Animation theory and principles
Images taken from the following sources: The illusion of life: Disney animation Timing for animation The animators survival kit Digital character animation 2 How to draw comics the Marvel way The human figure in motion The Incredibles Animation Mentor Google
Being critical Being able to accept feedback and make changes to your animation will help you become a better animator A good quote I found... •
"Feedback is quite a delicate part of what we do. Sometimes animators take it well and other times not so well. Over the years, I've come to learn that without feedback, my shots or anything I do would look like complete crap. Getting some fresh eyes on what it is that we do, really helps, especially when you are staring at your same shot for days and/or weeks"
Carlos Baena, 2009
Acting things out • Don’t be afraid to act things out • Use a mirror or get someone to film you • Observe people around you
Posing (Solid drawing) • Create interesting and strong poses • Avoid twinning • Think about centre of gravity • Think about body language
Strong silhouettes • Creating easy to read actions • Setting up a camera • Acting to the camera
Timing • Time and distance travelled
X Y Z
Frames into seconds
Slow in and slow out (Ease in and ease out)
• The acceleration and deceleration of an object.
Bad timing •
A lot of beginners tend to animate too slowly or animate everything at a consistent speed
• If in doubt time yourself performing the action that you’re animating • Try changing the playback speed. If it looks better at 2X speed then consider speeding up the animation • Break up the timing to make things more interesting
Moving holds • Characters are never completely still • Holding a pose • Idle animations • Fidget animations
Motion paths • Check your trajectories • Unless your character is making contact with another object the limbs should move in an arc
Line of action
Squash and stretch • •
Maintaining volume
Overshoot Anticipation
• 1.
2.
3.
Final pose Extreme
Secondary action Adding subtle movement that is secondary to the primary action... • • • •
Camera shake Environment animation Clothing Hair
Appeal
This character has no appeal...
Think of ways you can give your character appeal.