AniÂmaÂtion is essenÂtialÂly an optiÂcal illuÂsion- a series of still phoÂtographs that creÂate the impresÂsion of moveÂment. Though WinÂsor McCay pioÂneered ways of makÂing drawÂings move, Walt Disney’s Nine Old Men were the ones who perÂfectÂed it. While makÂing Snow White and the SevÂen Dwarfs, not to menÂtion countÂless shorts in the 1930s, this team of aniÂmaÂtors develÂoped 12 basic prinÂciÂples that exagÂgerÂatÂed the laws of physics to best bring these images to life.
The prinÂciÂples came to define Disney’s look and became part of the lanÂguage of aniÂmaÂtors everyÂwhere. Every time you see Wiley E. Coyote’s eyes bulge to the size of waterÂmelÂons at the sight of a falling boulÂder, Olaf the SnowÂman from Frozen stretch durÂing a sudÂden stop, or TigÂger crouchÂing down before a pounce, you can thank these prinÂciÂples.
Frank Thomas and Ollie JohnÂson, two of the nine old men, pubÂlished the prinÂciÂples in their book DisÂney AniÂmaÂtion: IlluÂsion of Life. Jason KotÂtke has postÂed a realÂly groovy (aniÂmatÂed, of course) video illusÂtratÂing the 12 PrinÂciÂples. Check it out above. And if you need furÂther review watch this othÂer aniÂmatÂed video. The prinÂciÂples, themÂselves, appear below.
1. SQUASH AND STRETCH
This action gives the illuÂsion of weight and volÂume to a charÂacÂter as it moves. Also squash and stretch is useÂful in aniÂmatÂing diaÂlogue and doing facial expresÂsions. How extreme the use of squash and stretch is, depends on what is required in aniÂmatÂing the scene. UsuÂalÂly it’s broadÂer in a short style of picÂture and subÂtler in a feaÂture. It is used in all forms of charÂacÂter aniÂmaÂtion from a bouncÂing ball to the body weight of a perÂson walkÂing. This is the most imporÂtant eleÂment you will be required to masÂter and will be used often.
2. ANTICIPATION
This moveÂment preÂpares the audiÂence for a major action the charÂacÂter is about to perÂform, such as, startÂing to run, jump or change expresÂsion. A dancer does not just leap off the floor. A backÂwards motion occurs before the forÂward action is exeÂcutÂed. The backÂward motion is the anticÂiÂpaÂtion. A comÂic effect can be done by not using anticÂiÂpaÂtion after a series of gags that used anticÂiÂpaÂtion. Almost all real action has major or minor anticÂiÂpaÂtion such as a pitcher’s wind-up or a golfers’ back swing. FeaÂture aniÂmaÂtion is often less broad than short aniÂmaÂtion unless a scene requires it to develÂop a charÂacÂters perÂsonÂalÂiÂty.
3. STAGING
A pose or action should clearÂly comÂmuÂniÂcate to the audiÂence the attiÂtude, mood, reacÂtion or idea of the charÂacÂter as it relates to the stoÂry and conÂtiÂnuÂity of the stoÂry line. The effecÂtive use of long, mediÂum, or close up shots, as well as camÂera angles also helps in telling the stoÂry. There is a limÂitÂed amount of time in a film, so each sequence, scene and frame of film must relate to the overÂall stoÂry. Do not conÂfuse the audiÂence with too many actions at once. Use one action clearÂly statÂed to get the idea across, unless you are aniÂmatÂing a scene that is to depict clutÂter and conÂfuÂsion. StagÂing directs the audiÂence’s attenÂtion to the stoÂry or idea being told. Care must be takÂen in backÂground design so it isn’t obscurÂing the aniÂmaÂtion or comÂpetÂing with it due to excess detail behind the aniÂmaÂtion. BackÂground and aniÂmaÂtion should work togethÂer as a picÂtoÂrÂiÂal unit in a scene.
4. STRAIGHT AHEAD AND POSE TO POSE ANIMATION
Straight ahead aniÂmaÂtion starts at the first drawÂing and works drawÂing to drawÂing to the end of a scene. You can lose size, volÂume, and proÂporÂtions with this method, but it does have sponÂtaneÂity and freshÂness. Fast, wild action scenes are done this way. Pose to Pose is more planned out and chartÂed with key drawÂings done at interÂvals throughÂout the scene. Size, volÂumes, and proÂporÂtions are conÂtrolled betÂter this way, as is the action. The lead aniÂmaÂtor will turn chartÂing and keys over to his assisÂtant. An assisÂtant can be betÂter used with this method so that the aniÂmaÂtor doesÂn’t have to draw every drawÂing in a scene. An aniÂmaÂtor can do more scenes this way and conÂcenÂtrate on the planÂning of the aniÂmaÂtion. Many scenes use a bit of both methÂods of aniÂmaÂtion.
5. FOLLOW THROUGH AND OVERLAPPING ACTION
When the main body of the charÂacÂter stops all othÂer parts conÂtinÂue to catch up to the main mass of the charÂacÂter, such as arms, long hair, clothÂing, coat tails or a dress, flopÂpy ears or a long tail (these folÂlow the path of action). NothÂing stops all at once. This is folÂlow through. OverÂlapÂping action is when the charÂacÂter changes direcÂtion while his clothes or hair conÂtinÂues forÂward. The charÂacÂter is going in a new direcÂtion, to be folÂlowed, a numÂber of frames latÂer, by his clothes in the new direcÂtion. “DRAG,” in aniÂmaÂtion, for examÂple, would be when Goofy starts to run, but his head, ears, upper body, and clothes do not keep up with his legs. In feaÂtures, this type of action is done more subÂtly. ExamÂple: When Snow White starts to dance, her dress does not begin to move with her immeÂdiÂateÂly but catchÂes up a few frames latÂer. Long hair and aniÂmal tail will also be hanÂdled in the same manÂner. TimÂing becomes critÂiÂcal to the effecÂtiveÂness of drag and the overÂlapÂping action.
