one of the most important principles is squash and stretch
defines volume/mass of an object, as well as the force of movement
also defines any rigidity e.g. a bowling ball will move differently to a rubber ball
objects with little flexibility will have less squash and stretch
anything made of flesh will show a lot of flexibility e.g. when an arm bends, the bicep swells
the face is also full of flexibility and movement
squash and stretch is more effective if it involves the whole body rather than just one part
the most important rule is the volume remains the same
the same goes for characters - no matter the movement, volume must remain the same or the character will appear to grow/shrink
flour sack exercise
the greater the force acting on an object, the more squash and stretch occurs
exaggeration is determined by style and character design
the eye will smooth out frames when they overlap
even though less frames = faster animation, if frames do not overlap, the eye begins to see individual images which causes a 'strobing' effect
stretch is a good way of remedying this, without compromising timing
this leads into smear frames
these are the equivalent of motion blur
they work best at one or two frames per movement - otherwise they become noticeable
however, deformity is not always necessary e.g. Pixar lamp, or more anatomically realistic characters
a good warmup is to draw a circle 100 times on a new frame each time, as fast as possible
another good practice is to draw a bouncing ball every week
rasters are images made up of square pixels
vectors are not limited to a pixel image - i.e. not affected by zooming or resizing