CSE 490ap - ANIMATION PRODUCTION

 

ANIMATION CHECK LIST      home

When doing an animation, there's a checklist of things you should go through to see if your animation follows these classic rules.  These are the Basic Principles of Animation.  This means having a sense of timing and being able to observe actions.  Although these rules were generated originally for the hand drawer, they should absolutely be applied to the 3D animator as well.  This is a quick summary of what the basic principles are.  You can read an expanded version and see some online examples (very useful to getting the point across) through the Comet-cartoons website.

Basic Principles of Animation

1.       Timing

A good sense of timing is critical for good animation.  A single frame is often the difference between an action that works and one that doesn't.  Timing is animation.  If a character is supposed to be running but its feet does not hit the ground fast enough, then it will not look natural and the audience will notice.

2.       Ease in and Out (or Slow In and Out)

If you drop a ball, it accelerates as it heads towards the ground.  It's a basic law of physics.  The ball does not fall at a constant speed from the time it was dropped to the time it hits the ground.  Similarly, you shouldn't animate things at a constant rate.  It will wind up looking robotic, stiff, and mechanical.  You'll need to ease into an action and ease out of it.  This is usually done in the graph editor, using splines.  The more mass the object has, the longer the acceleration, or the more energy is required.  The same is true for slowing down, changing direction, or distorting the object's shape.

Similarly, snap is a term used by the animator to show an action that is quick, lively, and full of energy.  To have more energy, the ease-in and -out curves of a spline should be shorter and sharper.

3.       Arcs

In the real world, almost all action moves in an arc.  When creating animation, one should try to have motion follow curved paths rather than linear ones.  It's seldom that a character or part of a character moves in a straight line.  Nothing is ever perfectly straight.  When a hand/arm reaches out to reach something, it tends to move in an arc.

4.       Anticipation

Movement should be anticipated, whether it's exaggerated or not (in general, it's a good idea to exaggerate things even slightly so that its action is carried across more).  When  you throw a ball, you must first swing your arm backwards.  When you're about to take a step forward, you anticipate that step.  You lean back and to one side as you raise your foot, then lean forward and to the other side as you put your foot down.  That is an anticipation and action.  You moved backward a little in order to move forward even more.

5.       Exaggeration

Exaggeration is used to accent an action.  Poses, especially, should be exaggerated so that the character's pose is carried off strong.  When animating dialogue, you should generally exaggerate or stress areas that sound more important with facial expressions and motions.

6.       Squash and Stretch

An easy example to explain Squash and Stretch is a bouncing ball.  When the ball hits the ground, it squashes (the effects of rapid deceleration and of energy expended to compress the shape of an object).  When it bounces off the ground, it stretches out (rapid acceleration and energy expended to lengthen the shape of an object).  It returns to its normal shape when it is in the air.  The volume of the object when deformed should look the same as its volume when it is normal.  Squash and Stretch is applied when an object makes contact with anything solid.  The amount it Squashes and Stretches depends on the object itself, but all objects, even rigid ones, have some of it.  It will make an animation look that much more realistic if included.

7.       Secondary Action

It is action that occurs because of another action.  In "Mira and the Wind", Mira's braids would sway while she walked because it was a result of her main action of walking.  The flopping ears of a dog will continue to drag behind after the dog as it runs, and after the dog stops, the ears will flow forward under their own inertia.

8.       Follow Through and Overlapping Action

Objects tend to overshoot a bit before coming to a stop.  This is follow-through.  It is the movement at the end of a motion.  It is almost like anticipation, but on the other end of the action.  When you stop walking, your body does not stop completely.  Your body sways forward a bit until your muscles could bring you to a complete stop.  If you animate a character that simply stopped dead, they would look weightless and artificial.  If your character are to appear to have mass, they must overshoot the goal a little then bounce back to it.

Overlapping action means that the character's actions do not happen all at the same time.  There is always some sort of lag between motions.  If a character jumps up and lands on both feet, instead of having both feet hit at the same time, each foot could hit the ground a few frames apart.  If you animate a character grabbing at something, the actual grab action can be completed a several frames prior to the completion of the arm motion.  If you are walking, the arms should never fall on exactly the same frames as the feet.

9.       Straight Ahead Action and Pose-to-Pose Action

There two major approaches to animation.  The simplest is straight ahead.  The animator starts with the first frame of the animation, poses the character, then moves on to the next frame.  It's used mostly in 2D and drawn animation.  This is not ideal for the 3D animator since you're posing characters for every single frame.

The other major approach is pose-to-pose.  This is the basic computer "keyframe" approach to animation.  You set up key poses and then draw in-between images.

10.     Staging

Staging is presenting an action or item so that it is easily understood.  In general, action is presented one item at a time.  If too much is going on the audience will be unsure of what to look at and the action will be "upstaged".  One important facet of staging is staging in "silhouette".  This means that a pose of an object or character can be interpreted even in a black and white silhouette.  If you can not "read" the pose of a character in silhouette, it is not a strong pose and should probably be changed.

11.     Appeal

Appeal in an animation can be gained by correctly utilizing other principles such as exaggeration in design, avoiding symmetry, using overlapping action, and tohers.  One should strive to avoid weak or awkward design, shapes, and motion.

12.     Personality

This word isn't actually a true principle of animation but refers to the correct application of the other principles.  Personality determines the success of an animation.  It's the idea that the animated creature really becomes alive and enters the true character of the role.  It allows the audience to relate more to the character and to feel as though they have an understanding of it.

13.     Moving Holds

A moving hold is a series of tiny, subtle motions that mimic the behavior of a real living creature.  If a character is standing still, it is not completely motionless.  It is still breathing, blinking its eyes, shifting weight from one foot to another, twitching somewhere on its body, or looking around.

14.     Weight

A function of properly addressing Timing, Easing In/Out, Arcs, Anticipation, Exaggeration, Squash and Stretch, Secondary Action, Follow Through/Overlap, and Staging.  The actions of a light ball is different from that of a heavy ball.  The actions of a character pushing something light is different from pushing something heavy.  The weight of an object or character must always be implied since it is the only way the audience can understand a certain situation.

15.     Posing

When posing a character, be sure to watch out for center-of-gravity placement, off-balance problems, too much symmetry, etc.  Living creatures do not move in perfect time and symmetry and is always doing something to maintain its balance.