I list this as number zero because I think it is absolutely the most important. I find a lot of folks who painstakingly memorize and study the 12 basic principles to the point that they can rattle them off the top of their heads at a moment's notice. However, MEMORIZING a set of rules and UNDERSTANDING a set of rules are two very different things. Understanding means knowing when and where to apply them (if at all) and how much. You don't necessarily want to incorporate all twelve into every p
Appeal means anything that a person likes to see. This can be quality of charm, design, simplicity, communication or magnetism. Appeal can be gained by correctly utilizing other principles such as exaggeration in design, avoiding symmetry, using overlapping action, and others. One should strive to avoid weak or awkward design, shapes and motion.
There are 2 basic methods to creating animation. Straight ahead animation is one where the animator draws or sets up objects one frame at a time in order. For example, the animator draws the first frame of the animation, then draws the second, and so on until the sequence is complete. In this way, there is one drawing or image per frame that the animator has setup. This approach tends to yield a more creative and fresh look but can be difficult to time correctly and tweak.
Squash and stretch is a way of deforming an object such that it shows how rigid the object is. For example if a rubber ball bounces and hits the ground it will tend to flatten when it hits. This is the squash principle. As it starts to bounce up it will stretch in the direction it is going. Squash and Stretch was also initially done to prevent strobing due to lack of motion blur. However even in cases where motion blur can be used, there may still be reasons to use it.0020
Action in animation usually occurs in three sections. The setup for the motion, the actual action and then follow-through of the action. The first part is known as anticipation.
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It may seem kind of silly to even have something as basic as timing on the list. Obviously timing is the essence of animation. The speed at which something moves gives a sense of what the object is and why it is moving. Something like an eye blink can be fast or slow. If it's fast, a character will seem alert and awake. If it's slow the character may seem tired and lethargic.