Week 2 - 12 Principles of Animation PDF
Week 2 - 12 Principles of Animation PDF
12 PRINCIPLES OF ANIMATION
NOTE: The original arrangement of the 12 principles in the book is quite different to what shall be
presented (original is squash and stretch, anticipation, staging, straight ahead and pose-to-pose
animation, follow through and overlapping action, slow in and slow out, arc, secondary action,
timing, exaggeration, solid drawing, and appeal). It is presented as such in accordance to what
the authors believed is the most important principle down to the least important.
The principles for this lesson have been arranged according to what the subject teacher
believes is the better arrangement (according to the animation workflow). Other experts and
professionals may have other arrangements as well. The arrangement is not necessarily
important, but it is important to know how each principle coincides with another.
Staging
Presentation of an idea so that it is completely and unmistakably clear
Directs the audience's attention to the story or idea being told
How to present good staging:
1. Effective use of camera shots and angles
o Use of long, medium, or close up shots, as well as camera angles helps in telling a story
o Other angles could also be used
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o Common camera angles and shots (Examples are from the movie Zootopia):
a. Close-up – Character / subject is shot around the face or bust; used to convey the
emotion of the character; other variation: extreme close-up (tight shot on the face or its
portions)
b. Medium shot – Character / subject is shot until the torso; the most common type of shot;
used to show everything in the scene – including the characters and their expressions,
character action, and background; other variation: medium close-up (shot of the
character from head to chest), two shot (two characters are in a shot until their torso),
cowboy shot (shot of the character from the head to the mid-thighs)
c. Long / Wide shot – Character / subject is shot in full, with some focus on other elements
on the background; used to show the background and the interactions of the
character; other variation: full shot (better emphasis on the scenery rather than the
actions of the character)
d. Low angle – AKA worm’s eye view; character / subject is shot from a lower angle; shows
the power dynamic between the characters (subject and the camera) wherein the
subject tends to have the upper hand
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e. High angle – AKA bird’s eye view; character / subject is shot from a higher angle; shows
the power dynamic between the characters (subject and the camera) wherein the
subject tends to emit the feeling of superiority
f. Establishing – Variation of the high angle shot but for the scenery / location; head of the
scene that shows the location of the plot
g. Dutch angle / tilt – Character / subject is shot to an angle / one side; can create a
sense of disorientation; usually used for unclear memories or for tense scenes
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o Tips on a clear action and pose (Examples are from the show Avatar: The Last Airbender):
a. Make sure that there is a line of action – A line of action (light blue line) is an imaginary
curved line that runs through the body as it creates an action; Having this line present
makes the pose more dynamic and more well-defined
c. Avoid tangents – Tangents usually refer to two lines from two different objects in a
drawings touching at one point; these must be prevented as it causes spatial
ambiguity and may cause jarring when viewing it; it is recommended to have
overlapping lines and preventing them
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d. Avoid having too much action in one scene – Having multiple elements with different
actions happening may be okay in an illustration, because there is time to stop the
frame and analyze; this is also okay for real action, since shadowing and lighting is a big
thing to help distinguish depth; both of these things are not possible for animation as it
ultimately confuses the viewer
Appeal
Live action character = charisma; animated character = appeal
Prevent:
1. Weak drawing or design
2. Design that is complicated or hard to read
3. Clumsy shapes and awkward moves
How to make an appealing character:
1. Use of basic shapes and proportions
o In Western animation, some of the characters and their personalities can be expressed
through how their bodies are created
Height – typically, the taller the character, the more intimidating they can be
Basic shapes (circle) – associated with cute, innocent characters
Basic shapes (rectangle) – associated with bulky, strict characters
Basic shapes (rectangle) – associated with more powerful / intimidating characters
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o Helps establish to the audience immediately of who that character is and some of its
personality whilst reducing the time needed for character building
Be careful in doing this, as using different archetypes may categorize your character
and may give out negative connotations that may not be intentional
o Common archetypes:
a. Screwball – Characterized by a pear-shaped body, elongated head, long and
