The Twelve Principles of Animation: Follow Through and Over Lapping Action Research

Follow Through and Over Lapping Action is one of the most  interesting principle of the Twelve Principles of Animation because both actions are based on the actual movement of the character and the items or props that might be attached or the character is carrying. Follow Through is based on the continued movement of certain parts of the characters anatomy without actually realizing for example the character hands will continue to move after the character has stopped moving for a few seconds after. While Over Lapping action is often associated with items or clothing that are been carried or are on the character for example when a character moves so does their clothing maybe it ripples due to the wind in the area or it is caused by the motion of the character moving but this is the main focus of Over Lapping Action, this is often used to create a better sense of realism for the character and the animation.

Here is a excellent example of both Follow Through and Over Lapping Action in use, with the animated series Teen Titans.

Twelve Principles of Animation: Key to Key and Frame to Frame 1

This video is present how one of the twelve principles of animation works which involves the use of both regular and key frame to present different types of movement within the animation for example Key to Key can be used for a fight scene because all the moments of the fight scene can be captured by using key frames, while frame to frame can be used for scene that involve maybe a character or object falling because the flow is better when played together.

The gun was chosen because both animation techniques can be used for example the frame to frame technique can be used for both the bullet and the gun because of the flow required to make it more realistic and the key to key can be used to capture certain moments within the gun been used e.g. the trigger been pulled.

The Twelve Principle of Animation: Key to Key and Frame to Frame.

Here is one of the ideas that I had that could show of Key to Key and Frame to Frame Animation, the reason why I chose the Pistol is because it allows the Key to key to be shown effectively due to the motion of the ammo been launched as well as frame to frame been able to be shown off with the pistols ammo in motion.


The Twelve Principles of Animation: Frame to Frame and Key to Key

Frame to Frame and Key to Key or Straight Ahead Action and Pose to Pose, are two animation techniques that both create a feel of movement within characters or props. For Example Frame to Frame is when a animator just jeeps creating a certain amount of Frames in a continuous order, while Key to Key is when certain frames are selected and created and the gaps in between are left out until later on. Key to Key is used to create better emotional and dramatic scenes with animations and films, while Frame to Frame is used to create more realistic flow and movement within scenes especially Fight scenes. Often both methods are used together to create the best sense of realism within an animation but often Key to Key is used with Computer generated animations due to the fact that the composition transfer is the best means for animation out of the two.

Classy Clyde the Builder

Here are the digital versions of the characters, the items and the environment. This is the starting point of the final version of the animation. This is helpful because it allows me to have a good look at what a coloured version of the animation will look like before and after it is put together. The downside is that the motion is not there so I wont have a idea about what the animation will look like when it is animated.

Classy Clydes Bday Cake Classy Clyde the Builder Classy Clyde 2 Classy Clyde 1 Bar (1)

Classy Clyde the Builder: The Animatic

Here is the animated version of the finished storyboard, which allows me to see what the actual animation would look like movement wise due to the fact that each part of the story board is animated. The down side is that depending on how many story square contain images due to the fact that this acts similar to Cel animation meaning the movement will be ragged unless their is more then a certain amount of cells within each scene.