Squashing and stretching aspects of an object or a character to give the illusion of weight and mass. For example, a stress ball will squash and stretch more upon impact than a bowling ball.
Applying a change of shape provides a sense of flexibility and life. Otherwise, the absence of squash and stretch could cause rigidity or stiffness in the motion.
This principle also allows animators to consider weight and keep their work consistent.
Fewer drawings per second make an action faster, lighter, and snappier, while more drawings per second make an action slower and smoother.
This is crucial as manipulating time creates a sense of momentum and realism in character or object movement. A dragonfly flickering through the air will take fewer frames, while a penguin waddling through snow will take more.
Prepares the audience for the next action by portraying tension within the animation.
This adds life to your movements by beginning integral animations which lead to a more complete motion. A sudden action without anticipation may be too quick and awkward for the audience to register properly.
For example, a man preparing to jump would crouch down and coil like a spring, showing the audience that he is about to jump.
Staging is how you direct the viewer's attention to the shot. For this aim, animators use character poses, foregrounds and backgrounds, camera angling, and miscellaneous objects present in the scene.
The focus should be kept on what really matters. If the character is engaged within a tense battle and the camera is facing the ground, this is bad staging.
To finalize good staging, one must; keep the main focus in a half or third of the camera frame, avoid unnecessary and simultaneous actions, and the background should not distract the audience with too many details.
Loose or secondary aspects of the body continue moving after the main object stops and eventually catches up.
This adds realism and weight to the character, as a feather attached to the rim of an arrow will 'lag' behind and stop shortly after the stiff material of an arrow.
Overlapping actions create seamless transitions between movements, avoiding awkward and disjointed motions.
All things attached to a character, no matter how stiff or light, should always move with the character. If someone swiftly turns to the right, their hair will turn in a similar direction.
Straight ahead is drawing a scene by starting at the beginning and continuing to the end. Pose-to-pose draws out key actions and then fills in the rest.
Straight-ahead is perfect for spontaneous and unpredictable movement, such as a surge of fire or gushing of water. This method brings free-flowing charm to the animation.
Pose-to-pose enables intricate timing and staging, with important structure and planning. This is ideal for a character swinging their sword, so you know exactly where they'll go.
More drawings at the beginning and end of a sequence portray acceleration and deceleration to make the animation smoother.
This principle also applies to almost everything in the real world- when someone throws a ball, starts running, and so on.
Imagine that a car starts and immediately flies at a speed of 100 km/h and then sharply stills when reaching its destination.
This is sudden and janky. A car should work up to such a speed, and gradually slow down. This looks more realistic, as it is the principle of our physical world as well.
Actions should follow a circular arc to give better flow and smoother movement.
Living organisms always move along arcuate paths. In the instance of sharp or robotic movements, this principle is not accounted for.
Arcs create a more visually pleasing and believable motion, such as a tennis player swinging their arm back in a circular motion before colliding their racket with the ball.
Making actions more extreme to present greater emotion.
Essential realism in animation is not recommended, however, the concept of elements and emotion is the same.
An angry character should be as red and bothered as a steam boiler, perhaps trembling in rage. A sad character will move sluggishly and drag their feet when they walk.
For this to work efficiently, it's not only facial expressions, but the entirety of the body reacts too.
A second action in the scene to complement the main action.
This is to emphasize expressiveness and emotion. It adds interest and realism to the scene. This rounds out the animation and gives a layered finality.
For example, an annoyed and impatient character may slouch, and their second action would be tapping their foot or drumming their fingers over a table. This creates balance and also expresses to the audience of the mood of a character.
Understanding the basics of three-dimensional form when creating objects and characters. This is a technique in which you add depth and weight to an image.
This method gives the 2D illustration a 3D illusion. An animator needs to be able to draw a character and objects from any angle.
Solid drawing establishes concrete poses, shapes, proportions, and perspective to achieve believable and consistent characters on-screen.
Giving a character personality and charm to appeal to the audience and make them interesting and layered.
If the character is boring to watch, it will not engage the viewer and decrease the animation's credibility. Ugliness can be made attractive, such as a flamboyant which with an eccentric personality.
The charm is not limited to visual designs, but also the development and challenges the character faces.
Studio Ghibli's Spirited Away, 2003
Traditional animation is also known as cel animation or hand-drawn animation. The name speaks for itself, as with this particular type of animation, each frame is sketched and drawn by hand. With cel animation, backgrounds and characters are illustrated in layers upon sheets of celluloid and then photographed, presenting motion.
Snow White and the Seven Dwarfs is an example of one of the most famous and earliest traditional animation. Disney is a prominent display of hand-drawn animation, as their earliest releases consisted solely of it. Traditional inking became popular internationally, and other studios dipped their toes into hand-drawn cel animation, such as Studio Ghibli .
