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12 Principles of Animation

 1. Squash and Stretch

Making an object morph its shape to exaggerate its motion, such as a ball bouncing. Object should always keep a consistent volume. Can be used to emphasise facial expressions

2. Anticipation

Giving a character or object an overexaggerated motion before an action, to imply to the audience what is about to happen. It also makes it less likely that the audience will miss the action and end up confused about what happened. Can reverse the anticipation technique by making the audience think one thing will happen then doing another

3. Staging

The presentation of an idea so that it is completely and unmistakably clear. Guiding the audience's eyes so there is no ambiguity about what is the focus of the scene at a particular point

4. Straight ahead and pose to pose

The order of drawing each frame. Straight ahead is drawing the first frame, then second, and so on. Pose to pose is drawing the start and the outcome of an action, then filling in the blanks.
Pose to pose gives the animator a lot of control
Straight ahead is good for animations that are unpredictable - fire and physics etc
Can use a combination of the both when there are overlapping animations. For example, use pose to pose to make a character run, then use straight ahead to make their hair blow in the wind convincingly

5. Follow through and overlapping action

Having body parts and appendages drag behind the rest of the body and have them carry on moving after the body stops. For example, dragging a flower pot across a surface - the pot moves quickly, but the head of the flower drags behind and eventually catches up and follows through past the pot before coming back to rest.

6. Slow in and slow out

Most movement starts slowly, builds speed then finishes slowly - less robotic
More frames of animation at the beginning and end of an action

7. Arcs

Moving in a circular path to look less mechanical. Add some filled-in arc-shaped space between poses to give the appearance of fast motion

8. Secondary action

Gestures that support the main action to add more dimension to the character animation.
Do not let secondary action dominate the primary action, or go unnoticed

9. Timing

The personality and nature of an animation is greatly affected by the number of frames inserted between each main action
More drawings means slow, fewer drawings means fast

10. Exaggeration

Every action or pose can be taken to the next level to increase impact on the viewer

11. Solid drawing

Making forms feel like they are in 3-dimensional space by with volume, weight, and balance

12. Appeal

Characters should be pleasing to look at. Should have some kind of charismatic quality to like about them
Give the character a dynamic design. use different shapes. Play with proportions. Enlarge the interesting parts. Don't overcomplicate characters

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