The Twelve Principles of Animation: Animation

The Animation below is a display of several of principles of animation.

The first Principle the animation displays is Timing which helps create the feel of motion within the animation due to all the frames used within the animation. The next Principle displayed within this animation is the Principle of 3D Solid Objects, this is done by the actual box that moves throughout the animation, this is done effectively due to the fact that I took into account of the weight differences as well as the height of the object. The next Principle displayed within this animation is Slow In and Slow Out, this is shown by the speed change of the box within the animation and it done well but might need some tweaking within the speed change but apart from that it is noticeable. The next Principle displayed is Secondary Action which is displayed by the Box within the animation changing colour every time it is placed on it’s faces. All these principles are displayed effectively within the animation.

The Twelve Principles Of Animation: Animation Test

Here a test for a animation that shows more then one principle.

As you can see it was just a test the main focus of this short animation was to make sure that the cube within the animation appeared to be moving correctly as well as some of the principles of animation been displayed within the animation early stage. There were a few problems with this animation, such as the cube didn’t have enough frames within the animation so it appeared to be moving incredible slow, the principle of secondary motion was not displayed within this animation either as it was a test for the main animations.

The Twelve Principles of Animation Research: Solid Drawing

The Principle of Solid Drawing is focus of drawing 3D Solid Objects within an animation to make the animation seems more realistic by creating these solid objects. This doesn’t just mean drawing a shape with more then one face this also means to take into account the various factors such as weight, height, anatomy and lightening within the object and it’s environment.

A perfect example of this is the clip below:

Now yes the clip has been edited but the main point of me using this clip is to show the use of Solid Drawing and this one of the best representations with animation due to the fact that not only does it have 3D Solid objects within it but it also has some 3D Solid Objects that focus more on the various attributes of the animation principle of solid objects. This can be seen with the animation of the EYE Phone mass production machine which is a solid object and this is shown clearly by the various elements such as weight, height and light and shadow, with the moving of the machine. I have used this Principle lots of time throughout my first year of the BA Honors animation course with my projects such as my Narrative work such as the Radiation Runner Bus Stop, Crime City Bridge, Awesome Alps Food Vendor. It has also been included within my other projects such as FIREWALL!, Classy Clyde The Builder etc.

https://amtanimator.wordpress.com/tag/bus-stop/

https://amtanimator.wordpress.com/tag/bridges/

https://amtanimator.wordpress.com/tag/food-vendor/

https://amtanimator.wordpress.com/tag/firewall/

https://amtanimator.wordpress.com/tag/classy-clyde-the-builder/

The only thing that I need to consider for now on within my animations for now on is to work on my shading of my actual Solid Objects for now on and my anatomy since most 3D Drawing I do cover a majority of the Solid Object factors, apart from like I said shading and anatomy but the last only applies to Solid Object of people and animals.

The Twelve Principles of Animation Research: Exaggeration

Exaggeration is one of the very last principles of Animation and is a method of making a animation appear realistic or surreal, this is depends on the artists/companies/animations preference. What I mean by this is that an animation has a set art style, now this depends on the creator/company of the animation and theses animation often consist of one or sometimes two styles. Theses arts style can vary between various themes such as super natural, sci-fi, the themes are not only the influences of the art styles the other influences are also are the artist preference/style that they can draw in.

Here are examples of Exaggeration:

These where chosen due to the fact that each of these clips are excellent examples of different styles of Exaggeration, as well as displaying the large variations between each art style. For example the first clip that I have used is one of Disney’s newest shows Randy Cunningham 9th Grade Ninja created by Jed Elinoff and Scott Thomas. The Art Style for this animation is quite easy to see due to the fact that it is colourful and the characters are quite gangly (Tall). The reason for this is due to the fact that they represent something within the animation, for example the colours can represent or foreshadow the humor within the animation or the length of the character can be used to help the character’s run easier from the monsters and robots that attack, although for randy this applies to his martial arts skills as the ninja.

The second clip chosen is Danny Phantom by Butch Hartman this style focuses on humor and action so the bodies are easy to manipulate with any of the scene a perfect example of this is Danny’s transformations into Phantom. The third clip is Young Justice created by Brandon Vietti and Greg Weisman, the art style for this show is based on regular human anatomy but in a animated form and the colours used are often swaped between colourful and dark colours. This is used to show how life is for the teenage super heroes so in this case how in one moment they go from been regular teens to heroes. The final clip is for Sonic The Hedgehog Satam by SEGA and Dic Entertainment, this show exaggeration is quite obvious from the start all the characters are animals except for two characters who are humans but they also look miss proportioned due to the fact that they are evil.

When using exaggeration one must not over use it because it make either animation appear ridiculous but also make it not understandable due to the fact that too much maybe happening within the animation to be able to comprehend. I have already made a example of Exaggeration when I created Ploceidae The Weaver due to the fact that it is based on the Art Style of Sonic The Hedgehog with the forms of the Mobians as well as the colour scheme. The exaggeration Principle is is well displayed with Ploceidae The Weaver because of this and allows him to be easily understood when seen and is not put off due to the fact that the Exaggeration Principle isn’t over used.