6. SLOW-OUT AND SLOW-IN
As action starts, we have more drawÂings near the startÂing pose, one or two in the midÂdle, and more drawÂings near the next pose. FewÂer drawÂings make the action faster and more drawÂings make the action slowÂer. Slow-ins and slow-outs softÂen the action, makÂing it more life-like. For a gag action, we may omit some slow-out or slow-ins for shock appeal or the surÂprise eleÂment. This will give more snap to the scene.
7. ARCS
All actions, with few excepÂtions (such as the aniÂmaÂtion of a mechanÂiÂcal device), folÂlow an arc or slightÂly cirÂcuÂlar path. This is espeÂcialÂly true of the human figÂure and the action of aniÂmals. Arcs give aniÂmaÂtion a more natÂurÂal action and betÂter flow. Think of natÂurÂal moveÂments in the terms of a penÂduÂlum swingÂing. All arm moveÂment, head turns and even eye moveÂments are exeÂcutÂed on an arcs.
8. SECONDARY ACTION
This action adds to and enrichÂes the main action and adds more dimenÂsion to the charÂacÂter aniÂmaÂtion, supÂpleÂmentÂing and/or re-enforcÂing the main action. ExamÂple: A charÂacÂter is angriÂly walkÂing toward anothÂer charÂacÂter. The walk is forceÂful, aggresÂsive, and forÂward leanÂing. The leg action is just short of a stompÂing walk. The secÂondary action is a few strong gesÂtures of the arms workÂing with the walk. Also, the posÂsiÂbilÂiÂty of diaÂlogue being delivÂered at the same time with tilts and turns of the head to accenÂtuÂate the walk and diaÂlogue, but not so much as to disÂtract from the walk action. All of these actions should work togethÂer in supÂport of one anothÂer. Think of the walk as the priÂmaÂry action and arm swings, head bounce and all othÂer actions of the body as secÂondary or supÂportÂing action.
9. TIMING
ExperÂtise in timÂing comes best with expeÂriÂence and perÂsonÂal experÂiÂmenÂtaÂtion, using the triÂal and error method in refinÂing techÂnique. The basics are: more drawÂings between posÂes slow and smooth the action. FewÂer drawÂings make the action faster and crisper. A variÂety of slow and fast timÂing withÂin a scene adds texÂture and interÂest to the moveÂment. Most aniÂmaÂtion is done on twos (one drawÂing phoÂtographed on two frames of film) or on ones (one drawÂing phoÂtographed on each frame of film). Twos are used most of the time, and ones are used durÂing camÂera moves such as trucks, pans and occaÂsionÂalÂly for subÂtle and quick diaÂlogue aniÂmaÂtion. Also, there is timÂing in the actÂing of a charÂacÂter to estabÂlish mood, emoÂtion, and reacÂtion to anothÂer charÂacÂter or to a sitÂuÂaÂtion. StudyÂing moveÂment of actors and perÂformÂers on stage and in films is useÂful when aniÂmatÂing human or aniÂmal charÂacÂters. This frame by frame examÂiÂnaÂtion of film footage will aid you in underÂstandÂing timÂing for aniÂmaÂtion. This is a great way to learn from the othÂers.
10. EXAGGERATION
ExagÂgerÂaÂtion is not extreme disÂtorÂtion of a drawÂing or extremeÂly broad, vioÂlent action all the time. Its like a carÂiÂcaÂture of facial feaÂtures, expresÂsions, posÂes, attiÂtudes and actions. Action traced from live action film can be accuÂrate, but stiff and mechanÂiÂcal. In feaÂture aniÂmaÂtion, a charÂacÂter must move more broadÂly to look natÂurÂal. The same is true of facial expresÂsions, but the action should not be as broad as in a short carÂtoon style. ExagÂgerÂaÂtion in a walk or an eye moveÂment or even a head turn will give your film more appeal. Use good taste and comÂmon sense to keep from becomÂing too theÂatriÂcal and excesÂsiveÂly aniÂmatÂed.
11. SOLID DRAWING
The basic prinÂciÂples of drawÂing form, weight, volÂume solidÂiÂty and the illuÂsion of three dimenÂsion apply to aniÂmaÂtion as it does to acaÂdÂeÂmÂic drawÂing. The way you draw carÂtoons, you draw in the clasÂsiÂcal sense, using penÂcil sketchÂes and drawÂings for reproÂducÂtion of life. You transÂform these into colÂor and moveÂment givÂing the charÂacÂters the illuÂsion of three-and four-dimenÂsionÂal life. Three dimenÂsionÂal is moveÂment in space. The fourth dimenÂsion is moveÂment in time.
12. APPEAL
A live perÂformer has charisÂma. An aniÂmatÂed charÂacÂter has appeal. AppealÂing aniÂmaÂtion does not mean just being cute and cudÂdly. All charÂacÂters have to have appeal whether they are heroÂic, vilÂlainÂous, comÂic or cute. Appeal, as you will use it, includes an easy to read design, clear drawÂing, and perÂsonÂalÂiÂty develÂopÂment that will capÂture and involve the audiÂence’s interÂest. EarÂly carÂtoons were basiÂcalÂly a series of gags strung togethÂer on a main theme. Over the years, the artists have learned that to proÂduce a feaÂture there was a need for stoÂry conÂtiÂnuÂity, charÂacÂter develÂopÂment and a highÂer qualÂiÂty of artÂwork throughÂout the entire proÂducÂtion. Like all forms of stoÂry telling, the feaÂture has to appeal to the mind as well as to the eye.