Animation 101: The Twelve Principles of Animation (part 2)

Today I will continue explaining the Twelve Principles of Animation. Today we will talk about principles 7-12.

7. Arcs – Every animation should happen in arcs. No movement should happen in a straight-line, unless you are animating a robot. When you raise your arm, you don’t just take your arm and move it straight up. Usually you would turn your hand and curve it above your head.

8. Secondary Action – This basically means any little movement that helps make the movement realistic. When you walk, you also swing your arms. Secondary movement in action.

9. Timing – This principle is a bit hard to explain, so bear with me folks. This principal tells that every animated movement should be perfectly timed so that the audience will feel the same emotions as the character. Basically, a movement should be timed appropriately.

10. Exaggeration – A movement in an animated sequence should be realistic, but can still be wild and crazy at the same time. This draws back to the squash and stretch principal. You can read about that principal in the last episode of Animation 101.

11. Solid Drawing – This principle is supposed to imply that a hand drawn character should appear to have volume, weight, and mass. Famous Disney animators, Ollie Johnston and Frank Thomas warned against a character who’s left and right side looked the same.

12. Appeal – A character MUST be interesting. A character MUST have appeal. If the character is good, we should be obligated to root for the character. If the character is the bad, we must feel threatened or we must want the character to fail in its evil plot. A character MUST have some appeal.

And those are the twelve principles of animation. Hopefully I have helped you understand these famous principals of animation and further increased your knowledge in the field of animation.

Tell me if you want more of these Animation 101 lessons and I will be glad to write some more!

See you later, animators!

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