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Reflecting on the 12 principles of animation

Squash and stretch is the first of the 12 basic principles. This is particularly important when it comes to portraying the weight of a character. For instance the speed of a landing would make a heavy character squash up small. In the picture here we can see a tall character squashing small in anticipation for the jump and then stretching out to make the final leap. This is very good for putting emphasis on animations.

 

 

 

 

Next is anticipation, adding this can really make a character look realistic. as i have just explained in squash and stretch, using the act of bending the legs and pulling the arms back before the jump really adds anticipation and therefore realism into the act.

 

 

 

 

Staging is very important for making the audience look at the centre of attention. For instance if you had a very detailed animation that you wanted the viewer to concentrate on, it would be quite pointless if it was just a small object or something in the background of a scene of off to the side. This would be pointless effort if you didn't get the staging right.

Straight ahead action and pose to pose - I think that using pose to pose would be a much better idea for animation a 3D model. This is because it will save lots of time and the 3D software will most probably be able to fill in the missing poses for you, as long as you map out the main stages.

 

 

 

 

Using the Follow through animation technique is very good for creating a realistic animation. It shows that not all humans act like robots and that they do have many free flowing parts that will move in relation to their weight. Overlapping action will show the same kind of thing, because arms and legs do not move perfectly in line, in fact then all move opposite to each other.

 

 

 

 

Slowing in and slowing out, again, is a way of stopping humanoid characters look like robots. This is because we all have to gather speed from a standing position, and nobody can come to a sudden holt after sprinting. These things all need to be considered when animating.

 

 

 

 

Arcs are the next rule, and without this rule characters would be sprinting at full speed then suddenly turning at a 90 degree angle whilst continuing at full speed, clearly this is not possible and so characters and objects must ark realisticly.

 

 

 

 

Secondary actions are great ways of adding small pieces of detail. a walk cycle wouldn't look complete if only the legs were moving, things like the arms swaying and hips bobbing up and down wouldn't take away the main idea of the cycle, but could add so much more detail.

 

 

 

 

Timing is crucial to the making of a quality animation. Sometimes, if the timing is out by even the slightest it can completely change the way something looks. A high percentage of a characters appearance is based on the way the actions are timed, a slow character could be bored or tired, and a fast one could be full of energy or frightened.

 

 

 

 

Exaggeration is a great way of making animations fun to watch whilst at the same time keeping to the rules and making a character portray the correct feelings. For instance, if a character is alarmed, instead of moving the head back a small amount, The character could jump a metre backwards and shake in fear.

 

 

 

 

A solid drawing can be a great help to an animator if they need to see both sides of a character. It can give a great sense of perspective as well.

 

 

 

 

It is important for a character to have a certain appeal, no matter what it is. It could be an evil darkness that appeals people, or a loving funny personality. These bring a character out and make them unique.

 

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Uploaded on December 14, 2012
Taken on April 23, 2009