Two-dimensional animation uses dozens of still images, each one a little different from the last, overlapping to create the illusion of movement. This can be accomplished through a mixture of traditional animation as they are flat illustrations, as well as motion graphics for multi-media projects.
2D animation is still incredibly popular, even after classics such as South Park and The Simpsons, such as the more recent Bob's Burgers and Rick and Morty. This type of animation relies on artistic and creative capability, like character design and drawing.
Disney's The Princess and the Frog, 2009
Disney's production of Moana's Maui
Computer animation is a digital successor to stop-motion and 2D animation. 3D animation and 2D vector animations are created within a computer program. Unlike hand-drawn animation, this relies on technical and modelling knowledge. There are many techniques to computer animation, including fluid simulation, which achieves smooth and realistic graphics for lava, water, smoke, and more.
This is an incredibly popular option amongst animation industries, as Disney has entirely switched to computer and 3D animation.
Motion graphics animation creates animated graphics and text, commonly used for commercials and websites. They are designed to garner attention and be appealing to the end consumer.
It could be used for film title screens, or to present a company's graph. This type of animation is appropriate for marketing and selling. The Stranger Things introduction is a wonderful example of graphics animation.
Stranger Things, Season 3's title screen
Laika's Coraline, 2009
Stop-motion animation uses physical puppets, sometimes made of clay or dolls, and a constructed environment. It requires a lot of planning and care, as each frame is delicately shifted and photographed. Some stop-motion movies one may have heard of are; Nightmare Before Christmas, Corpse Bride, and Coraline. Hundreds of props and puppets are used within a feature-length film.
EXAMPLE OF ONE THAT I MADE
Thaumatropes are optical toys developed in the early 19th century, dating back to 1826, making them one of the first forms of animation. Using two illustrated discs that correlate to one another creates an illusion to the eye of the images blending together. Common thaumatrope pictures present a bird on one disc and a cage in another, which looks like a bird within the cage when spun.
These toys represent some of the earliest connections to animation and set the stage for future stop-motion animations.
A flipbook uses a series of sequential images that progress gradually in position from one page to the next. When the pages are viewed in quick succession, an animation and sense of movement are formed.
The oldest known documentation of flipbooks was in 1868, patented by John Barnes Linnett, a British lithograph printer, under the name Kineograph (moving picture), and their potential for animation soon became apparent. Persistence of vision was key to early animation devices such as the zoetrope.
Flipbook principles then laid the groundwork for traditional cel animation by using flipbooks to plan drawings and in-betweens. This was prominent for animation teams from Steamboat Willie to Who Framed Roger Rabbit.
A zoetrope is a cylinder with vertical slits down the sides. The inside displays a band with a set of sequential images. As it spins, the even slits prevent the animation from blurring and creates the illusion of motion in a continuous loop.
In 1833, the phenakistoscope was invented by Belgian physicist Joseph Plateau and Austrian inventor Simon Stampfer. This disc is considered the first widespread device used for animation and Stampfer noted the technique could be adapted to use cylinders and looped strips of paper.
Onion-skinning in animation is an editing technique used to see several frames from before and after the current frame of the animation simultaneously. This means the animator can tell whether the lines of each frame are correctly lined up to create a smooth scene.
Historically, this was made possible by the translucent celluloids used by animators at Walt Disney Studios from the 1920s.
Traditional animation is a timeless craft that has driven the countless works of films, television, and media harnessing the globe today. The process involves animators creating sequences of hand-drawn action and are then photographed and played back rapidly. Some iconic examples are Who Framed Roger Rabbit and The Lion King.
This form of artistry has roots from the late 1800s, with Disney's Snow White and the Seven Dwarfs being its first worldwide successor in 1937. However, there were other examples before this film, such as the phenakistoscope and zoetrope, which created the illusion of motion through moving discs. The introduction of celluloid sheets came around 1913, causing a significant leap through traditional animation. Despite Disney's popularity with Snow White, Winsor McCay's short film Gertie the Dinosaur in 1913 was the real ground breaker for traditional animation, marking a pivotal moment in the industry.
To create a smooth motion, animators follow a principle known as "on twos", which is capturing two frames per drawing for 24 frames per second, resulting in 12 drawings per second. Alternatively, there is a principle named "on ones", the aforesaid especially present in Richard Williams' work, who is a well renowned animator.
Disney's Cinderella concept artwork, 1950
Studio Ghibli's Howl's Moving Castle, 2005
Despite advancements in technology, the charm of labor-intensive traditional work still perseveres through an animator's personal touch when illustrating on celluloid. Some techniques pivotal to cel animation include yet are not limited to; story-boarding, rotoscoping, inbetweening, and key frames.
