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The Principles of Animation

 

People often talk about “computer animation” and “3D animation” as if they are something completely new, but this is not the case. The only thing that’s new is the medium, i.e. the tools used to create it. Yes, it may be “3D” and it may be created on a “computer”, but it is still animation! Luckily for us, animation has been around for decades, and a lot has been learned about how to make good animation. Probably the most influential discoveries were made by Walt Disney and his team during the early days of the Disney studio. Their quest to truly bring to life their animation is documented in the book “The Illusion of Life” by Frank Thomas and Ollie Johnston, and it is from their findings that the “12 principles of animation” were established.

Not all of these principles are completely relevant to 3D computer animation, but most of them are, so I will concentrate on the most important ones.

 

Here’s a quick quote from John Lasseter of Pixar Animation Studios (Toy Story, A Bugs Life etc) just in case you don’t believe me…

"When I presented the first animation I had created with a computer, "The Aventures of André and Wally B.," at Siggraph ‘84, a number of people asked me what cool new software I had used to achieve such believable characters. I explained to them that the software was a key frame animation system, not much different in theory than other systems that were around then. What was different was that I was using basic animation principles that I had learned as a traditional animator. It was not the software that gave life to the characters, it was these principles of animation, these tricks of the trade that animators had developed over fifty years ago. I was surprised at how few people in the computer animation community were aware of these principles".

-         John Lasseter

Taken from Course 1 at SIGGRAPH 94, "Animation Tricks".

Read the full article HERE

 

So, now that we’re all convinced of the need for animation principles, let's find out what they are…

 

The 12 principles of animation are:

 

1)            Squash and Stretch

2)            Anticipation

3)            Follow Through and Overlapping Action

4)            Arcs

5)            Slow In and Slow Out

6)            Timing

7)            Secondary Action

8)            Exaggeration

9)            Staging

10)        Straight Ahead Action and Pose to Pose

11)        Solid Drawing

12)        Appeal

 

 

Squash and Stretch

 

When an object moves, unless it is completely rigid, it will deform as it moves.  This is especially true of things composed of living flesh. For example, when a character is crouching down, his body becomes squashed, and then when he leaps into the air his body becomes stretched. One thing that is important to remember is that no matter how much the character squashes or stretches, he must always maintain the same volume. The amount of squash and stretch will depend on the pliability of the material concerned. Traditional animation usually contains very exaggerated amounts of squash and stretch. In 3D animation people tend to be a bit more reserved in their use of exaggerated squash and stretch, as it doesn’t always complement the realism of the medium. A good example of squash and stretch is a bouncing ball: when it hits the ground it squashes, and the then it propels itself up again by stretching.

 

 Anticipation

 

People watching your animation will not understand the actions taking place on screen unless they are expecting them. It is up to us to create a clear sequence of events that lead from one action to another. We can do this by preceding each action with a movement that anticipates the action for the audience, so that when the action actually occurs, they are ready for it and expecting it. Confused? It’s really very simple! Sometimes, the anticipation move is something that we physically cannot do without. For example, stand with your feet together and then jump forward. The jump was the action, but before you can jump, you simply have to crouch. Try jumping without crouching. You can’t do it can you?! However, when we’re animating, we can jump without crouching, but it just won’t look real. As well as anticipation being something that can be “physically” required, most of the time we just use it as a theatrical tool. It is used to make sure each of our actions creates maximum impact. Most actions take place very quickly, and if we do not give the audience time to prepare for the action, they may miss it completely.

 

 Follow Through and Overlapping Action

“Things do not come to a stop all at once…; first there’s one part and then another”.                                          

- Walt Disney

This is quite a complex principle, so it is broken down into a few different sub-headings. The fundamental idea behind all of these is that different parts of an object will move at different speeds depending on their mass.

 

A: Appendages

Appendages such as a cloak or long flowing hair will “lag” behind a character due to their lighter mass, and will continue to move after the character has stopped.

 

B: The Body

The body does not all move at once. The arms, for example, will continue to swing after the body has stopped. If a character suddenly turns to his right, first his head will move, then his shoulders, and then his arms will follow. When the head and shoulders stop, the arms may still be swinging around to catch up with them. Then, if the character suddenly turned to look in the opposite direction, the arms could still be moving in their initial direction before they are affected by the new movement. This is what we mean by “overlapping action”.

 

C: Loose Flesh

The loose flesh on a character must move slower than the skeletal parts. We sometimes refer to this as “drag”.

 

D: Completion of an Action

The way an action is completed can often reveal far more about a character than the action itself. The action itself happens very quickly, whereas the aftermath can take as long as you like.

 

E: The Moving Hold

This is really important so listen carefully! In order for the audience to really absorb a certain pose or expression, it is often necessary for us to hold that pose for a short while. However, if you just freeze the character, then he no longer looks alive. Living things just don’t stay still!! So, those clever people at Disney developed something called the “moving hold”. This involved taking two very similar poses, one slightly stronger/more extreme than the other, and then interpolating between them.  By doing this, we hold a certain pose, but the character never stops moving.

