Animation
are series of images that do not move, the object of objectsor human bodies in various positions of the projected movement in one area (space) into an illusion of motion that gives the impression of living
Animation Principles
Ten first principle was first introduced by Frank Thomas and Oliver Johnson in his book Illusion of Life in 1981.Then by John Lasseter, the director of Toy Story, refinedinto twelve principles in his paper at SIGGRAPH in1987, entitled Principles of Traditional AnimationApplied to 3D Computer Animation.
1. Pose-to-Pose Action and In Between
the motion sequence split into two parts, the poses and movementsbetween. Pose is the most extreme movements of eachmovement there, and In Between is the movement between one pose to another pose.
2. Timing
motion of objects arranged in such a way as to produce a different movement with a set duration of time.Although the same pose but different in duration, the object can be seen slowly (the distance between keyposes quite a distance), moving normal, or fast (keyposes a closer distance)
3. Secondary Action
movement caused by other movements. For example when a step, then the hand also moves offset foot steps,waist will go spinning, and the body will be leaning to theleft and right
4. Ease In and Out
movement of all objects similar to the car's speed. The car will accelerate from first and then rode a steady pace then slowed and stopped.
5. Anticipation
movement is basically divided into three parts, the initialmovement is called anticipation, the movement itself, and the final movement. For example, when jumped, feet first bend, bend the body, pulling his hand back and then jump.
6. Follow Through and Overlaping Action
Not all movements occur or stop at the same time, there is always a time difference between feet and swing arms, the movement often seemed stacked.
7. Arcs
all movement in nature is circular or curved
8. Exaggeration
dramatization of the movement is the action reinforce what is being done
9. Squash and Stretch
also called the principle of elasticity. such as rubber balls thrown, when it hit the ground will be flat and thenbounces back.
10. Staging
how the placement of characters in the image area can accurately create the desired atmosphere
11. Appeal
each character is developed in such a way that it has aunique charm and differentiate with other characters. Examples of bad character portrayed with sharp-pointedteeth, long face and eyebrows that contract
12. Personality
acting ability a must-have every animator to translate the behavior and character charm
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