skinny neck, and big feet; tends to be more of the “smart aleck” type who outsmarts
other characters through their hilarious antics
b. Cute / baby – Characterized by a bigger head, small torso and limbs, huge eyes,
and bulging features; characteristics are very similar to that of an actual baby;
tends to have more of a shy / coy personality
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c. Goofy – Characterized by a long face, torso, and arms, short legs, big feet, small
eyes, long shoulders, hump back, and small head; tends to have a more laid-back
personality and does not have the best wit
d. Heavy / pugnacious – Characterized by a small head, big chest, small legs and feet,
and thick arms and proportions; tends to be more brawl and less brain; could also
be used for four-legged animals
2. Color
o Associating certain colors to characters in their design can emit a specific type of aura
o Examples:
a. Using certain colors could convey certain characteristics for the characters
Red – passionate, hot-headed
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c. Using certain colors could also determine the origin of the animation (Avatar: The
Last Airbender has a predominantly Asian influence; in Chinese / Japanese culture,
red is meant to be good whilst blue can mean evil)
o Examples:
a. Western animation caters more to Western audiences; Japanese animation caters
more to an Eastern audience (Persona 4 – Japanese v. Wonder Woman – Western)
b. Character designs on typical children’s cartoons and cartoons for adults (i.e. Adult
Swim) are different (Powerpuff Girls – children vs. Beavis and Butt-head – adults)
c. Shōnen is meant more for male audiences; shōjo is meant more for female ones
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Two of the keyframes are taken and the action between is drawn (in-between frame)
The frame that was just created is then turned into a breakdown (a form of a keyframe);
the first keyframe and the breakdown are taken and the action between them is drawn
The same process of reassigning a breakdown and drawing the in-between is created
until the timing is satisfied
Afterwards, the other extremes (keyframes 2 and 3) are taken and the action between
them is drawn
The process is similarly continued until all of the frames are drawn
Straight ahead animation
Animator works straight ahead from the first drawing in the scene
All of the frames are drawn according to the order that they appear, without much
notice of the actions after it
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The different animation processes have their own advantages and disadvantages, and
appropriate uses according to the circumstances
Pose-to-Pose Criteria Straight Ahead
Keyframes first; in-betweens later Process Draws from first to last frame
Results of the pose and timing Focus Creativity and spontaneity
Well thought-out actions with
Result Fresh and zany actions
better modelling
Animator must master the
Must create the keyframes first Requirement
modelling and action
Can result to awkward-looking
Does not allow room for creativity Weakness
poses; not for beginners
Timing
Also known as the speed of an action
Determined by the number of drawings it takes to create a certain movement
Types of timing:
1. More drawings
o Results in a slower and smoother action
o Mostly seen in Western animation or animations with smoother movement
o Best used for a more dramatic effect (Example: Death Note)
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2. Slow-out
o Also known as acceleration
o More drawings are seen at the beginning of the animation
o Speed becomes faster as time passes by
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Anticipation
Preparation of the action
o An action occurs in three parts: preparation, the action itself, and termination
Helps indicate what is about to happen
GIF link:
https://static.dribbble.com/users/1636229/screenshots/9780482/media/e146cd1df9ad7d2714e63da686
e05038.gif
Exaggeration
Caricature of facial features, expressions, poses, attitudes, and actions
o This is necessary because very subtle movements that is possible in live action may not
translate well with a typical, simplistic character design and it would not be properly seen
in the animation
A character must move more broadly to look natural
o Not an extreme distortion of a drawing or extremely broad, violent action (Example:
Kakeguiri)
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Action traced from live action film can be accurate but stiff and mechanical
o Rotoscoping – animation technique wherein video footage from real-life is used to
reference movement; movement is then traced / referenced into for animation (Example:
rotoscope – Attack on Titan characters; reference – This Love by Shinhwa)
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Examples:
1. Facial expressions
2. Poses
Arcs
Slightly circular movement of all actions
o May have a few exceptions (ex: mechanical devices)
3. Arm movements
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Uses:
o Dialogue
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Secondary Action
Action that results directly from another action
Purposes:
o Heightens interest and adding a realistic complexity to the animation
o Adds to and enriches the main action
