by
Daniel Bodinof aka Danielthelion | 10 March 2007
So a good year and a half later I've finally found the
time to put together part 2 of the principles of animation
tutorial. I've actually spent a considerable amount of time
thinking about the best way to teach the following
principles to you. As you may or may not recall, there are
12 principles of animation, which are:
- Timing
- Squash and Stretch
- Slow In & Slow Out
- Arcs of Motion
- Anticipation
- Exaggeration
- Secondary Action
- Follow Through & Overlapping Action
- Straight Ahead & Pose to Pose
- Staging
- Appeal
- Solid Drawing
In my last tutorial, we only covered timing and squash
and stretch. I took you step by step through my process of
creating a bouncing ball. As I began putting together this
tutorial I realized that there are many applications for
these principles and many ways I could demonstrate them to
you. In the following examples, I've decided not to get into
how I actually "drew" the objects, or where I placed my
pivot points. More importantly, I'm going to talk about the
more powerful ideas behind the animation that you see. I'll
be answering the questions "Why does it work?" and "Why does
it work so well?"
When you put these principles to use, I don't want you
all to try and replicate my drawings perfectly. It would be
better to try and take these principles and apply it to
whatever current project you may be working on. This will
cause you to fully understand the many ways in which the
principle applies. With that being said, lets get on with it
shall we?
In this tutorial you will learn three more principles! They
are:
- Slow In & Slow Out
- Arcs of Motion
- Anticipation
I know, it seems like a lot of material to cover, but I
promise it will make your animation a quadrillion
times more powerful. So what are these principles exactly?
Well lets look first at what they're not:
Lord that's awful. You may not realize it yet, but it is.
When you watch this example you can probably pick up on the
following drawbacks:
- It is not moving smoothly
- It lacks any sort of emotion
- The whole thing is really kind of messed up
I'm going to attribute some of those failures to a lack of
anticipation. Beyond that, the animation also lacks arcs of
motion, nor does the animation slow-in or slow-out. I
shall now talk about each of these principles in more
detail. Let's start with arcs of motion.
This concept relates to how things move. More appropriately,
how living, organic, non-mechanic things usually move. Now
while the subject of our animation is a mallet and a button
(man made objects), we can imagine that a human being would
be swinging this mallet to smash in the button. So arcs of
motion refers to how the source of the action moves. Lots of
really old animators would study how people move. What they
found is that most natural motions move along a curved path,
or an arc, not a straight line. Lets onionskin our mallet
and see what kind of arc its moving on:

WOW. That's pretty hideous. The animation lacks any arc
or smooth pattern! I can not stress enough the importance of
using your onionskin to check your arcs of motion when
working in Flash. It is the equivalent of traditional animators page-flipping!
Lets look at the same drawings when they are positioned
correctly to make a nice arc:
If we do an onionskin, notice that now have this nice
looking specimen:

So you can now see that the mallet has a certain pattern to
it. The arc is literal here. It now moves the way it would
if a really old robot was using it, nut that's not good
enough for us. We want LIFE in our animation right? We want
it to look like its being used by a human, (or for you
Battlestar Galactica fans out there) a cylon at the very
least. So lets learn about the next principle, slow-in and
slow-out.
The basic jist of this principle is that we add more
drawings to the beginning and to the end of our sequence. In
essence, the animation slowly moves into the arc, and then
slowly leaves. If you observe how people move, how actions
are made, you'll begin to witness slow in slow out in life.
It all has to do with inertia and gravity where it takes
more effort to begin or end a sequence of movements. Now do
ALL things slow in and slow out? Absolutely not! It's up to
you as an animator to experiment and find out what types of
actions slow in, but don't slow out. Here are a few
examples:
Slow in, but don't slow out
A car driving fast from a distance, but as it passes you, it
whizzes by.
Slow out without slowing in
Someone getting ready to sneeze
Slow in and slow out
Our example here today.
So without further ado, let me show you what I mean, and
be sure to study the onionskin very closely:

By adding more drawings at the beginning and ending of the
action, we achieve a more lifelike feel to our animation.
You must experiment with how many drawings any particular
action needs for slow in, slow out. Sometimes, you may only
need one, other times, you might want 5 or 6. Eventually,
you'll develop a feel for how many drawings you'll need.
So now our animation is moving correctly, and it even has a
nice, subtle slow in and slow out. But I don't know, it
still seems to be lacking a certain something. There's still
some room to add more life to our animation! But how? Let's
find the answer in our next (and my favorite) principle,
anticipation.
I freaking love this principle. If you spend the time to
really grasp this, and truly learn how to use it, you will
be amazed at how much life it can give your animation.
Anticipation is about psychology really. What is the person
thinking that's carrying out the action? How would someone
ACTUALLY use a mallet to whack some strange button in the
ground? How would they lift it? Which part would move first?
I like studying Japanese, and one of the rules, when
writing the intricate kanji characters, is that: "to go up,
you must first go down, to do down, you must first go up."
This is really what anticipation is about. It's the
precursor to the main action. It's like a visual hint that
you give the viewer to let them know whets about to happen.
I could speak for volumes on this topic, but I think it will
be better for you to look at how we use it with our example,
and then experiment for yourselves. One last note on
anticipation, whenever you do it, EXAGGERATE it! If you
don't, it usually looks like a mistake.
Ok, so here is what our animation looks like, with arcs,
slow in slow out, and anticipation:
Nice right? Ok, now what exactly, is going on here? Well,
basically, we're "winding up" for our main action. I spent a
few drawings raising our mallet back, slowing in of course,
in ANTICIPATION of our main action. See how the motion works
to get you ready for the big WHACK of the mallet? Once you
reach your final drawing of anticipation, I usually like to
hold it for about 3 drawings before moving into the main
action. This is a personal preference however, and I
encourage you to find out which works best for you in your
unique animation situation.
In closing, let's look briefly at the onionskin of our
final project:


Once again, I want to explain the ideas "behind" the
animation. Please don't read this article as something
trying to get all your drawings to look like mine. Use your
own drawings and ideas, and apply the principles that I went
over today. Have fun!
Hope
you enjoyed the tutorial. If you have any questions, feel
free to email me at
danielthelion@gmail.com or post on the
forums. If
there's demand, I'd be happy to continue the series with a
new principle each lesson.
Thank
you.
|