Principles of Animation
Principles of Animation
By Sunil Talekar
PRINCIPLES OF ANIMATION
7 Arcs
8 Secondary action
9 Timing
10 Exaggeration
11 Solid drawing
12 Appeal
Squash and stretch
Squash and stretch
The position from the camera and the orientation of what you
want to show can completely change the understanding of an
element.
These are two different ways to animate something. "Straight ahead" animation is
when you animate a character or something as it is moving, like when you move in
real life, you animate it frame by frame, without a plan.
On the other hand, "pose-to-pose" animation is when you begin by placing the most
important states, or "keyframes" of your animation, creating the transition between
two keyframes.
That way, you have a preview of what your animation will look like without having
to animate the whole thing.
This allows you a lot more flexibility, if some pose has to be changed; you don't have
to re-do the whole thing.
When you move your arm, it won't move at a defined speed all
the time.
This will set the rhythm of the animation and allow you to have
some non-linear action.
That will increase a lot the quality and generate more interest
for your animation.
If only talking about 3D objects, but every object has its own
thickness, shape, reaction to lights and shadows.