o Adds more dimension to the character animation, supplementing and/or re-enforcing the
main action
Examples:
o Running – hair, clothing (skirt, ribbon, flap, keychain), arms moving in reverse of the legs
(from Hibike! Euphonium)
b. For this run, when the man immediately stops, the coat goes a bit forward before
settling down to its normal placement
c. For this running down, the ears and tail of the dog still follow through even after the dog
has stopped, and then settles down to the normal position
Overlapping action
o Main body changes direction while other parts continue forward, changes direction a
number of frames later
o Maintains a continual flow between whole phrases of actions
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o Examples:
a. For this jumping animation, you would notice that there is a delay with how the skirt
moves compared to the jump (i.e. in the first frame, the ball is gaining height while the
skirt is still in its normal position – facing down)
b. For the twirling animations, you would see that there is a delay with some of the
secondary actions (for the first photo, it’s the coat at the latter part of the animation; for
the second photo, the right pigtail is still facing backwards while the left one is already
facing forwards when it should have been at a straight line)
Solid Drawing
The way cartoons are drawn for reproduction of life
Basic principles of drawing form, weight, volume solidity, and the illusion of three-
dimensionality to apply to animation as it does to academic drawing
Transforming characters into color and movement to give the illusion of 3D and 4D life
o Three-dimensional movement – space
o Fourth dimension – movement in time
How to present solid drawing
o Three-dimensional – making something look three-dimensional (width, height, depth)
despite being in a two-dimensional plane (width, height) by utilizing forms and not shapes
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o Proper lighting – adding proper lighting and shadowing could give the idea of three-
dimensionality
o Texturing – not regularly used in animation, but it gives more visual interest; not usually used
in animation (Example: Chowder)
o Use of different camera shots and angles – utilizing different shots and angles on a
character would allow the animator to draw them in different perspectives, giving more
perspective as to how three-dimensional a character is
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o Parallaxing – technique where background images move past the camera more slowly
than foreground images
o Arcs
o Primary and
Secondary Action
o Silhouette – helps
communicate the
physical action and
emotion of the
character (more
detailed iteration of
acting and
pantomime; from
staging)
o Line of Action and
Reversals – line of
action refers to the
imaginary line
determining the
direction of the
strongest action;
reversals help with
transitions that can
give character
flexibility (derived
from staging)
o Anticipate,
Overshoot, and
Settle – more
detailed parts of an
action (derived
from timing)
o Opposing Action – if
a part of the body
moves in one
direction, there is
usually a part of the
body that moves in
the opposite
direction; allows for a character to remain in balance (derived from secondary action)
o Counterpose – if a part of the body moves in one direction, there is usually a part of the
body that moves in the opposite direction (more detailed iteration of the opposing
action; derived from overlapping action)
o Leading Action – given action that can be led by a particular part of the body (derived
from anticipation)
o Breaking Joints – loosening of an action which allows a classic, loose-limbed feeling
(more detailed iteration of leading action; derived from anticipation)
o Overlap and Follow Through
o Accents – strongest points of motion in a scene; transitions that move at greater
distance and/or speed (derived from slow in and slow out)
o Exaggeration
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Video Reference:
Becker, A. (2017 May 30). 12 Principles of Animation (Official Full Series) [Video]. Retrieved from
https://www.youtube.com/watch?v=uDqjIdI4bF4
References:
Johnston, O. and Thomas, F. (1995). The Illusion of Life: Disney Animation. Disney Editions.
Newton, P. (2016 Jun 6). Animation for Beginners: How to Animate a Head Turn, EnvatoTuts+.
Retrieved from https://design.tutsplus.com/tutorials/animation-for-beginners-how-to-animate-
a-head-turn--cms-26487
O’Connor, D. (2018 April 23). 21 foundations of animation, AngryAnimator. Retrieved from
https://www.angryanimator.com/word/2018/04/23/21-foundations-of-animation/
StudioBinder. (2020 March 11). The Ultimate Guide to Camera Shots (50+ Types of Shots and
Angles in Film), StudioBinder. Retrieved from https://www.studiobinder.com/ blog/ultimate-
guide-to-camera-shots
Tetali, P. (n.d.). Solid Drawing: Design Course: Principles of Animation, D’source. Retrieved from
http://www.dsource.in/course/principles-animation/solid-drawing
ACTIVITY 2: Self-Check 2
Instructions: Read and understand the material on the lesson before answering. The statements are
direct applications of the twelve principles of animation. Please read, understand, and analyze the
statements, and use the photos as reference. Choose the letter of the BEST answer. (20 items, 20 pts.)
