Principles of Animation
Principles of Animation
2. ANTICIPATION
This movement prepares the audience for a major action the character is about to perform, such as,
starting to run, jump or change expression. A dancer does not just leap off the floor. A backwards
motion occurs before the forward action is executed. The backward motion is the anticipation. A comic
effect can be done by not using anticipation after a series of gags that used anticipation. Almost all
real action has major or minor anticipation such as a pitcher's wind-up or a golfers' back swing.
Feature animation is often less broad than short animation unless a scene requires it to develop a
characters personality.
3. STAGING
A pose or action should clearly communicate to the audience the attitude, mood, reaction or idea of
the character as it relates to the story and continuity of the story line. The effective use of long,
medium, or close up shots, as well as camera angles also helps in telling the story. There is a limited
amount of time in a film, so each sequence, scene and frame of film must relate to the overall story.
Do not confuse the audience with too many actions at once. Use one action clearly stated to get the
idea across, unless you are animating a scene that is to depict clutter and confusion. Staging directs
the audience's attention to the story or idea being told. Care must be taken in background design so it
isn't obscuring the animation or competing with it due to excess detail behind the animation.
Background and animation should work together as a pictorial unit in a scene.
8. SECONDARY ACTION
This action adds to and enriches the main action and adds more dimension to the character
animation, supplementing and/or re-enforcing the main action. Example: A character is angrily walking
toward another character. The walk is forceful, aggressive, and forward leaning. The leg action is just
short of a stomping walk. The secondary action is a few strong gestures of the arms working with the
walk. Also, the possibility of dialogue being delivered at the same time with tilts and turns of the head
to accentuate the walk and dialogue, but not so much as to distract from the walk action. All of these
actions should work together in support of one another. Think of the walk as the primary action and
arm swings, head bounce and all other actions of the body as secondary or supporting action.
9. TIMING
Expertise in timing comes best with experience and personal experimentation, using the trial and error
method in refining technique. The basics are: more drawings between poses slow and smooth the
action. Fewer drawings make the action faster and crisper. A variety of slow and fast timing within a
scene adds texture and interest to the movement. Most animation is done on twos (one drawing
photographed on two frames of film) or on ones (one drawing photographed on each frame of film).
Twos are used most of the time, and ones are used during camera moves such as trucks, pans and
occasionally for subtle and quick dialogue animation. Also, there is timing in the acting of a character
to establish mood, emotion, and reaction to another character or to a situation. Studying movement of
actors and performers on stage and in films is useful when animating human or animal characters.
This frame by frame examination of film footage will aid you in understanding timing for animation.
This is a great way to learn from the others.
10. EXAGGERATION
Exaggeration is not extreme distortion of a drawing or extremely broad, violent action all the time. Its
like a caricature of facial features, expressions, poses, attitudes and actions. Action traced from live
action film can be accurate, but stiff and mechanical. In feature animation, a character must move
more broadly to look natural. The same is true of facial expressions, but the action should not be as
broad as in a short cartoon style. Exaggeration in a walk or an eye movement or even a head turn will
give your film more appeal. Use good taste and common sense to keep from becoming too theatrical
and excessively animated.
12. APPEAL
A live performer has charisma. An animated character has appeal. Appealing animation does not
mean just being cute and cuddly. All characters have to have appeal whether they are heroic,
villainous, comic or cute. Appeal, as you will use it, includes an easy to read design, clear drawing,
and personality development that will capture and involve the audience's interest. Early cartoons were
basically a series of gags strung together on a main theme. Over the years, the artists have learned
that to produce a feature there was a need for story continuity, character development and a higher
quality of artwork throughout the entire production. Like all forms of story telling, the feature has to
appeal to the mind as well as to the eye.