Kamis, 06 Februari 2014

12 Principles of Animation

To become a good animator we must know the 12 basic principles of animation ….

1) Squash and Stretch (Pressing and bent)

Squash and stretch can make life objects or inanimate objects as if life were made, became more expressive and “lifeless”, move more realistically.
For example, bags of rice can be made as giggling, embarrassed or angry.
Or the most classic example: bouncing ball. Squash when he was on the ground, stretch before and after. Stretching although not realistic

2) Anticipation (Anticipation)

Make each movement sequence that can be enjoyed and understood by the audience. For example, if Donald Duck wanted to run fast before he would put his feet to square off, then ran.

3) Staging (Setup Motion)

Is the principle that is most common because it covers a lot of area. For example, how to present a character to be known well by the audience. Including the expression you want to show it, who wants to set up the mood, all can be well communicated to the audience when all formed in structuring clear and precise motion. For example, Minnie Mouse is a character that made her movements are always feminine in any situation.

4) Straight Ahead and Pose to Pose
Are two approaches in animation drawing. In the method of Straight Ahead, animator would draw spontaneously image after image after knowing the story point. In this method pose to pose, animators worked more planned – make images, motion, size – as early as possible, since the beginning before you start drawing.

5) Follow Through and Overlapping Action Movement (Following)

When a character in a scene stops moving, he will not stop abruptly. Required timing calculation. For example, when a long-eared Goofy stop moving (stop in place) to eat his ears will still swinging or when wearing robes, his robes still flashed when stopped. This is what the movement to follow.

6) Slow In and Slow Out
Is setting timing and staging a scene to scene. There is a movement slows in the start of something and slowed down when an object at the end of the movement.

7) Archs (Curved Construction)

It is a movement that arched. Basically almost all existing motion moves to form a curved line

8) Secondary Action Movement (boosters)

Is a movement that supports an expression or action in order to more clearly visible. Suppose A is sad KEB would rub his face to wipe the tears. It also deals with the staging (motion regulation)

9) Timing
We need to control the timing of the movement of animation, such as how fast the eye blink or the ball bounced

10) Exaggeration (Exceeding)

The meaning of “exaggerating” something is to make an image in an action becomes more convincing or funny. For example, Mickey who drove his battered car, the car shook and noisy, and the license plate number at the time of loss and turn the tires burst.

11) Solid Drawing

Is the ability to draw is good and right. In making a good image composition and look alive.

12) Appeal (attractions)

It is a quality which people can enjoy a compelling picture, nice design, communicative and has a magnet.

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