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Animation is the process of making drawings, paintings, and other moving images by hand or with computer software. Animation can be created either via an analog process drawn on paper, through the use of pre-recorded frames that can be edited and blended in a non-linear fashion; or digitally using individual images that are then combined and manipulated through a process called digital compositing. This article will focus on the 12 basic principles of animation that are hugely required for those who want to get into the industry as an animator. Learn more about the animation industry's history and recent trends. 

The 12 Basic Principles of Animation are the Following:

Squash and stretch (also known as “pantomime”)

 

The in-betweens of squash and stretch can create a sense of anticipation for the audience. For example, when a ball is thrown it will usually be squashed in the direction of its movement on one frame, stretched out on the next, then smaller again, which gives the illusion that an object's shape is changing as it moves while only two drawings are used to show its action.

 

Anticipation

 

Anticipation is used to build up the viewer's interest in what will happen next. In other words, something unusual is happening that may cause an element of surprise or suspense. It is a way to lead the viewer into a certain expectation about what will follow. By using anticipation, it makes the action seem more realistic as if there were anticipation in real life. For example, when car brakes and its tires squeal just before it comes to an abrupt halt.

 

Staging

 

Staging is the placement and movement of characters in an image so that they appear to be naturally interacting with each other or their environment and can be done either through traditional animation or with CG applications like 3D Studio Max, Maya, and Blender. From staging, the animator has to imagine how characters interact with their environment and other characters through space, time, and action.

 

Straight-ahead action and pose to pose

 

Traditional animation is broken up into two distinct styles, straight-ahead action, and pose-to-pose. Straight-ahead action is animation based on the characters moving through a scene in a direct line covering as much distance as possible while animating. Pose to Pose is when the frame after frame is plotted out in extremes then that frame becomes a keyframe. It's also referred to as “layered” animation because frames are created more like stacked drawings, one on top of another. In either case, it's important to minimize errors so that each drawing does not require rework because of the camera or character movement off-model from previous or subsequent frames.

 

Exaggeration

 

Exaggeration is portrayed by the animation's physical appearance of a person or object but does not match the object's functional appearance. An example is when a character jumps, it will go higher and faster than possible in real life. Emphasis can be placed on an object in order to emphasize its role, importance, or usefulness as part of the story.

 

Follow-through and overlapping action

 

Parts of a moving object, like a person, may continue to move in the same direction after coming to a stop due to the force of forwarding momentum. These areas could be an overweight person's jiggling flesh, clothes, jowls, or hair. Here, you may observe overlapped action and follow-through. The supporting and overlapping actions of the primary elements are being carried out by the secondary elements (hair, clothing, and fat).

 

However, follow-through can also be used to describe how the main component moves. Follow-through is when you jump, land in a crouch, and then stand up straight.

 

Ease In and Ease Out

 

Your car doesn't immediately reach 60 mph after starting, right? It takes some time to get up to speed and maintain it. This is what is known as ease out in the animation industry.

 

Similar to this when you give a brake, you won't come to a complete stop right away. (Saving a collision with a tree or anything.) You press down on the pedal and gradually slow down until you come to a stop. This is known as an Ease In in animation. A more convincing animation is produced by carefully regulating the way that objects change pace.

 

Arcs

 

The animation shouldn't go in straight lines since our life doesn't. The majority of living things, move in circular motions known as arcs. A curving trajectory that the arc follows give the appearance of vitality to an animated item that is in motion. Your animation would be stiff and mechanical without arcs. An arc's timing and speed are very important. An arc can occasionally move so quickly that it becomes unrecognizable. An animation smear is what this is known as, but that's a subject for another day.

 

Secondary action

 

To give character animation greater depth, secondary actions are movements that assist the main action. They can add personality and depth to the actions and thoughts of the character.

 

Solid drawing

 

The skill of drawing believable and recognizable characters or objects is referred to as “solid drawing”. It requires being able to draw a character with proper proportions, outline, and perspective while also being able to create the illusion of depth (such as volume and mass). In order to be believable and therefore, not cause negative feedback from the viewer, the expression on a character's face must match their emotions so that they do not have a “blank” or “lack of” expression (known as “deadpan”) which can be seen through overuse of squinting and small eyes to demonstrate emotion.

 

Appeal

 

Appeal is an important technique that can make a character or object likable or easy to relate to while watching a film. This is done through physical appearance and personality traits that separate it from other characters. Without appeal, it makes the viewer unable to connect with the characters causing them to lose interest in what is happening on screen.

 

Timing

 

Animation timing is related to keeping things in sync or syncing actions so that they happen at “the same time”. This is known as having the correct timing between keyframes and in-betweens. For example, if there are multiple characters on a scene displaying synchronization on the same frame, then when all of them are not moving at once then it may result in using up all of the animation's allotted time and some parts will be skipped creating an unnatural appearance that may cause a disconnection between character's and viewer's desires.

Final Note 

So those are the twelve animation tenets! Now that you are familiar with the core steps involved in producing a solid animation learning deeper will aid you in getting into the sector as a professional. The best way you can get into the sector is with the assistance of animation courses. There are several reputed institutes who are providing animation courses in Kolkata. If you are interested in getting into animation then try to gain as much skill and in-depth knowledge as possible.