12 Principles of Animation Compilation
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- Опубліковано 23 січ 2017
- It's no secret that the 12 Principles of Animation are the fundamental building blocks for any animator. Get the hang of these basic techniques and you'll be on your way to understanding the language of animation.
First introduced in The Illusion of Life by Frank Thomas and Ollie Johnston, these 12 principles have remained the quintessential roadmap for aspiring and experienced animators alike. Our animators are no exception! In fact, they have created their very own series of animation tutorials to explain the 12 Principles of Animation, using what you ask? Why, a brown bag, of course! - Фільми й анімація
lovely video but that ding is very, very annoying
Sort of like the *whiplash* in Johnny test
A nice demonstration of animation principles but the sound design is horrendous.
your demonstration of "timing" was incorrect, I believe. The bag falling demonstrated spacing. the bags began to fall at the same time and hit the ground at the same time, but their SPACING was different.:)
No ones perfect
Correct. Is timing and spacing. Not only timing.
Pretty solid visual demonstration of the key principles.
🤣🤣🤣🤣
Super work sir
It's "squash and stretch" not "squash or stretch".
When squash happens in one axis a stretch also happens in the opposite axis. So they always happen together. This is to make sure the volume is consistent.
It doesn't really happen individually as depicted here
Awesome
0:57 Followthrough is wrong. That is DRAG.
followthrough is the using up of energy after an action is complete. This can use Overlap to achieve this, since overlap is how energy moves through a soft object, or series of objects. So one is part of an action, and the other is a method.
Follow through would be everything you do after you hit the ball with a bat.
Overlap would be your shoulders stopping first, then your arms, then the bat, as well as your hair (which is also secondary action)
1:40 is not timing. That's Spacing. The timing for the 2 bags is the same. They both start and stop at the same time, but the spacing between each position is what gives it the acceleration feeling. Timing is the position in time. So if one bag bounces in a steady beat, an the other bounced either in decay, or random beats, that would be an example of timing.
I am going to study in Ballyfermot next year, and do a PLC Course, 2 years animation course, and then another 2 for my degree, so I can hopefully one day work with you guys (: Really proud to be Irish :3
thats not secondary. you are mixing up secondary with overlap. secondary is to reinforce the acting.
No ones perfect
Backstep Twicesteps These are basics lmao
I know this is 5 years late, but hopefully it will help others.
There are several debates on what secondary action is.
1) long ago, when we would draw, secondary was the softness of things. It was the hair, cloths, hats, dress, cape, etc. It was meant to make sure that when we drew things, we were watching out for these things, and making sure they felt correct.Objects or parts that are affected, but not part of the main action.
2) Things added to the main action. This comes in 2 parts.
A) So a shake if the character is scared or laughing.
So you would have the main action... say... reaching for the door slowly.
Then the secondary action added (as a layer in CG) for the shake, so you could dial them individually.
B) An action added to an action to enhance or deepen it's meaning/readability.
So you have a person standing looking nervous.
Adding a foot tap, fingers picking at the clothes, a lip smack, a small cough, would be a secondary action.
Walking along, and stretching your neck or cracking your knuckles, before a meeting.
Plucking a flower while talking to someone.
Petting a cat, while telling your evil plan.
3) this one is a new argument.
An action that follows the main action, to to enhance or deepen it's meaning/readability.
So you place a book on a table, but then adjust the book, so it's in the correct position.
Drinking something, then licking your lips after.
closing the door, then checking if it's locked.
Adjusting your backpack, after putting it on.
Shows more about the character.
So some argue that secondary is on top of the action, but in support of the primary action.
Others argue that is follows the main action, but in support of the main action's meaning.
Still others argue that it is anything that is handled by dynamics, currently.
Stop using sound effects
:) thank you:)
🍾
hi
As an animator myself, this video bothered me if I am going to be completely honest. I’m not going to bash you and point out all of your mistakes, that is not why I am here, what I am going to say, is to do a little bit more research on each principle before you showcase it to be “facts”. Many of the principles were displayed incorrectly and / or were misleading to the untrained animator eye. A lot of people in the comments are saying that the video is not going to be perfect because it is just explaining the basics, but that is exactly the problem. Since you are explaining the basics, you need to make sure that you are presenting information that is 100% true. Like I said before, I am an animator so it was easy to catch the mistakes in this video, but to most people watching this (who I would assume are not animators simply because they clicked on a video about animating basics), this video appears completely true. All I am saying, is next time please confirm your data before posting it online because you are misleading many people right now, even if it is not your intent, that is the reality. Thank you for reading this if you did.
i dont think the staging principle was properly demonstrated here
Straight-Ahead Animation is totally glossed over , too. It does not clearly demonstrate how it's different than Pose-to-Pose.
Everything cool until you realised you need to do a flipbook by hand whit 50 pages total
(;´༎ຶٹ༎ຶ`)
The bell sound really annoyed me