Skip to main content

Animation: Introduction to the 12 Principles

As I'm going through my character animation course, I wanted to use this blog to share some of the things I'm learning. To establish a foundation for those future posts I think it's important to start with the 12 animation principles established by the early animators at the Disney studio.



These principles are both technical philosophies and terminology that help animators speak to specific aspects of a piece of animation that are working and/or needing work. When used together the principles can help any animation be perceived as more harmonious and believable. While they are listed as separate pieces many overlap and inform the others.

Recently, I heard Mark Oftedal put these principles into categories that I found very helpful. Group #1: MOTION - Squash & Stretch, Anticipation, Follow Through, Slow-In & Slow-Out, Arcs, Secondary Action, Timing & Spacing; Group #2: TECHNIQUE - Solid Drawing, Pose-To-Pose & Straight Ahead; Group #3: AESTHETIC - Staging, Exaggeration, Appeal. The reason I found these categories so helpful is that it helped to further validate my "round about" path to animation. I sometimes hear the idea that if you want to do something you should only do that thing. While there may be some truth to that, I have found the concepts and skills I learned from my 2D design and illustration classes making a huge impact on my 3D animation work. Those years not animating were not a waste of time at all, and seeing the principles categorized in this way helped me see why those skills are informing my animation work.

I plan to dive deeper into a few of the principles from the motion category by sharing what I'm learning and show some examples. I'm going to start with a big one, Timing & Spacing. Until then I hope you enjoyed learning or at least reviewing these principles.

p.s. If you liked the shirt pictured above it's a design I created and they are available through TeeSpring.com

Comments

Popular posts from this blog

Timing and Spacing Part 1: The Basics

For my posts discussing the 12 Principles of Animation, I want to begin with Timing and Spacing because I feel that this principle is a major building block of the art form. This principle has a lot of power in establishing the style of a shot as well as what will be exaggerated and highlighted. It is also a principle that can be a bit confusing at times. For example, I'm calling the principle "timing AND spacing" while it has also been called simply "timing", and I sometimes hear students talking about the "timing feeling off" when it seems like they are trying to call out the spacing. All this to say I feel there's a lot to unpack so I decided to devote two posts to this principle. In this post, I'll define the principle as I think about it and share some basic examples so that in the following post we can dive in a bit deeper but all be on the same page. So, let's define this principle. The first thing to note is that while it is conside...

It's Been A Minute

After finishing the little series on the 12 Principles I realized that it's been quite a while since I've shared what I've been up to. So as I develop more post ideas I thought I would take a minute to do that. I graduated from Animation Mentor back in 2018 (I said it was a while haha), and after about a year of applying and trying to make new shots for my animation reel I signed on to my first contract as a 3D Animator. I actually just wrapped up work on this project, it has been an absolute joy to work on and I'm still shocked and grateful I had the opportunity to be involved. That project was in the Film/TV sector of the industry and a little over a year ago I was able to start working in the Game sector. I have really enjoyed both sides, but personally, I was able to learn more about mechanics and animation faster working in games because of the types of animations that games require. In addition to working as an Animator, I was humbled to be asked to teach at my al...

12 Principle Round-Up Wrap-Up

There are 5 principles left to cover all 12 Principles of Animation. These last 5 are a little more straightforward in terms of definition, but some of them may take extra effort when trying to communicate with others because they have to do with personal aesthetics and/or workflow. Looking WAY back at my introduction , I used 3 groups to organize the principles. We already covered all of the Motion principles and the last 2 groups are Technique and Aesthetic . These groups help to frame the principles in a way that I find helpful in terms of understanding their purpose. As usual, we will start by introducing the principles and defining them, and then move on to see how they are typically applied. The Technique group has 2 of the last 5 principles and seems like a good place to start since they are the most straightforward. They are: Solid Drawing - Drawings(2D) or poses (3D/Stop Motion) that show believable weight, balance, and relationship to the character's form as a whole w...