12 basic principles of animation

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The Twelve Basic Principles of Animation is a set of principles of animation introduced by the Disney animators Ollie Johnston and Frank Thomas in their 1981 book The Illusion of Life: Disney Animation.[a][1] Johnston and Thomas in turn based their book on the work of the leading Disney animators from the 1930s onwards, and their effort to produce more realistic animations. The main purpose of the principles was to produce an illusion of characters adhering to the basic laws of physics, but they also dealt with more abstract issues, such as emotional timing and character appeal.

The book and its principles have become generally adopted, and have been referred to as the "Bible of animation."[2] In 1999 the book was voted number one of the "best animation books of all time" in an online poll.[3] Though originally intended to apply to traditional, hand-drawn animation, the principles still have great relevance for today's more prevalent computer animation.

Contents

[edit] The 12 principles

Illustration of the "squash and stretch"-principle:
Example A shows a ball bouncing with a rigid, non-dynamic movement. In example B the ball is "squashed" at impact, and "stretched" during fall and rebound. The movement also accelerates during the fall, and slows down towards the apex (see "slow in and slow out").

[edit] Anticipation

Anticipation is used to prepare the audience for an action, and to make the action appear more realistic.[4] A dancer jumping off the floor has to bend his knees first; a golfer making a swing has to swing the club back first. The technique can also be used for less physical actions, such as a character looking off-screen to anticipate someone's arrival, or attention focusing on an object that a character is about to pick up.[5]

Anticipation: A baseball player making a pitch prepares for the action by moving his arm back.

For special effect, anticipation can also be omitted in cases where it is expected. The resulting sense of anticlimax will produce a feeling of surprise in the viewer, and can often add comedy to a scene.[6] This is often referred to as a 'surprise gag'.[7]

[edit] Staging

This principle is akin to staging as it is known in theatre and film.[8] Its purpose is to direct the audience's attention, and make it clear what is of greatest importance in a scene; what is happening, and what is about to happen.[9] Johnston and Thomas defined it as "the presentation of any idea so that it is completely and unmistakably clear", whether that idea is an action, a personality, an expression or a mood.[8] This can be done by various means, such as the placement of a character in the frame, the use of light and shadow, and the angle and position of the camera.[10] The essence of this principle is keeping focus on what is relevant, and avoiding unnecessary detail.[11][12]

[edit] Slow in and slow out

The movement of the human body, and most other objects, needs time to accelerate and slow down. For this reason, animation looks more realistic if it has more drawings near the beginning and end of an action, emphasizing the extreme poses, and fewer in the middle.[9] This principle goes for characters moving between two extreme poses, such as sitting down and standing up, but also for inanimate, moving objects, like the bouncing ball in the above illustration.[13]

[edit] Timing

Timing refers to the number of drawings or frames for a given action, which translates to the speed of the action on film.[9] On a purely physical level, correct timing makes objects appear to abide to the laws of physics; for instance, an object's weight decides how it reacts to an impetus, like a push.[14] Timing is critical for establishing a character's mood, emotion, and reaction.[9] It can also be a device to communicate aspects of a character's personality.[15]

[edit] Exaggeration

Exaggeration is an effect especially useful for animation, as perfect imitation of reality can look static and dull in cartoons.[9] The level of exaggeration depends on whether one seeks realism or a particular style, like a caricature or the style of an artist. The classical definition of exaggeration, employed by Disney, was to remain true to reality, just presenting it in a wilder, more extreme form.[16] Other forms of exaggeration can involve the supernatural or surreal, alterations in the physical features of a character, or elements in the storyline itself.[17] It is important to employ a certain level of restraint when using exaggeration; if a scene contains several elements, there should be a balance in how those elements are exaggerated in relation to each other, to avoid confusing or overawing the viewer.[18]

[edit] Solid drawing

The principle of solid drawing means taking into account forms in three-dimensional space, giving them volume and weight.[9] The animator needs to be a skilled draughtsman and has to understand the basics of three-dimensional shapes, anatomy, weight, balance, light and shadow, etc.[19] For the classical animator, this involved taking art classes and doing sketches from life.[20] One thing in particular that Johnston and Thomas warned against was creating "twins": characters whose left and right sides mirrored each other, and looked lifeless.[21] Modern-day computer animators draw less because of the facilities computers give them, yet their work benefits greatly from a basic understanding of animation principles, and their additions to basic computer animation.[20]

[edit] Appeal

Appeal in a cartoon character corresponds to what would be called charisma in an actor.[22] A character who is appealing is not necessarily sympathetic — villains or monsters can also be appealing — the important thing is that the viewer feels the character is real and interesting.[22] There are several tricks for making a character connect better with the audience; for likable characters a symmetrical or particularly baby-like face tends to be effective.[23] A complicated or hard to read face will lack appeal, it may more accurately be described as 'captivation' in the composition of the pose, or the character design.

