principles of animation REDO

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12 Terms

1
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Squash and Stretch

This action gives the illusion of weight and volume to a character as it moves.

2
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Timing

Correct use of the stage of animation makes your project look realistic. It can also convey personality.

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Ease in and out (or slow in and slow out)

The human body needs time to accelerate and time to slow down. You might have more keyframes at the start and end – with fewer in the middle.

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arcs

Most human and animal actions occur along an arched trajectory. Walking or running is a good example. We bob up and down.

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anticipation

This movement prepares the audience for a major action the character is about to perform, such as starting to run, jump or changing expression

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exaggeration

Perfect imitation can look static. This brings realism into animation. If you want a person to look angry, make him look furious

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secondary action

A person walking can swing arms or put hands in pockets, speak or whistle. This movement emphasizes action rather than taking attention away from the main action.

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follow through and overlapping action

Certain parts of the body remain in motion even after the body has stopped (law of Physics).

9
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straight ahead action and pose to pose action

Uses frame by frame drawings. This method allows for more spontaneity (on the spot). It usually means fast and wild animations. Drawing the beginning and ending of motion ---filling in the in-between images later. Size, volume, proportions, and action are controlled here.

10
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Staging

Used to direct your audience’s attention on what is happening. It can clearly communicate to the audience the attitude, mood, or reaction of the character as it relates to the story.

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Appeal

The viewer needs to feel the character is real and interesting … do this by giving the character charisma, charm, simplicity, magnetism.

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solid drawing

The artist has to understand basics of anatomy, composition, weight, balance, light and shadow.