12 Principles of Animation
- Solar Chin
- Jan 12, 2024
- 2 min read
Updated: Feb 19, 2024
1. Squash and Stretch
-the object will stretch or flatten to emphasise the use of physics, momentum, speed, weight or mass.
-object must stay a consistent size to be accurate
-the amount flattened or elongated can show the mass of an object.

2. Anticipation
-preparation to communicate to the audience a clue to the next action
-eg. someone throwing their arm back before a punch

3. Staging
-presentation of any idea so that it is completely and unmistakably clear
-it can apply to acting, timing, camera angle and position, setting.
-let the audience focus on one thing at a time
-far shots are for larger full body action scenes, near shots are for expressions.
-exaggerate details and use pauses, when words are included, use enough time to read it 3 times.

4. Straight Ahead and Pose to Pose
-pose to pose is drawing the minimum important poses then filling in the actions after
-straight ahead is just animating every frame as you go along
-pose to pose has more advantages of being a consistent size and being able to spot
problems early on.
-straight ahead is better for unpredictable animations and better for physics eg. fire, water, clouds, explosions.
-pose to pose consists of keys (start to end scenes), extremes (main action points), breakdowns (how the extremes connect)

5. Follow Through and Overlapping Action
-follow through refers to the way parts of an object continue to move after the body has stopped.
-the amount of drag relays to the mass of the object

6. Slow in and Slow out
-slowing down the first and last movements of a scene to portray realism.
-eg. a car starting slow, speeding up, the slowing back to a stop.
-to solve choppiness of frames, make sure the animation frames are consistently spaced.

7. Arcs
-most organisms move in a circular movement
-can add smear or full arc when movements are fast

8. Secondary Action
-gestures that add support to the main action to add more dimension to the character animation
-staging is important in secondary action

9. Timing
-the personality and nature of an action is greatly affected by the number of frames inserted between each main action.
-different number of frames can give different meanings
-standard films use 24fps, they usually draw per two frames (twos)

10. Exaggeration
-exaggerate a scene to make it more 'realistic'
-the frames in between can be less realistic as the eye will only perceive it for a short time

11. Solid Drawing
-too much detail can be confusing but too little detail makes it look too simple
-3D drawing is done by lines that follow the 3D shape
-use perspective lines
-overlap like clothes creases to define where surfaces come out.
-avoid symmetry, try to pair straight with curves
-avoid twinning: all movements copying each other, change it around to show that
theres weight and balance in a 3D environment.

12. Appeal
-animations should be pleasing to look at
-should give characters dynamic and interesting design: try different shapes and proportions.
-keep it simple: too much detail would be too confusing and difficult to animate.

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