Tuesday 14 October 2014

12 Rules of Animation

1. Squash and Stretch 

The squash and stretch rule allows an object to deform its original shape but its volume says consistent. this will most likely be seen when a ball is bouncing around, or the most popular place where its been seen is when the Pixar lamp is jumping up ad down at the beginning of Pixar movies.    

2. Anticipation

Anticipation is a form of communication of what's going to happen, or what's about to happen. It's like when we think of something and then we do it. basically its the preparation for an action.

3.Staging (Mise-en-scene)

Staging is known as the presentation of an idea which communicates characters, stories, etc and directs the audience's attention. An example of this is the Dutch Tilt, this is where the camera man tilts the camera to create more tension.  


4.Straight ahead and Pose to Pose Animation


Straight ahead animation is where you create frame after frames without using keyframing. you do this from start to end but if you're not careful you can lose your sizing and sometimes your sense of direction.


Pose to pose animation is meticulously planned and the animators work out what key poses will be needed to make an animation work. The assistant will draw out the "inbetween" stuff.

5. Follow Through and Overlapping Action


This is where actions happen when the main character/object has stopped moving. The termination of an action is called 'drag'.


6. Slow-out and Slow-in


Also known as easing-out and Easing-in, this is when more drawings which are made in the beginning makes the action slower.


7. Arcs


All actions, except perhaps some mechanical ones follow an arc or circular path. the human and animal figure tend to follow an arc path when they walk.


8. Second Action


Secondary Action is where something is added to emphasise an action to the main action.


9. Timing


Timing is a length of production for movement in characters, Most animators use two of the same frames so that it speeds up the production process that's why some animations are a bit choppy. For camera movements the animators don't duplicate any frames so that it's not choppy.

Referring to real life movements are also a big part in timing, that's why you see loads of animators sketching humans and animals. 

10. Exaggeration


Exaggeration is not where things get bigger or faster, it's where facial features, movements and walks are exaggerated.


11. Solid Drawing


Solid Drawing are drawing form, weight, volume, solidity and the illusion of three dimensional is applied to animation.


12. Appeal and Character Personality


Appeal and Character Personalities are then characters strike a pose/action or they're lively and energetic. For example like on the front cover of the incredibles where everyone is striking a superhero pose.

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