 

 Acceleration and Deceleration (Slow in Slow Out)

 

In the real world, nothing really moves at a constant speed. The best example to explain this is once again the bouncing ball. Imagine this: we hold a ball 30cm from the ground. We then drop the ball.

 

The first thing that will happen is that the ball will begin to accelerate because gravity is affecting it.

 

Then it will hit the ground travelling at top speed. When it hits the ground it will squash, and then propel itself back up into the air almost immediately and at much the same speed.

 

Then gravity will begin to affect it again, this time making it decelerate, until it eventually comes to a standstill and the process begins again.

 

So, we can see that there is a lot of acceleration and deceleration going on. Now consider this picture:

 

This picture shows a bouncing ball at 2 frame intervals. Notice how the images get closer together at the top. This is because the ball is moving slower at the top, and therefore covers more frames. On the other hand, when the ball bounces off the ground, it all happens very quickly, so only covers a few frames. The top of the bounce would be considered “Slow In – Slow Out”, while the bottom of the bounce would be considered “Fast in – Fast Out”. These kinds of affects are achieved by adjusting the animation curves (Function Curves) of the object.

 

Arcs

Almost everything in the natural world moves in arcs. There are two major reasons for this:

1: Rotational Joints

Your body is made up of a series of rotational joints, so when you move your body, it’s actually the result of your various limbs rotating around your joints. Because of this, our movements tend to follow arcs.  A human walk cycle is full of arcs. The body moves up and down, as well as moving forward, tracing an arc through the air:

 

2: Gravity

Gravity also causes objects to move along Arcs. Take the example of the bouncing ball. If you throw it forward, it is also pushed down by gravity, making it move in an arc.

The main lesson to learn from "Arcs" is to try and avoid having any truly linear motion in your animation unless it is mechanical.

 

Timing

Timing is one of the most crucial aspects of animation. Even very small changes in timing can completely change an animation. I like to think of timing in two different categories: “Physical Timing” and “Theatrical Timing”.

 

Physical timing:

This is to do with the world of Physics. The timing of an object can be affected by a great deal of real world physical laws. Its weight is always a huge factor in determining how it should move. Gravity is another. All of this kind of timing is basically trying to make an object's movement “physically” believable.

 

Theatrical Timing:

This is more concerned with the meaning of an action. All character animation is basically striving to make the audience believe that a character is actually thinking, and that the characters actions are the direct result of his thoughts. Tiny changes in the timing of an action, or the pause in between actions, can dramatically alter the meaning of that action.

 

 Consider the following action: A man turns his head and looks behind him.

Now ask yourself WHY? Why did he turn his head? The answer will determine the timing.

Here are 3 scenarios for a character. Act out each one and note the difference in the timing of the action:

 

Scenario1: He is waiting for a bus and he is bored. He wonders if there is anything interesting to look at behind him. He looks over his shoulder.

 

Scenario 2: He is a burglar about to break into a house. He wants to make one last check that there is no one behind him watching. He looks over his shoulder.

 

Scenario 3: He is in a house full of vampires. He suddenly heard a snarl right behind him. He looks over his shoulder.

 

All of these actions should be different. I could talk for hours about this, so I’d better stop! I think you get the idea.

 

Secondary Action

Secondary actions are the little extra touches that you add in after you have created the main actions, just to bring your character to life even more. For example, your character is reading a book. He is studying the pages intently. The main action here is him looking at the book, and maybe running his finger across the page and moving his eyes. However, why don’t we also have him scratch his chin and then push his glasses up his nose? The important thing to remember is that the secondary action should never detract from the main action; it is just there to support it. Some people also tend to refer to some of the movement discussed in “follow through and overlapping action” as being “secondary motion”; for example, you might animate an alien’s head, and then afterwards animate his antenna waving around as well.

 

 

Exaggeration

Exaggeration is an important part of most animation. It is used more in traditional 2D animation, and is sometimes not used at all in 3D these days, for example “Final Fantasy: The Spirits Within”, where the goal was ultra realism, and exaggeration would not have worked. However, most of the time, it’s best to overstate everything in an animation, or the audience tend to miss it. A character’s pose should be exaggerated at least slightly to make it clearer to the audience.

 

Staging

Staging is extremely important to all animation and film making practices. It’s almost impossible for me to discuss staging in any kind of detail here, but I’ll just try and sum it all up in one sentence for you!

 

Every shot should be staged in such a way that the message of the shot is as clear as possible.

 

To find out more about The Principles of animation, try these links:

   

Siggraph paper on the Principles of animation   (Good coverage of all principles)

Speech by John Lasseter of Pixar   (speech by John Lasseter on creating thinking characters)

Brief overview from 3DArk.com

Michael Comet's breakdown of the Principles (good site, easy to follow,  with pics and demo movies)

Please do go and look at those sites, as everyone has a slightly different way of explaining these principles, and you can learn something new from each.

Also check out my Links section, as there are 100's more sites with useful info about animation principles.

Right I think that’s enough for one day. Just remember, these are only principles, the magic happens when you actually put them into practice!