[edit] Notes

a. ^ The twelve principles have been paraphrased and shortened down by Nataha Lightfoot for Animation Toolworks.[9] Johnston and Thomas themselves found this version good enough to put it up on their own website.[24]

[edit] References

  1. ^ Thomas, Frank; Ollie Johnston (1981, reprint 1997). The Illusion of Life: Disney Animation. Hyperion. pp. 47–69. ISBN 978-0-7868-6070-8. 
  2. ^ Allan, Robin. "Walt Disney's Nine Old Men & The Art Of Animation". Animation World Network. http://www.awn.com/articles/reviews/walt-disneys-nine-old-men-art-animation/page/2%2C1. Retrieved 21 October 2011. 
  3. ^ "List of Best Animation Books". Animation World Network. http://news.awn.com/index.php?&newsitem_no=1454. Retrieved 21 October 2011. 
  4. ^ De Stefano, Ralph A. "Anticipation". Electronic Visualization Laboratory, University of Illinois at Chicago. http://www.evl.uic.edu/ralph/508S99/anticipa.html. Retrieved 2008-06-27. 
  5. ^ Johnston & Thomas (1981), pp. 51-2.
  6. ^ Willian (2006-06-29). "Anticipation". Blender. http://wiki.blender.org/index.php/BSoD/Introduction_to_the_Principles_of_Animation/Principles/Anticipation. Retrieved 2008-06-27. 
  7. ^ Johnston & Thomas (1981), p. 52.
  8. ^ a b Johnston & Thomas (1981), p. 53.
  9. ^ a b c d e f g Lightfoot, Nataha. "12 Principles". Animation Toolworks. http://www.animationtoolworks.com/library/article9.html. Retrieved 2008-06-27. 
  10. ^ Johnston & Thomas (1981), pp. 53, 56.
  11. ^ Johnston & Thomas (1981), p. 56.
  12. ^ Willian (2006-07-05). "Staging". Blender. http://wiki.blender.org/index.php/BSoD/Introduction_to_the_Principles_of_Animation/Principles/Staging. Retrieved 2008-06-28. 
  13. ^ Willian (2006-07-05). "Slow In and Slow Out". Blender. http://wiki.blender.org/index.php/BSoD/Introduction_to_the_Principles_of_Animation/Principles/Slow_In_and_Slow_Out. Retrieved 2008-06-28. 
  14. ^ De Stefano, Ralph A. "Timing". Electronic Visualization Laboratory, University of Illinois at Chicago. http://www.evl.uic.edu/ralph/508S99/timing.html. Retrieved 2008-06-28. 
  15. ^ Johnston & Thomas (1981), pp. 64-5.
  16. ^ Johnston & Thomas (1981), p. 65-6.
  17. ^ Willian (2006-06-29). "Exaggeration". Blender. http://wiki.blender.org/index.php/BSoD/Introduction_to_the_Principles_of_Animation/Principles/Exaggeration. Retrieved 2008-06-28. 
  18. ^ De Stefano, Ralph A. "Exaggeration". Electronic Visualization Laboratory, University of Illinois at Chicago. Archived from the original on July 20, 2011. http://web.archive.org/web/20110720084647/http://www.evl.uic.edu/ralph/508S99/exaggeration.html. Retrieved 2008-06-28. 
  19. ^ Johnston & Thomas (1981), pp. 66-7.
  20. ^ a b Willian (2006-07-05). "Solid Drawing". Blender. http://wiki.blender.org/index.php/BSoD/Introduction_to_the_Principles_of_Animation/Principles/Solid_Drawing&oldid=116790. Retrieved 2010-06-15. 
  21. ^ Johnston & Thomas (1981), p. 67.
  22. ^ a b Johnston & Thomas (1981), p. 68.
  23. ^ Willian (2006-06-29). "Appeal". Blender. http://wiki.blender.org/index.php/BSoD/Introduction_to_the_Principles_of_Animation/Principles/Appeal. Retrieved 2008-06-28. 
  24. ^ Thomas, Frank; Ollie Johnston (2002). "Animation Tips: Principles of Physical Animation". Frank and Ollie. http://frankandollie.com/PhysicalAnimation.html. Retrieved 2008-07-04. 

[edit] Further reading

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