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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>
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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* {{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
* {{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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