Animation Dr Midori Kitagawa University of Texas at Dallas Arts and Technology Program Created by animators at the Walt Disney Studios in the early 1930s Helped to transform animation from a novelty into an art form ID: 164498
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Slide1
Principles ofAnimation
Dr. Midori Kitagawa
University
of Texas at Dallas
Arts
and Technology ProgramSlide2
Created by animators at the Walt Disney Studios in the early 1930’sHelped to transform animation from a novelty into an art form
Still today
Guide production and creative discussionsTrain young animators better and fasterApplicable to 2D/3D computer animation as well as traditional hand-drawn animation
Principles
of animationSlide3
From Illusion of Life: Disney Animation
by Ollie Johnson and Frank Thomas
Squash and stretchAnticipationStaging
Straight ahead action and pose to pose
Follow through and overlapping action
Slow-in and slow-out
ArcsSecondary actionTimingExaggerationSolid drawingAppeal
Principles of animationSlide4
Principles of animation
Squash and stretch
Follow throughTimingSlow-in and slow-outSecondary action
Arcs
Anticipation
Staging
Physics
Aesthetics
Presentation
of action
Production methods
Straight ahead action and pose to pose
Exaggeration
Solid drawing
Overlapping action
AppealSlide5
Physics
Squash and stretch
Follow throughTimingSecondary actionSlow in and slow out
Arcs
Principles of animationSlide6
While many real world objects, e.g. a rock, have little or no flexibility most organic objects, e.g. a human body, have some flexibility in their shapesWhen an object moves, its movement indicates the rigidity of the object
Squash and stretchSlide7
No matter how squashed or stretched out an object gets, its volume should remain constant
Squash and stretchSlide8
Termination of actionNothing stops at onceWhen the main body of a character stops all other parts continue to catch up it, such as arms, long hair, clothing, floppy ears, and a long tail
Follow throughSlide9
Follow throughSlide10
Timing, i.e., the speed of an action, gives meaning to movement, both physical and emotional meaningTiming affects the perception of mass of an object
TimingSlide11
Timing gives meaning to movement
A character looks first over the right shoulder and then over the left shoulder. Varying the number of inbetweens can imply:
0: hit by a strong force and its head almost snapped off
1: hit by something substantial, .e.g., frying pan
2: has a nervous twitch
3: dodging a flying object
4: giving a crisp order6: sees something inviting9: thinking about something10: stretching a sore muscleTimingSlide12
Timing affects the perception of mass of an object
The slower the object moves the heavier it looks
TimingSlide13
Spacing of inbetweens at extremesSoften the action and make it more life-like
Slow-in and slow-out
Without slow-out
With slow-outSlide14
Smaller motions that complement the main action, e.g. hair flows as a character turns its headIncreases the complexity and interest in a scene
Secondary actionSlide15
All actions, with few exceptions (e.g., motion of a mechanical device), follow an arc or slightly circular pathEspecially true of the human figure and the action of animals
Arcs
Arcs give animation a more natural action and better flow Slide16
Aesthetics
Exaggeration
AppealOverlapping action
Principles of animationSlide17
A caricature of facial features, expressions, poses, attitudes, and actionsMakes it more realistic and entertainingNot arbitrary distortion of shapes nor making an action more violent or unrealistic
ExaggerationSlide18
“If a character is sad, make him sadder; if he is bright, make him shine; worried, make him fret; wild, make him frantic.” (Lasseter, 1987)
ExaggerationSlide19
Ability to draw weight, volume, and balanceAesthetic sensibility for forms, textures, lights, and motions
Solid drawingSlide20
Animated characters must appeal to the audience.They don't need to be lovely, cute and nice, but they must be interesting, somehow attractive.
Villains as well as heroes and heroines should have appeals
AppealSlide21
A live performer has charisma; an animated character has appeal
AppealSlide22
Starting a second action before the first action has completely finishedKeeps the interest of the viewer, since there is no dead time between actions
Overlapping actionSlide23
"When a character knows what he is going to do he doesn't have to stop before each individual action and think to do it. He has it planned in advance in his mind.
" Disney
Overlapping actionSlide24
Presentation of action
Anticipation
StagingPrinciples of animationSlide25
Preparation for an action, e.g., when a character is about to jump, he first crouches to gain momentum and the takes offPrepares the viewer for the action that will happen
Longer anticipation is needed for faster actions
AnticipationSlide26
Clear presentation of an idea, where the idea can be an action, a personality, an expression, or a moodAn idea should be unmistakably clear to the viewer
StagingSlide27
One idea at a timeA personality should be staged so that it is recognizable
StagingSlide28
Production methods
Straight ahead
Pose to posePrinciples of animationSlide29
Starts at the first drawing in a scene and then draws all of the subsequent frames until the end of the scene Creates very spontaneous and zany looking animation
Used for wild, scrambling action
Straight aheadSlide30
Planned out and charted with key drawings done at intervals throughout the sceneAction, size, volumes, and proportions are controlled than straight ahead
The lead animator will turn keys over to his assistant
Pose to poseSlide31
Another way to look at the principles
Principles of animation
Before
action
Beginning of action
Middle of action
End of action
Anticipation
Slow-in
Slow-out
Staging
Follow through
Squash
and stretch, straight ahead, pose to pose, overlapping action, arcs, secondary action, timing, exaggeration, solid drawing, appealSlide32
Essential for 3D computer animation
Principles of animationSlide33
Midori Kitagawa, Ph.D.
midori@utdallas.edu