Animation - Rules of Animation

 Animation 06/10/21:


Squash and Stretch:

To give a sense of weight and flexibility to and object the shape should be changed in accordance with it’s movement.

However, the volume of the object must not be changed when it is being squashed or stretched, in order to mimic the laws of physics.


Anticipation:

anticipation is used to prepare for an action. in order to make the action appear to be more realistic. there but be a build up to an action in order for it to be believable.

For example, before throwing a ball, the pitcher must pull their arm back in order to prepare for the motion. This must also be put into practice in animation in order to create a sense of realism.


Staging:

The purpose of staging is the direct the viewers attention and show that in the scene is important. This can be done through how the character is place in the frame, through the use of light and shadow, or the angle and position of the camera.


Straight Ahead Action and Pose to Pose:

Two different approaches to the process of drawing. Straight ahead scene are done frame by frame throughout from beginning to end . But pose to pose scene start by drawing the key frames in a an animation and then filling in the gaps.

Straight ahead can be very useful for giving the illusion of dynamic movement, e.g. animation flames. While pose to pose works better for dramatic and emotional scenes where composition is more important. normally a combination of these techniques is used.


Follow through and Overlapping Action:

Follow though and overlapping are two related techniques that help for realistic movement. helping to follow the laws of physics. follow through involves loosely attacked pieces of the body should continue moving after the character has stopped then being puled back to the centre of mass to show a realistic action. Overlapping action si the tendency for body parts to move at different speeds. drag is also similar where as a part of the body moves is takes a few frames for the rest of the body to catch up.


Slow in and Slow out:

The movement of objects need time to speed up and slow down, they don't immediately accelerate to a constant speed. so this needs to be shown is the animation to give a sense of realism. an object bust be shows to be SPEEDING UP and SLOWING DOWN rather than skipping that process all together. 

Animation 13/10/21:

Arc:

The path of an object or action is called an arc. E.g. a ball being thrown will following the laws of physics and be affected by gravity, causing it to move through the air in an arc.

The circular movement of mickey's arm shows the personality of the character in that it moves very smoothly and human esque. 


We can see the trucks tow swing with an arc movement as a chain would move in real life to show the flow and movement of the object

Secondary Action:

An action that results directly from another action and are used to highlight the main animation in the scene and add a sense of realistic complexity to the animation.

As the dog runs, both the ears and the tail move along with it to show the way the rest of it body would react to it moving and to add a sense of realism and believability to the animation.

Timing:

Refers to the number of frames between two poses. The object should follow the rules on physics to allow for a certain level of realism. A large object should to be moving in a way that is too fast for it to be realistic and vice versa, unless the context allows for it.

As the ball's arc drops it moves slower to show how it would react to the laws of physics. and, once again, give a sense of believability to the animation.

Exaggeration:

Over exaggerating movements to feel more dynamic, can bend the rules of physics to allow for more appeal and can also be useful for comedy.

By making exaggerated actions the animation becomes more dynamic and adds to its appeal. it can increase the comedic value of the animation and make it more engaging.

Solid Drawing:

Understanding fundamentals of drawing is needed. Character style should match the style of animation for the viewers to find it believable.





Appeal:

Appeal to the viewer, easy to read design, no clutter, personality, are all important factors in appealing to the viewers. Too much clutter in an animation will distract the viewer and take away from the main animation.


by making the animation fit the aesthetic of the character we can add the the appeal and further engage the viewer. A combination of good character development and good animation and design is what creates the appeal of a character. Characters and animation should have good personality that shows something about their character and matches the style of characters around them.

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