12 Principles of Animation 2015

June 20, 2016 | Author: Puteri Sara mahmud | Category: N/A
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12 Principles of Animation 2015...

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12 Principles of Animation GKN1043 Animation Studio 1

General Objective Apply animation principles, techniques and theories in individual and group projects.

General Objective Apply animation principles, techniques and theories in individual and group projects.

Specific Objectives: •



Deconstruct and analyze own work and the work of others to evaluate the technical and aesthetic quality based on the 12 principles of animation. Identify and apply principles of animation correctly in project.

Video Showing

Activity 1: Think-Pair-Share

What is 12 principles of animation?

12 Principles of animation •

were developed by the 'old men' of Walt Disney Studios, amongst them Frank Thomas and Ollie Johnston, during the 1930s.

Disney's Twelve Basic Principles of Animation is a set of principles of animation introduced by the Disney animators Ollie Johnston and Frank Thomas in their 1981 book The Illusion of Life: Disney Animation. Johnston and Thomas in turn based their book on the work of the leading Disney animators from the 1930s onwards, and their effort to produce more realistic animations. The main purpose of the principles was to produce an illusion of characters adhering to the basic laws of physics, but they also dealt with more abstract issues, such as emotional timing and character appeal. The book and some of its principles have been adopted by some traditional studios, and have been referred to by some as the "Bible of animation. In 1999 the book was voted number one of the "best animation books of all time" in an online poll. Though originally intended to apply to traditional, hand-drawn animation, the principles still have great relevance for today's more prevalent computer animation. Source: http://en.wikipedia.org/wiki/12_basic_principles_of_animation



These principles came as a result of reflection about their practice and through Disney's desire to devise a way of animating that seemed more 'real' in terms of how things moved, and how that movement might be used to express character and personality.



It needs to be said that many brilliant moments of animation have been created without reference to, or knowledge of these principles.

12 Principles of Animation • • • • • • • • • • •

Squash & Stretch Anticipation Staging Straight ahead & Pose to pose Follow through & Overlapping action Arcs Secondary action Timing Exaggeration Solid drawing Appeal

Squash & Stretch •



the purpose is to give a sense of weight and flexibility to drawn objects. It can be applied to simple objects, like a bouncing ball, or more complex constructions, like the musculature of a human face.



Taken to an extreme point, a figure stretched or squashed to an exaggerated degree can have a comical effect.

Activity 2: Bouncing Ball Which one is better? Why?

Anticipation •



used to prepare the audience for an action, and to make the action appear more realistic. Example:  –

a dancer jumping off the floor has to bend his knees first; a golfer making a swing has to swing the club back first.





produce a feeling of surprise in the viewer, and can often add comedy to a scene. This is often referred to as a 'surprise gag'.

Source: http://amyrcowleyanimation.blogspot.com/p/maya.html

Activity 3: Anticipation: Act Out!

Think of one scene and act out the ‘anticipation’ part.

Staging



Its purpose is to direct the audience's attention, and make it clear what is of greatest importance in a scene; what is happening, and what is about to happen.



Staging is achieved by character positioning, lighting, shadows and the camera angle used.

Activity 4: Which one is better? Why?

Straight Ahead Action and Pose to Pose •

These are two different approaches to the actual drawing process. "Straight ahead action" means drawing out a scene frame by frame from beginning to end.



While "pose to pose" involves starting with drawing a few key frames, and then filling in the intervals (in between) later.

Source: http://www.bluepony.com/12-principles-of-animation/

Follow Through and Overlapping Action •



a general heading for two closely related techniques which help to render movement more realistically, and help to give the impression that characters follow the laws of physics. "Follow through" means that separate parts of a body will continue moving after the character has stopped.



"Overlapping action" is the tendency for parts of the body to move at different rates (an arm will move on different timing of the head and so on).

5 minutes break!

Recap session

Slow In and Slow Out





Slow-ins and slow-outs soften the action, making it more life-like. For a gag action, we may omit some slow-out or slow-ins for shock appeal or the surprise element. This will give more snap to the scene.

Activity 5: Slow In Slow Out Lets Guess It! 1.

3.

2.

4.

Arcs







All actions, with few exceptions (such as the animation of a mechanical device), follow an arc or slightly circular path. This is especially true of the human figure and the action of animals. Arcs give animation a more natural action and better flow. Think of natural movements in the terms of a pendulum swinging. All arm movement, head turns and even eye movements are executed on an arcs.

Source: http://0310182.weebly.com/1/post/2013/11/principle-of-animation.html





An object in motion that moves out of its natural arc for no apparent reason will appear erratic rather than fluid. Traditional animators tend to draw the arc in lightly on the paper for reference, to be erased later.

Source: http://amyrcowleyanimation.blogspot.com/p/maya.html

Secondary Action





Adding secondary actions to the main action gives a scene more life, and can help to support the main action. A person walking can simultaneously swing his arms or keep them in his pockets, he can speak or whistle, or he can express emotions through facial expressions.



The important thing about secondary actions is that they emphasize, rather than take attention away from the main action.

Source: http://amyrcowleyanimation.blogspot.com/p/maya.html

Timing





Timing refers to the number of drawings or frames for a given action, which translates to the speed of the action on film. On a purely physical level, correct timing makes objects appear to abide to the laws of physics; for instance, an object's weight decides how it reacts to a stimulus, like a push.

Source: http://idearocketanimation.com/2629-its-all-in-the-timing/

Timing

Exaggeration





Exaggeration is an effect especially useful for animation, as perfect imitation of reality can look static and dull in cartoons. The level of exaggeration depends on whether one seeks realism or a particular style, like a caricature or the style of an artist.





The classical definition of exaggeration, employed by Disney, was to remain true to reality, just presenting it in a wilder, more extreme form. Other forms of exaggeration can involve the supernatural or surreal, alterations in the physical features of a character, or elements in the storyline itself.

Source: https://jnewman96.wordpress.com/year-2/unit-67-3d-animation/task-1-introduction-to-animation/

Activity 6: Exaggeration Which one is better and why?

Source: http://amyrcowleyanimation.blogspot.com/p/maya.html

Source: http://amyrcowleyanimation.blogspot.com/p/maya.html

Solid Drawing





The principle of solid drawing means taking into account forms in threedimensional space, giving them volume and weight. The animator needs to be a skilled draughtsman and has to understand the basics of three-dimensional shapes, anatomy, weight, balance, light and shadow, etc.

Source: http://amyrcowleyanimation.blogspot.com/p/maya.html

Appeal





Appeal in a cartoon character corresponds to what would be called charisma in an actor. A character who is appealing is not necessarily sympathetic –  villains or monsters can also be appealing –  the important thing is that the viewer feels the character is real and interesting.

Source: http://www.bluepony.com/12-principles-of-animation/

Activity 7: Video Showing

Q&A Session

Group Assignment In a group of 6, make a simple video representing 12 Principles of Animation. Each person in the group have to choose two from 12 principles, (the rest have to choose other principles) draw sequences of drawings of the two principles, capture it and compile it as movie file with the other 5 group members. You may add any dialogue or sound effects and there will be no time limit. Each of the team members are required to write down the name on the video created. Progress: 7.5.2015 Presentation: 14.5.2015 We will have a presentation and critique session.

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