
For example, if a character is angry in a scene, you could make him furious, with his eyebrows down, and gritting his teeth. If the characters shock was delayed, and the character didn’t react until 5 or more seconds after the event, the scene would not be realistic, and you could lose the viewer’s interest.ġ0) Exaggeration: Exaggeration is used in animation to help the audience know for certain how a character is feeling or acting. For example, if a character is shocked, you should be able to tell he is shocked because he should look shocked in his facial expressions right after the shocking event has occurred. Timing is used for characters feelings, and facial expressions. Timing can affect how real a scene looks.

If the secondary action becomes more interesting than the main action, then it is either the wrong choice for secondary action or it is staged wrong.ĩ) Timing: Timing is an important principle because it gives meaning to a movement. Secondary actions are used to heighten interest in a scene, and to add a realistic complexity to the animation. This is usually used for characters but can also be used on objects.Ĩ) Secondary action: A secondary action is an action that comes from another action. The arc is the action in between the two frames. You would have a key frame at the beginning and at the end of the movement. Every time the ball hits the floor or its maximum height it loses speed, so the ball would eventually stop bouncing.ħ) Arcs: An arc is used for an action or movement. Then when it reaches its maximum height it stops and repeats the process. Then it would come back up slightly slower than when it went down. Then when you let go it builds up speed until it hits the ground. The ball starts out stationary in your hand. This keeps the viewer interested because there is no dead time between actions.Ħ) Slow in and Slow out: The principles of slow in and slow out in animation is to make the animations look more realistic. Overlapping is just starting the second action before the first action is finished. For example, when throwing a ball, the hand continues to move after the ball is released. This is similar to key framing with computer graphics, but it must be changed slightly since the inbetweens may be too unpredictable.ĥ) Follow through and overlapping action: Follow through is the end part of an action. Then that artist, another artist, or a computer draws the inbetween frames. These are usually the starting pose, some poses in the middle, and the final pose. The pose to pose action is when the animator carefully plans out the animation, and draws a sequence of poses. The straight ahead action in hand drawn animation is when the animator starts at the first drawing in the scene and then draws frame after frame until they reach the end of the scene. This could be something as simple as moving the camera so that it focuses on the key event or idea taking place.Ĥ) Straight ahead action and pose to pose: These are two different approaches to the drawing process.

The animator must use different techniques to make sure the viewer is looking at the right place at the right time. The key point to staging is to make sure you catch the viewer’s eye and that they are draw towards the idea that is taking place. The idea could be an action, a personality, an expression or a mood. The anticipation of the pitcher would be to lift his leg up and get ready to throw the ball.ģ) Staging: Staging in animation is when you make an idea clear to the audience.

For example, if there is an animation of baseball game being played, the anticipation for the batter would be to move the bat behind his head ready to swing. Anticipation is used in animation to give the viewer a better understanding of the action that is about to happen. Another example is a character preparing to run by putting one foot behind its body, and getting lower to the ground. When a character is going to kick a ball, the anticipation would be the character moving his foot back before kicking the ball. For example, if in an animation, a character is punched in the face, squash and stretch would be used to show the impact in the face, and it would show the impact on the hand too.Ģ) Anticipation: Anticipation in animation is the same as anticipation in real life. Squash and stretch is used in animation to give it a more realistic feel.

For example, when a hard rubber ball is thrown, it may hardly change shape, but when a softer ball is thrown, it may change shape depending on the force of the impact. 1) Squash and stretch: Squash and stretch is when an object changes shape based on some sort of impact or movement.
