Eases may be applied to any motion track, including rotation, scaling, changes of color andtranslation. How an object eases helps to define the weight and structure of the object.

    An ease is used at the beginning or end of a move to soften the transition from an active state toa static state. Many animation systems offer a choice of eases, the most common being a cosine

    ease (see Figure 2). The linear motion, as in Figure 2(a), is continuous; all motion proceeds in asteady, predictable manner. However, linear motion does not lend itself to interesting animation,and thus it is the least desirable. Nonlinear eases are more widely used, their motion is fluid andmore enjoyable. Being able to arbitrarily define eases for every action is the best alternative.Often a curve editor is used to interactively edit ease functions and, in combination with splinefunctions, to allow for an infinite number of possible eases.

    There are accepted algorithms defining the mathematical specifications of all the myriad eases,but actually seeing the curve dip down to its rest position is sometimes as useful as seeing theanimation in preview. The ability to interactively adjust the curve that determines the rate ofanimation or transition between positions in a key frame is crucial.

    Arcs

    Most motion is nonlinear; that is, an object usually follows some curved path. Rather than linearlyinterpolating from one key frame to the next, passing a curve through the keys gives a moredynamic look to the animation. If animation has been completely interpolated using splines,however, the motion may be too uniform in velocity -- in short, it will have no punch. Any"ooomph'' lost by splining can be regained by editing curves by hand. Again, a function editor thatgives an interactive graphic representation is ideal for defining motion curves. Most systems havesome automatic interpolation functions available to the animator. One problem with cubicinterpolating splines is that although they keep slope continuity from key frame to key frame, theyalso tend to overshoot when confronted with sudden changes in velocity. Since animators intendkey frames to represent extremes in motion, these overshoots can have disastrous results. Feetgo through the floor; fingers go through hands. Not overshooting cubic interpolating splines arenecessary in a production animation environment to allow smooth motion without jumping in and

    out of a curve editor.

    Secondary motion

    Secondary motion is the motion of objects or body parts which depend on primary motion. Anexample of secondary motion would be the motion of clothing over the surface of a moving figure.In general, secondary motion is caused by the motion of a primary object. In Balloon Guy, themotions of the string, the dog's ears and persons head, are all secondary motions caused by thegeneral motion of the characters themselves.

    Exaggeration

    Exaggeration involves making the motion more dramatic than one would observe in the realworld. If a scene is animated with little or no exaggeration, the motion will be dull and listless.Animators use exaggeration to sell the action or the movement of a character.

    The exact amount of exaggeration that is required is difficult to judge, but an interestingobservation can be made. The version of the animation always looks more exaggerated than thefinal rendered frame. Exaggeration of motion is not always the way to go, but often exaggerationof motion characteristics is needed to create interesting motion. Exaggeration does not have toimpart a cartoon feel to be effective. After the motion has been blocked out, it's up to the animatorto decide which movements must be exaggerated in order to enhance the animation. Live action

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    footage can be used for reference. The live action may be used to rough out the majormovements, which are then subtlety exaggerated to showcase aspects of the motion.

    Appeal

    The character should appealto the audience in some way, so that they may be able to

    relate to the characters. This is not to say that all the characters need to be cute, but ratherthat there should be some elements about the character that make them interesting to

    watch.

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