12 Principles of Animation
12 Principles of Animation
Id: 352250815
الشعبة \ رياضة وحاسب
Squash and Stretch
Definition: This principle gives weight and flexibility to
objects. It ensures that an object maintains its volume
when it is compressed or extended.
Example: A bouncing ball that squashes when it hits the
ground and stretches when it moves upward.
Image Example:
Anticipation
Definition: Prepares the audience for an upcoming
action, making movements feel more natural.
Example: A character bending their knees before
jumping.
Image Example:
Staging
Definition: The presentation of an idea so it is
unmistakably clear. It guides the viewer’s attention to
the most important part of a scene.
Example: A character placed in the center of the frame
with good contrast and lighting.
Image Example:
Straight Ahead Action and Pose to Pose
Definition: Two different approaches to animation:
Straight Ahead means drawing frame by frame in
sequence, while Pose to Pose starts with keyframes and
fills in the gaps.
Example: A fight scene animated with straight-ahead
action for spontaneity, while a structured dance routine
is animated pose-to-pose.
Image Example:
Follow Through and Overlapping Action
Definition: Elements of a character or object continue to
move after the main motion has stopped, making
animation feel more realistic.
Example: A character’s hair or cape flowing after they
stop running.
Image Example:
Slow In and Slow Out
Definition: Objects and characters start and stop moving
gradually, creating smooth transitions.
Example: A car accelerating slowly and then
decelerating when stopping.
Image Example:
Arc
Definition: Natural movement follows an arched path
rather than a straight line.
Example: A character's arm moving in an arc while
throwing a ball.
Image Example:
Secondary Action
Definition: Additional movements that complement the
main action, adding depth and realism.
Example: A character walking while swinging their
arms naturally.
Image Example:
Timing
Definition: The number of frames used for an action
affects its speed and feel.
Example: A fast punch using fewer frames than a slow,
dramatic punch.
Image Example:
Exaggeration
Definition: Making actions more dramatic for visual
appeal while still keeping them believable.
Example: A character’s eyes bulging out comically when
surprised.
Image Example:
Solid Drawing
Definition: Ensuring characters and objects have
weight, volume, and proper perspective.
Example: A well-drawn character maintaining three-
dimensional form from different angles.
Image Example:
Appeal
Definition: Making characters and animations attractive
and engaging.
Example: A hero with distinctive and memorable
features.
Image Example:
Example Video
To see these principles in action, watch the following
video:
https://drive.google.com/file/d/1hi7hoEnPjPomTh1ap
ZUC9E8Zs5FMtgkW/view?usp=drivesdk
Squash & Stretch (Full scene):