Twelve basic principles of animation: Difference between revisions

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These are two different approaches to the drawing process. [[Straight ahead animation|Straight ahead action]] scenes are animated frame by frame from beginning to end, while "[[Pose to pose animation|pose to pose]]" involves starting with drawing key frames, and then filling in the intervals later.<ref name="AT"/> "Straight ahead action" creates a more fluid, dynamic illusion of movement, and is better for producing realistic action sequences. On the other hand, it is hard to maintain proportions and to create exact, convincing poses along the way. "Pose to pose" works better for dramatic or emotional scenes, where composition and relation to the surroundings are of greater importance.<ref>Johnston & Thomas (1981), pp. 56–8.</ref> A combination of the two techniques is often used.<ref name="IPA SAA&PtP">{{cite web|url=http://wiki.blender.org/index.php/BSoD/Introduction_to_the_Principles_of_Animation/Principles/Straight_Ahead_Action_and_Pose_to_Pose|title=Straight Ahead Action and Pose to Pose|last=Willian|date=July 5, 2006|publisher=Blender|access-date=June 28, 2008|archive-url=https://web.archive.org/web/20070504053536/http://wiki.blender.org/index.php/BSoD/Introduction_to_the_Principles_of_Animation/Principles/Straight_Ahead_Action_and_Pose_to_Pose|archive-date=May 4, 2007|url-status=dead|df=mdy-all}}</ref>
 
==== In computer animation ====
Computer animation removes the problems of proportion related to "straight ahead action" drawing, but "pose to pose" is still used for computer animation, because of the advantages it brings in composition.<ref>{{cite web|url=http://www.evl.uic.edu/ralph/508S99/straight.html|title=Straight Ahead Action and Pose-To-Pose Action|last=De Stefano|first=Ralph A|publisher=Electronic Visualization Laboratory, [[University of Illinois at Chicago]]|access-date=June 28, 2008}}</ref> The use of computers facilitates this method and can fill in the missing sequences in between poses automatically. It is still important to oversee this process and apply the other principles.<ref name="IPA SAA&PtP"/>
 
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===Timing===
{{Redirect|Timing (animation)|the animationrelated technique|Blocking (animation)|sheet timing|Exposure sheet}}
Timing refers to the number of drawings or frames for a given action, which translates to the speed of the action on film.<ref name="AT"/> On a purely physical level, correct timing makes objects appear to obey the laws of physics. For instance, an object's weight determines how it reacts to an impetus, like a push: a lightweight object will react faster than a heavy one.<ref name="PoA T">{{cite web|url=http://www.evl.uic.edu/ralph/508S99/timing.html|title=Timing|last=De Stefano|first=Ralph A|publisher=Electronic Visualization Laboratory, [[University of Illinois at Chicago]]|access-date=June 28, 2008}}</ref> Timing is critical for establishing a character's mood, emotion, and reaction.<ref name="AT"/> It can also be a device to communicate aspects of a character's personality.<ref>Johnston & Thomas (1981), pp. 64–5.</ref>
 
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===Solid drawing===
The principle of [[solid geometry|''solid'']] drawing means taking into account forms in three-dimensional space, or giving them volume and weight.<ref name="AT"/> The animator needs to be a skilled artist and has to understand the basics of three-dimensional shapes, anatomy, weight, balance, light and shadow, etc.<ref>Johnston & Thomas (1981), pp. 66–7.</ref> For the classical animator, this involvedwould takingbe artachieved classeswith andclassical doingtraining sketchesincluding fromextensive art classes and [[life drawing]].<ref name="IPA SD">{{cite web|url=http://wiki.blender.org/index.php/BSoD/Introduction_to_the_Principles_of_Animation/Principles/Solid_Drawing&oldid=116790|title=Solid Drawing|last=Willian|date=July 5, 2006|publisher=Blender|access-date=June 15, 2010|archive-url=https://web.archive.org/web/20110719173249/http://wiki.blender.org/index.php/BSoD/Introduction_to_the_Principles_of_Animation/Principles/Solid_Drawing%26oldid%3D116790|archive-date=July 19, 2011|url-status=dead|df=mdy-all}}</ref> One thing in particular that Johnston and Thomas warned against was creating "twins": characters whose left and right sides mirrored each other, and looked lifeless.<ref>Johnston & Thomas (1981), p. 67.</ref>
 
==== In computer animation ====
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* {{cite book |last=Bancroft|first=Tom|author2=Glen Keane|title=Creating Characters with Personality: For Film, TV, Animation, Video Games, and Graphic Novels|publisher=Watson-Guptill|year=2006|isbn=978-0-8230-2349-3}}
* {{Cite web |last=Kilmer |first=David |date=28 September 1999 |title=Disney's ILLUSION OF LIFE tops best animation books poll |url=https://www.awn.com/news/disneys-illusion-life-tops-best-animation-books-poll |archive-url=https://web.archive.org/web/20151125220757/http://www.awn.com/news/disneys-illusion-life-tops-best-animation-books-poll |archive-date=25 November 2015 |url-status=live |publisher=[[Animation World Network]] |access-date=16 June 2021}}
* {{cite journal |last=Lasseter|first=John|date=July 1987|title=Principles of Traditionaltraditional Animationanimation applied to 3D Computercomputer animation Animation|journal=ACM SIGGRAPH Computer Graphics |date=July 1987 |volume= 21|issue= 4|pages=35–44|url=http://www.siggraph.org/education/materials/HyperGraph/animation/character_animation/principles/prin_trad_anim.htm|doi=10.1145/37402.37407|url-access=subscription}}
* {{cite book |last=Mattesi|first=Mike|title=Force: Dynamic Life Drawing for Animators, Second Edition|publisher=Focal Press|year=2002|isbn=978-0-240-80845-1|url=https://www.amazon.com/gp/reader/0240808452/ref=sib_dp_pt#reader-link}}
* {{cite book |last=Osipa|first=Jason|title=Stop Staring: Facial Modeling and Animation Done Right|publisher=John Wiley & Sons|year=2005|edition=2nd|isbn=978-0-471-78920-8|url=https://www.amazon.co.uk/gp/reader/0471789208/ref=sib_dp_pt#reader-link}}
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[[Category:1981 introductions]]
[[Category: 12 (number)|Animation, basic principles of]]
[[Category:Animation techniques]]
[[Category:Walt Disney Animation Studios]]