Persistence of Vision
Persistence of Vision
•Overlapping action
Follow through and overlapping action make our animation look more realistic. Follow-through refers to any movement that continues after a character’s primary
movement has stopped. For instance, if a character with long hair is running, their hair will continue forward once they have come to a sudden stop.
•Slow in and slow out
Objects in real life need time to accelerate and time to slow down, and that concept is what this principle deals with! More frames are drawn at the beginning and
end of an action to create a “slow in” and “slow out” look that gives the illusion that the object is picking up speed. Fewer drawings in the middle of the action will
increase the look of speed. This principle can be applied to characters moving between poses, or to inanimate objects like a bouncing ball or a box being pushed.
• Arcs
Most natural movement occurs in arcs, so movement should follow curves for greater realism when applicable. (For instance, a ball thrown under-hand would travel
in a arc upward and then down, but a fastball thrown by a professional baseball player would travel in a straighter line because of its speed.)
•Secondary action
Secondary actions are actions that enhance the primary action. When a character turns their head, their hair will move in the secondary action. When a character
walks, they might put their hands in their pockets, or look to the side to see if a car is coming. These are all secondary actions that enhance the primary action.
PRINCIPLES OF ANIMATION
• Timing
The number of drawings that a given action takes in the animation translates to the speed of that action when the drawings are played
back. For instance, the standard rate of frames for most movie animations is 30 frames per second. If an action takes 30 drawings to
complete, then it will take 1 second when played back. 15 drawings would be half a second, and so on. Correct timing makes objects look
like they have weight and presence.
• Exaggeration
Exaggerating action in animation is important. Animations that try to create an exact imitation of real life movements can appear stiff
and lifeless. Sometimes exaggeration can be taken to an extreme, especially in comedy, but sometimes a more subtle approach is
needed. For animation that isn’t surreal or comedic, exaggeration can still be employed by just pushing motions and character
expressions to an extreme
• Solid drawing
When a drawing is solid, it takes into account the form in three-dimensional space. The animator needs a strong foundation of anatomy,
balance, light and shadow, perspective, atc. When an artist has a solid drawing, their characters will still be recognizable no matter what
angle they are shown at, and no matter the amount of squash and stretch or exaggeration applied to them.
• Appeal
Appeal can be defined as the charisma of the character. This can be one of the harder principles to get right and a character may need to
be changed several times to get the most appeal. A character who is appealing is not necessarily sympathetic (they can be evil and still be