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The Twelve Principles of Animation Research: Timing

Timing is one of the Twelve Principles of Animation, this principle focuses on making the objects within a animation appear to be following the rules of physics within our world or the ones that have been set up by the animator for the animation. This often done by the various drawings or Frames produced because it helps form the actual animation by creating a timeline or story when they are put together, this then helps create the physics of the actual animation and this in turn affects the objects, environment and the characters within the animation.

The perfect examples of this is the clip below:

I have chosen theses two clips for my research due to the fact that they display the principle timing perfectly due to the fact that they show the principle in the traditional way by using flip-book animation. Basically each page in the flip-book acts as a frame and therefore creates the physics of that world if there is enough of Frames allowing the short animation to come to life. The flip books both show this, now they may not be professional but they display the basics of Timing as well as Flip-book animation.

Here is a Professional Flip-book animation that is true to the Principle of Animation:

The Twelve Principles of Animation Research: Secondary Action

Secondary Action is a when a animation has a character performing one action and has another action attach to the main action. This often to help fill out the animation making it seem that there is more to the animation then there actually is to it. It is a important principles but isn’t as important as the other principles because it is used mainly to fill out the animation to make it seem more realistic, the only exception for this is when the animation already has enough within it. These secondary actions are often things such as whistling when walking or swinging of a animals tail while it is walking.

A perfect example of this is Wander Over Yonder episode 5:

Watch from 4:52 – 5:02, This is a perfect example due to the fact if you look at the characters when they are running they are also performing another action this is the secondary action, so when Wander and Silvia are running, Wander is bouncing of Silvia’s back and is playing his banjo this is a secondary action. Another secondary action within this clip is when Hater’s men are chasing Wander and Silvia they are also shooting into the air.

The Twelve Principles of Animation Research: Slow In and Out

Slow in and Slow out is the movement of the human body/animal or intimate object which is made more realistic by the manipulation of time on the moving parts. What this means is that the time manipulation is used to show the speed differences between the limbs/parts of the animal/human or object that are moving. A perfect example of this is the arms and legs of a human when walking the legs and the arm will both move at different speeds from each other so the legs move slower then the arms.

A perfect example of this is the first episode of Medabots:

Watch the clip from 2:43 to 3:00 minuets. The reason why this is a good example is due to the fact that the during this given time frame several different speeds are used by the character and the object he is holding to create a feel of realism with how the character interacts with the environment and the object the character is holding. This is one of the most important principles due to the fact that it allows each of the characters to have their own style of movement that suits the characters own personality and appearance. The main reason why I chose this clip is because the speeds used within this clip each define a key moment within it, for example the fastest speed is used to define that the character is panicking and the slowest speed is used to display the rippling of the water.

TPPA Appeal: Ploceidae The Weaver

Here is a Size chart to help show the height of Ploceidae The Weaver:

Ploceidae The Weaver Height Chart

This took me a while, not the actually drawing though due to the fact that Mobians are various sizes just like humans but a majority of them are half the size of Humans so I had to look at various height charts done both by SEGA/The SONIC Team and fans to come to a suitable height. Look Below for proof.

TTPA Appeal: Ploceidae The Weaver

This section is based on various sketches of either certain parts of Ploceidae doing certain actions such as his fist been clinched, as well as his entire body performing an action such as jumping.

Ploceidae The Weaver Sketches 1 Now this image mainly focused on his facial expressions at first but later developed into his actual body movement such as him running as seen on the image or him practicing his Sky Fu which can be seen at the very bottom of this image. Some of theses sketches work really well and help bring out who the character actually is and what his characteristics are, for example the two bottom images used for his Sky Fu display that he is quite skilled and well trained in the art. All though they could use slightly refining due to the fact that one of them does look like his is showing of his muscles but they still came out look decent. The facial expressions also came out quite well because you can see the general emotion that Ploceidae is displaying.

Ploceidae The Weaver Sketchs 2

Now this focused more on what Ploceidae does in his free time, such as building things, this image also somewhat focuses on making Ploceidae look like his head isn’t connected to his body without a neck. This can be proven by the various sketches that are scene of him building objects with his spanner. Some of this sketches cam out right the first time, such as the top right sketch which shows Ploceidae standing on top of a box to either build or repair something with his tool box next to him on his right. One of the sketches that needs tweaking ever so slightly is the bottom right one due to the fact that you can see Ploceidae is trying to repair something from underneath but there is no object there, so next time add an object of repair. When I attempted to fix the neck problem with Ploceidae i tried using either the side of his Aviator goggle to hide the joint or his arms, theses worked ever so slightly but couldn’t cover it completely so this left me at a blank for a while, so I looked at Ploceidae at different angles, which some of the sketches are.

Ploceidae The Weaver Sketchs 3  This image was focused on his joints actions and again the neck problem. First though I drew an image of Ploceidae doing another one of his hobbies which is Extreme Gear Riding. This sketches came out perfectly it shows of part of Ploceidae Personality and his animal nature which is that of a bird and to be free. The arms and shoe sketches where drawn in attempt to help me understand how they would work when he was using them either in a fight against Eggman or Swarm or just running. The shoe sketches cam out quite well though due to the fact that I managed to display what actually happened to the show during it been used for running or walking. The neck problem has been solved no in these sketches by making the edge of his top of his jacked taller it covers the joint between Ploceidae’s head and body, I got this Idea from looking at various images of Mobians as well as talking to one of my fellow students Bethany Morley about this problem.