Sunday, March 16, 2014

Blog #3 Principles

In animation there is 12 principles that give shape to the animated world. These 12 principles are Squash and stretch, Anticipation, Staging, Straight Ahead Action and Pose to Pose, Follow Through and Overlapping Action, Slow In and Slow Out, Arcs, Secondary Action, Timing, Exaggeration, Solid characters, and Appeal.

Squash and stretch is about how an object reacts to a surface or wall first is squash on the surface then stretches outward then back into original shape after leaving which help by giving some weight to objects. An example of this is when a ball fells to the ground it hits the surface squashing and then stretch out before bouncing back upward into the air.

Anticipation is how scene is built up before an action happens. For example a pitcher in baseball reads signals from the catcher for the pitch throw then throws the pitch.

Staging is when a pose or action in the animation is clearly expressed through different camera angles to the audience through the character reaction, attitude, and mood in telling a story. For example when if a character shows anger at another character will have a close-up on their face expressions to make it clear to the audience.

Straight Ahead Action and Pose to Pose are two different styles. Straight ahead animation starts at the first frame and works frame to frame to the end of a scene were  you can lose size, volume, and proportions over the course of the animation.In Pose to Pose is more planned out and charted with key poses done at intervals throughout the scene and the sizes, volumes, and proportions are the same throughout the animation. For example of these styles watch https://www.youtube.com/watch?v=sZHdfHJtNWc to see and know the difference between the two styles.

Follow Through and Overlapping Action are also two styles of action. When the main body of the character stops all other parts continue to catch up to the main mass of the character, such as arms and when nothing stops all at once is  follow through action.Overlapping action is when the character changes direction while his clothes or hair continues forward. For an example of these two watch https://www.youtube.com/watch?v=jAPd2INz7uo.

Slow in and Outs are used when you need to soften the action, making it more life-like in an animation. Depending on how many drawings are made they can make the movement speed up or slow down. For an video example of this watch https://www.youtube.com/watch?v=yQ-NC0bHTYs.

Arcs are when an object follows slightly circular path which gives an animation a more natural action and better flow. For example watch https://www.youtube.com/watch?v=YDwufYmVVo8.

Secondary Action is when an action adds to and enriches the main action and adds more dimension to the character's animation. For example view the video of https://www.youtube.com/watch?v=MsdoPlL1t38.

Timing is when there is variety of slow and fast timing within a scene which adds texture and interest to the movement and these frames between poses slow and smooth the action. Fewer drawings make the action faster and crisper. For example watch the video https://www.youtube.com/watch?v=LaF2Hv-Gf-Q.

Exaggeration is when facial features, expressions, poses, attitudes and actions are exaggerated to the point to make it more readable to an audience. For example watch https://www.youtube.com/watch?v=3NU-MOpWtm4Solid characters.

Solid characters are when the basic principles of form, weight, volume solidity and the illusion of three dimension are used in animations like in academic art. For example watch https://www.youtube.com/watch?v=5oGnyCj__CYAppeal.

Appeal is an easy to read design, clear poses, and personality development that will capture and involve the audiences interest. For example watch https://www.youtube.com/watch?v=mZDCsxLHZq4.

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