However, the line work and use of monochrome is not the only impressive feat that animators face. Colorists add vibrancy through paint and ink departments, meticulously filling each cel before photography takes place. This time-consuming bedding of color creates depth and brings illustrated worlds to life. Think of color stylists and art directors as the unsung heroes behind the scene, as they determine the overall style and color schemes.
Lastly, optical printing combines layers of imagery for composite shots, such as the background, characters, and foreground. This rendering of the animation can implement special effects and camera techniques to apply dimensionality and depth.
While computer animation now dominates the industry, hand-drawn animation still bleeds through a few industries, with Disney's and Studio Ghibli's work highly regarded around the world.
As with all forms of animation, it is the art of manipulating frames to provide the illusion of motion. However, 3D animation takes it a step further by illustrating scenes in a three-dimensional plane. This provides a consistent depth and takes into account of all the limbs of a character, whilst 2D animation only draws what the eye can see.
Throughout the late 1960s and 1970s, computer scientists worked on the principles of 3D animation and how to apply it onto bigger projects such as films and television. Designers Edwin Catmull, who would go on to co-found Pixar, and Frederic Parke were some of the first to create realistic humanoid hands and and faces on digital rigs.
Software continued to flourish and update well into the 1980s and 3D animation soon became the primary medium in the early 1990s. Veggie Tales was the first fully 3D animated television series in the United States in 1993, and Hollywood blockbusters Terminator 2 and Jurassic Park both used the method extensively.
By 1995, 3D animation was tested vigorously through a feature-length film, with Pixar's Toy Story. However, the movie received a wide array of critical support and worldwide success, remembered as the first-ever completely computer animated film.
Pixar's Toy Story, 1995
Disney's Frozen, 2013
Disney's Tangled, 2010
This process is completed with a series of polygons, edges, and vertices in a simulated 3D space. Whilst cel animation is more reliant on individual artistic skill and creativity, this form of animation is more technical and requires the knowledge of computers and rendering software.
3D models are fitted over a 'skeleton' to create more realistic and solid forms. While being more convenient over the laborious cel animation, it could be more time-consuming and expensive due to the several development stages involved. There are 11 primary steps in 3D animation;
Concept and storyboards — Creation of several designs to refine the final product and visualize ideas.
3D modelling — The process of taking several shapes and forming an efficient model, be it a character or prop.
Texturing — Also known as mapping, the process of adding appropriate texture, detail, and color to a model.
Rigging — Setting up a controllable skeleton for the model to prepare for animation.
Animation — The process of taking the 3D object and creating action with it.
Lighting — Applying simulated lighting to make a scene convincing and more refined.
Camera setting —To establish and manipulate camera angles.
Rendering — Creating a final render of the scene.
Compositing and Special VFX — Bringing final renditions into compositing programs to edit, touch up, and add special effects.
Music and Foley — Adding music and sound effects that line up with the scene.
Editing and final output — Combining all elements of effects, music, and animation to make sure everything is synchronized.
The origins of stop-motion animation has traced back to the early days of film-making in the late 19th century, flourishing from cel animation. One significant milestone for stop-motion animation history was Albert E. Smith and J. Stuart Blackton's The Humpty Dumpty Circus in 1898. The short film featured a variety of circus acts performed by miniature figures which came to life through stop-motion techniques.
In the following years, stop-motion became more prominent in the animation industry as filmmakers experimented with different techniques and narratives. One notable mention came about in 1925 with The Lost World, worked on by Willis O'Brien. However, it was his production on the 1933 King Kong that truly propelled stop-motion into the spotlight. The film's portrayal of a convincingly realistic ape captured audiences worldwide and set a new standard for visual effects in cinema.
In the 1960s, replacing interchangeable parts or constructing clay models became favored over manipulating physical objects frame-by-frame, which made animators' work more fluid and smooth in movement.
Albert and J. Stuart's The Humpty Dumpty Circus, 1898
O'Brien's King Kong, 1933
Henry Selick and Tim Burton's Nightmare Before Christmas, 1993
The digital and technological advancements throughout the 20th century created more opportunities for stop-motion. Filmmakers, namely Henry Selick and Tim Burton, embraced this new medium, combining traditional stop-motion techniques and CGI to create compelling and visually stunning films such as Coraline and Nightmare Before Christmas.
In modern-day stop-motion, it only continues to thrive with fascinating and surreal approaches. Wes Anderson, a well-known filmmaker, harnessed this form of animation later on and created the famed Fantastic Mr. Fox and Isle of Dogs, which both received critical success for their deeper meanings woven into emotionally strung scenery.