1. Yugi Mutou, the main character of Yu-Gi-Oh!, has a very distinct hairstyle and clothing design
compared to others. (Image reference: https://static.fjcdn.com/pictures/Spot+the+main+
character+i+wonder+who+it+could_6f5d3b_4553221.jpg)
A. Anticipation C. Arc
B. Appeal D. Exaggeration
2. The occupants of a car move forward then back abruptly when the car immediately stops,
highlighting the law of inertia. (Image reference: https://media2.giphy.com/media/
26gJztkyhau4A7gE8/source.gif)
A. Appeal C. Exaggeration
B. Arc D. Follow through
3. Animation smears are used to emphasize how fast the action really is. (Image reference:
https://jadziadoesthings.files.wordpress.com/2017/08/xvd2whd.gif)
A. Arc C. Follow through
B. Exaggeration D. Overlapping action
4. The hair of a character turning their head is a bit delayed compared to the movement of the
head. ((Image reference: https://cdna.artstation.com/p/assets/images/images/014/029/352/
original/elaine-aruuke-2018-11-14-at-05-13-56-trim.gif)
A. Exaggeration C. Overlapping action
B. Follow through D. Pose-to-pose
5. In Avatar: The Last Airbender, a lot of secondary characters are depicted of doing small
movements while the main character is doing something else. (Image reference:
https://25.media.tumblr.com/tumblr_lpwp60yqDb1r0vz2ko1_500.gif)
A. Follow through C. Pose-to-pose
B. Overlapping action D. Secondary action
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6. When a character is playing an instrument, they would sometimes sway or move in a certain
plane to further express themselves. (Image reference: https://akibento.com/blog/wp-
content/uploads/2016/12/tumblr_n36zxsoKW21tv44eho1_500.gif)
A. Overlapping action C. Secondary action
B. Pose-to-pose D. Slow in
7. When drawing a jump cycle, it is important to know the different main actions before doing the
intermediate ones. (Image reference: https://tryingtobeananimator.files.wordpress.com/2016/10/
02_anticipation_jump_richardwilliams.jpg)
A. Pose-to-pose C. Slow in
B. Secondary action D. Slow in and slow out
8. The timing of the action initially is slower, and then gets faster to aid the viewer of the flow of the
action. (Image reference: https://media1.tenor.com/images/f3bad1e0b1b04a1907a8294705d586
ae/tenor.gif)
A. Secondary action C. Slow in and slow out
B. Slow in D. Slow out
9. Using foreshortening in a lockdown shot showcases the dimensionality of the character. (Image
reference: https://thumbs.gfycat.com/AgonizingTemptingBluebottlejellyfish-size_restricted.gif)
A. Slow in C. Slow out
B. Slow in and slow out D. Solid drawing
10. A pendulum slows down when it reaches both of its highest points at the leftmost and rightmost
sides. (Image reference: https://media0.giphy.com/media/zOFeKJaHKcpTG/giphy.gif)
A. Slow in and slow out C. Solid drawing
B. Slow out D. Squash
11. A character's face can get scrunched when they pout. (Image reference: https://media.giphy.
com/media/TEJe85dPYW0Uw/giphy.gif)
A. Slow out C. Squash
B. Solid drawing D. Staging
12. The use of a long shot helps the viewer focus on the character interacting with the environment.
(Image reference: https://i.pinimg.com/originals/85/80/00/8580005032fd0da06433f95649ccb2cc.
gif)
A. Solid drawing C. Staging
B. Squash D. Straight ahead
13. A character's face can grow longer when she is surprised. (Image reference: https://thumbs.
gfycat.com/SophisticatedReflectingArachnid-small.gif)
A. Squash C. Straight ahead
B. Staging D. Stretch
14. When animating instrument playing, it would be best to draw the frames in a pipeline method,
and not planning it out. (Image reference: https://pa1.narvii.com/6615/
ec5e5e423ef9a594f6b70a7d415e5869dbd19178_hq.gif)
A. Staging C. Stretch
B. Straight ahead D. Timing
15. Metal Bat from One Punch Man brings his bat behind him before he makes a strike. (Image
reference: https://media1.tenor.com/images/71f436a91d467e2e0abda730313b4b48/tenor.gif)
A. Anticipation C. Stretch
B. Straight ahead D. Timing
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16. The jump, albeit very fast, is slowed down here to emphasize the character and can build
emotional intensity. (Image reference: https://media1.tenor.com/images/
849c248161619d6644bfbef01d44a832/tenor.gif)
A. Anticipation C. Stretch
B. Appeal D. Timing
17. The movement of the arms and legs for the ballerina moves at a circular motion. (Image
reference: https://i.pinimg.com/originals/9b/e5/75/9be57526873ec2d2b36bc7f42441b614.gif)
A. Anticipation C. Arc
B. Appeal D. Timing
18. Japanese animation uses techniques like circle white eyes and reddened face to emphasize the
idea of someone blushing. (Image reference: https://i.pinimg.com/originals/75/12/
a7/7512a7e5524034a2b2d817d963dec557.gif)
A. Arc C. Follow through
B. Exaggeration D. Overlapping action
19. When animating fight sequences, it would be wise to plan out the actions first to have a better
flow of the sequences. (Image reference: https://i.pinimg.com/originals/14/57/29/
145729dd44aee11fb14f7c4181b6a468.gif)
A. Pose-to-pose C. Slow in
B. Secondary action D. Slow in and slow out
20. The character has to have a consistent drawing of the design even when it is being rotated.
(Image reference: https://media1.tenor.com/images/9bfea29facb2e5d630de44dc2d82eb
53/tenor.gif)
A. Slow out C. Squash
B. Solid drawing D. Staging
How to Submit:
Answer “WW2: Self-Check 2” under “Week 2 – 12 Principles of Animation”.
For printed modules, place answers on a ¼ sheet of paper with the CAPITAL LETTERS only.
Submission Channels:
Canvas K-12 LMS (Quizzes)
Submission of printed modules in Gate 2
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