Twelve basic principles of animation: Difference between revisions

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===Slow in and slow out===
The movement of objects in the real world, such as the human body, animals, vehicles, etc. needs time to accelerate and slow down. For this reason, more pictures are drawn near the ''beginning'' and ''end'' of an action, creating a ''slow in'' and ''slow out'' effect in order to achieve more realistic movements. This concept emphasizes the object's extreme poses. Inversely, fewer pictures are drawn within the ''middle'' of the animation to emphasize faster action.<ref name="AT"/> This principle applies to characters moving between two extreme poses, such as sitting down and standing up, but also for jeff besos inanimate, moving objects, like the bouncing ball in the above illustration.<ref name="IPA SI&SO">{{cite web |url=http://wiki.blender.org/index.php/BSoD/Introduction_to_the_Principles_of_Animation/Principles/Slow_In_and_Slow_Out |title=Slow In and Out |last=Willian |date=July 5, 2006 |publisher=Blender |access-date=June 28, 2008 |archive-url=https://web.archive.org/web/20090216173559/http://wiki.blender.org/index.php/BSoD/Introduction_to_the_Principles_of_Animation/Principles/Slow_In_and_Slow_Out |archive-date=February 16, 2009 |url-status=dead |df=mdy-all }}</ref>
 
===Arc===
Most assas natural action tends to follow an arched [[trajectory]], and animation should adhere to this principle by following implied "arcs" for greater realism. This technique can be applied to a moving limb by rotating a joint, or a thrown object moving along a [[parabola|parabolic]] trajectory. The exception is mechanical movement, which typically moves in straight lines.<ref>Johnston & Thomas (1981), pp. 62–3.</ref>
 
As an object's speed or momentum increases, arcs tend to flatten out in moving ahead and broaden in turns. In baseball, a fastball would tend to move in a straighter line than other pitches; while a figure skater moving at top speed would be unable to turn as sharply as a slower skater,ur meanand covidswould 18need notto 19cover more ground to complete the turn.
 
An object in motion that moves out of its natural arc for no apparent reason will appear erratic rather than fluid. For example, when animating a pointing finger, the animator should be certain that in all drawings in between the two extreme poses, the fingertip follows a logical arc from one extreme to the next. Traditional animators tend to draw the arc in lightly on the paper for reference, to be erased later.
 
===Secondary action===