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12 Principles of Animation

The document outlines the 12 principles of animation which were introduced by Disney animators to create realistic movement and emotion. The principles include techniques like squash and stretch, anticipation, arcs, follow through, and exaggeration. They are divided into categories for foundations, performance, design, and intermediate principles to aid animators.

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Yasin Hasan
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0% found this document useful (0 votes)
20 views40 pages

12 Principles of Animation

The document outlines the 12 principles of animation which were introduced by Disney animators to create realistic movement and emotion. The principles include techniques like squash and stretch, anticipation, arcs, follow through, and exaggeration. They are divided into categories for foundations, performance, design, and intermediate principles to aid animators.

Uploaded by

Yasin Hasan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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12 PRINCIPLES OF ANIMATION

The 12 principles of animation were


first introduced by Disney animators
Ollie Johnston and Frank Thomas in
their book The Illusion of Life:
Disney Animation, which was first
released in 1981
12 PRINCIPLES NAME

1. STRETCH AND SQUASH.


2. ANTICIPATION.
3. STAGING.
4. STRAIGHT AHEAD ACTION AND POSE TO POSE.
5. FOLLOW THROUGH AND OVERLAPPING ACTION.
6. SLOW IN AND SLOW OUT.
7. ARC.
8. SECONDARY ACTION.
9. TIMING.
10.EXAGGERATION.
11.SOLID DRAWING.
12.APPEAL.
01. STRETCH AND SQUASH

When applied, it gives your animated characters and objects the


illusion of gravity, weight, mass and flexibility.
02. ANTICIPATION

Anticipation helps to prepare the viewer for what's about to


happen. When applied, it has the effect of making the object's
action more realistic.
03. STAGING

Staging in animation is a lot like composition in artwork


To draw attention what's important within the scene
04. STRAIGHT AHEAD ACTION AND POSE TO POSE

There are two ways to handle drawing animation.


Straight ahead action involves drawing frame-by-frame from
start to finish.
Pose to pose start with beginning frame, the end frame, and a
few key frames in-between.
05. FOLLOW THROUGH AND OVERLAPPING ACTION

Similarly, not everything on an object will move at the same rate.


06. SLOW IN AND SLOW OUT

The best way to understand slow in and slow out is to think


about how a car starts up and stops.
07. ARC

Most objects follow an arc or a path when they're moving


08. SECONDARY ACTION

Secondary actions are used to support or emphasise the main


action going on within a scene
09. TIMING

Using the correct timing allows you to control the mood and the
reaction of your characters and objects.
10. EXAGGERATION

Exaggeration to your characters and objects to make them more


dynamic.
11. SOLID DRAWING

Drawing in three-dimensional space to understand form and


anatomy, weight and volume, and lights and shadows.
12. APPEAL

This includes having an easy-to-read design and a personality


PRINCIPLES ARE DIVIDED INTO FOUR CATEGORIES TO MAKE EASIER TO ANIMATE

Foundations of Animation Intermediate Principles


Timing Follow through and overlapping action
Spacing Squash and stretch
Arc

Performance Principles Principles for Design


Anticipation Staging
Straight ahead action and pose to pose Appeal
Secondary action Solid drawing
Exaggeration

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