The Principles of Animation
Classic Principles of Animation
This first section looks at the 2D and 3D applications of the original 12 Principles of Animation introduced by Disney in the 1930s. These include Squash and Stretch, Anticipation, Staging, Straight Ahead Action VS Pose to Pose Action, Follow-Through and Overlapping Action, Slow-In and Slow-Out, Arcs, Secondary Action, Timing, Exaggeration, Solid Drawing, and Appeal.
Extended Principles of Animation
Since the first 12 principles of animation were codified by Disney in the 30s, there have been technological and artistic developments that are covered in this section. Some of these principles are implied in the original principles and some are not. This list may vary depending on who you talk to.
The Physics of Animation
What does physics have to do with animation? Everything. You’ve got to make it look right before you can make it look interesting or unique. Without a solid concept of real-world physics, you will not have a strong foundation to build upon as you develop as an animator. You will not find these guidelines in any book on Newtonian Physics, since they are in the language of animation – nevertheless these guidelines are based upon Newtonian Physics. For more a more in-depth look at animation physics, visit Alejandro Garcia’s excellent site at www.animationphysics.com.