Tuesday 7 February 2017

Introduction to 2d Animation: 12 Principles of 2d Animation

2d animation uses 2 dimensional space which is x (length) and y(height), to create an animation. It focuses on designing the character, storyline, storyboards, background in 2d environment as its pre-production stage. 2d animation uses bitmap and vector graphics to create the animation. The computer software usually used in 2d animation are Adobe Illustrator, Adobe Photoshop, Adobe Flash, Adobe Premier Pro, Adobe After Effects. (Learn.org, 2017)

The 12 Principles of 2D Animation (Frank Thomas and Ollie Johnston)

1) Squash and Stretch

The animated object will get longer or shorter/flatter emphasizing on its speed, momentum, weight and mass. The more squash and stretch, the softer/lighter the object. The less squash and stretch, the stiffer the object. This technique can be used in facial expression. Example is from sad face to shocking face. Other than that, when jumping and landing, the squash and stretch affect can be seen in legs. The overall volume of the object in using this technique must be the same (when object gets longer, it also get narrower). (AlanBeckerTutorials, 2015)


2) Anticipation 

It comes when the character prepares for an action to give the audience clue what is going to happen next. This technique helps the character to be more realistic. Example is when the character is going to jump, anticipation comes before the character is leaping into the air. The character will prepare for the jump by squatting, to give the strength (the spring effect). Another example is punch. Before punch, the character has to build energy and move backward a bit, raise arm back before punching someone. (AlanBeckerTutorials, 2015)




3) Staging

Staging is the presentation of any idea that it is completely and unmistakably clear. It applies to acting, timing, camera angle and position, as well as setting. One action/object follows another so that audience don't get confused which one to view first. Camera angle: Far away is good for big action, Close up view is good for facial expressions.  (AlanBeckerTutorials, 2015)







4) Straight Ahead and Pose to Pose

2 methods used in creating animation:

Straight Ahead - Animating as you go, by drawing first drawing, second drawing and third drawing and so on. Used in animating fire, water, explosion, dust since it cannot be predicted.



Pose to Pose - Drawing the main poses beginning and end of each action, and fills in between later with drawing. Used in animating actions like, jumping, diving, walking since it can be predicted. This technique also helps the animator to decide the position first.



 Main pose: Keys
Secondary pose: Extremes
Further pose: Breakdown

                                                                                                                    (AlanBeckerTutorials, 2015)



5) Follow Through and Overlapping Action

When the main body moves, the other part( appendage) moves too. When the main body moves, the tip of appendage will be last to move and bend back, and when the main body stops, the tip of appendage will bend forward before going back to normal position (the momentum). Example is the bus and the passenger, when bus moves the standing passenger will lean back, and when bus stops, the passenger lean forward first due to momentum, before going back to his normal position. Other example is moving hair and person.



6) Slow In and Slow Out

The movement starts slowly, build speed and ends slowly. In 2d animation, take the extreme poses and draw single pose in between and draw in between of those poses. The drawing closes to extremes will be many and in middle, the drawing will be far apart. Gravity play roles here.



7) Arcs

Most living creatures moves in circular paths knows as arcs. Example is, the bouncing of ball. The ball will move in an arc, not in V shape due to gravity and momentum. Slow in and slow out principle comes here too. Movement of an action follow the arc, as seen in using stick in karate.



8) Secondary Action

Gestures that support the main action to add more dimension to the character animation. Example is when a character is walking angrily, first action is walking, and the secondary action is the hand and expressions, movement and so on. Principle of staging is important here. Another example is a character is eating a burger, first action is licking the lips, second action is biting and the next action is shaking the head showing the burger is tasty.

  (AlanBeckerTutorials, 2015)

9) Timing 

 The personality and the nature of animation are greatly affected by the number of frames inserted between each main action.

Few drawings far away - action is fast
More drawings closer - action is slow

The standard frame rates for movie is 24fps. 

Drawing on ones - one drawing drawn for each frames,24 drawings per second.
Drawing on twos - one drawings made for ever 2 frames, 12 drawings per second. (more commonly used).

10) Exaggeration

Every action and pose taken to next level to increase the impact on viewer by exaggerating the character. Example if the character is sad, makes it more realistic by exaggerating it by making it more sadder with tears.



11) Solid drawing

 The principle is about making sure that forms feel like they are in 3-dimensional space, with volume, weight and balance. When drawing a line on sphere, it must follow the contour of the sphere, not the straight lines. When drawing cubes, the lines should be bent towards the vanishing lines. Use more curve lines to give its dynamic.


12) Appeal

Appeal means making the character more interesting for the viewer.

Achieved by : 
-using variety of space
-proportions - magnify the things that interesting, and shrink the things that boring
-keep it simple - simple details


From this activity, I learned the 12 basic principles of animation which will guide me in future.

Reference:


AlanBeckerTutorials, 2015, Squash & Stretch-12 Principles of Animation, YouTube, accessed on 7 February 2017, url: https://www.youtube.com/watch?v=haa7n3UGyDc


AlanBeckerTutorials, 2015, Anticipation-12 Principles of Animation, YouTube, accessed on 7 February 2017, url: https://www.youtube.com/watch?v=F8OtE60T8yU

AlanBeckerTutorials, 2015, Straight Ahead and Pose to Pose -12 Principles of Animation, YouTube, accessed on 7 February 2017, url:  https://www.youtube.com/watch?v=v8quCbt4C-c

AlanBeckerTutorials, 2015, Follow Through & Overlapping Action -12 Principles of Animation, YouTube, accessed on 7 February 2017, url: https://www.youtube.com/watch?v=4OxphYV8W3E

AlanBeckerTutorials, 2015, Slow In and Slow out-12 Principles of Animation, YouTube, accessed on 7 February 2017, url: https://www.youtube.com/watch?v=fQBFsTqbKhY

AlanBeckerTutorials, 2015, Arcs-12 Principles of Animation, YouTube, accessed on 7 February 2017, url: https://www.youtube.com/watch?v=I1_tZ9LhJD4

AlanBeckerTutorials, 2015, Secondary Action-12 Principles of Animation, YouTube, accessed on 7 February 2017, url: https://www.youtube.com/watch?v=MjBHWw1TbP4

AlanBeckerTutorials, 2015, Timing-12 Principles of Animation, YouTube, accessed on 7 February 2017, url: https://www.youtube.com/watch?v=BarOk2p38LQ

AlanBeckerTutorials, 2015, Exaggeration-12 Principles of Animation, YouTube, accessed on 7 February 2017, url: https://www.youtube.com/watch?v=HfFj-VQKiAM

AlanBeckerTutorials, 2015, Solid Drawing-12 Principles of Animation, YouTube, accessed on 7 February 2017, url: https://www.youtube.com/watch?v=7An0jukOkCI

AlanBeckerTutorials, 2015, Appeal-12 Principles of Animation, YouTube, accessed on 7 February 2017, url: https://www.youtube.com/watch?v=_SplEuWp0Yw

 Learn.org, 2017, What is 2d animation, Learn.org,accessed on 7 February 2017, url:http://learn.org/articles/What_is_2D_Animation.html

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