Understand 12 Laws of Animation
This Laws of animation is a set of rules to adhere by for consistent and beautiful animation. These laws form the basis of all animation work. They are relevant to a number of various fields. The most obvious use is for animating a design of the character, but these rules are also an invaluable guide in web design.
The following 12 basic laws of animation were developed by the ‘old men’ of Walt Disney Studios, amongst them Frank Thomas and Ollie Johnston, during the 1930s. Once you understand this 12 laws of animation or 12 Principles of animation, you will be able to take your motion work to the next level.
Click on below video: 12 Principles of Animation
12 Laws of Animation
1. Squash and Stretch
When squash and stretch principle applied, it gives your animated characters and objects the illusion of gravity, mass, weight and flexibility.
When using squash and stretch, it is essential to keep the object’s volume consistent. So when you squash something, it needs to get wider, and when you stretch something, it needs to get thinner.
Consider about how a bouncing rubber ball reacts when thrown into the air: the ball stretches when it goes up and down and squishes when it hits the ground.
Anticipation helps you to prepare the watcher for what’s about to happen. When applied the effect of making the object’s action looks more realistic.
Think about how it looks if you were to jump into the air without bending your knees first, or maybe throw a ball without pulling your arm back. It would appear very unnatural. In the same way, when animating movements without a flicker of anticipation will also make the motion look awkward, stale and lifeless.
In animation, staging is a lot like the composition in the artwork. What we mean by that, you should use motion to guide your viewer’s eye and draw attention to what is important in the scene. Keep your focus on what’s important in the view, and keep the motion of everything else of non-importance to a minimum.
4. Straight ahead action and pose to pose
There are two ways to handle this drawing animation process: straight ahead and pose to pose. These two approaches are often combined each has its benefits. Straight ahead action involves the drawing frame-by-frame from start to end. If you are looking for fluid, realistic movements, then the straight-ahead action is the best bet.
With the pose to pose process, you draw the beginning frame, the end frame, and a few keyframes in between. Then go back and complete the rest. This technique gives you more control in the scene and allows you to increase the dramatic effect of the motion.
5. Follow through and overlapping action
When objects come to a halt after being in motion, different parts of the object will stop at different times. Similarly, not everything on an object will move at the same time.
If your character is running in the scene, then their arms and legs may be moving at a different speed from their head. This is called overlapping action. Besides, when they stop running, their hair will likely continue to move in a few frames before coming to a stop – this is called follow through. These are important laws to understand if you want your animation to flow realistically.
Click on Below Video: How to apply 12 Animation Principles to Character Animation
6. Slow in and Slow out
The best way to understand this process of slow in and slow out is to think about how a car starts up and stops. Before gaining momentum and speeding up, it will start moving slowly. When the car brakes, the reverse will happen. In animation, this effect is obtained by adding more frames at the beginning and the end of an action.
Most objects follow an arc or a path when they are moving, and your animations should reflect that arc.
Example: When you throw a ball into the air, then it follows a natural arc as the forces of the Earth’s gravity act upon it.
8. Secondary Actions
Secondary actions are used to support the main action going on in a scene. Adding this secondary action help to add more dimension to your objects and characters.
For example, the subtle movement of your character’s hair as they walk, or perhaps a secondary object reacting to the first. Whatever the situation may be, this secondary action should not distract from the main one.
In this law of animation, if you move an object more speedily than it would naturally move into the real world, the effect won’t be believable. Using the exact timing allows you to control the mood, action and the reaction of your objects and character. That’s not to say you can’t push things a little, but if you do, then be consistent.
Too much realism can wreck an animation, making it appear static and dull. Instead of that add some exaggeration in your objects and character to make them look more dynamic. Find a way to push the limits just beyond what’s likely, and your animations will pop.
11. Solid Drawing
In this law of animation, you need to understand the basics of drawing. In which it includes knowing how to draw in 3D space and understanding form and anatomy, volume and weight, and lights and shadows.
While you push the limits here too, then it is important to endure consistently. If your world has wonky doors and a warped view, keep that outlook throughout the entire animation. Otherwise, things will fall apart.
Click on Below Video: Character Design for Animation
When your objects, characters and the world in which they live require to appeal to the viewer. It includes having an easy-to-read design, solid drawing and a personality. There is no formula for getting this perfectly, but it starts with strong character development and being able to tell and express your story through the art of animation.