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animation
The 12 Principles of
Animation
Squash and Stretch
Illustration of the "squash and stretch"-principle:
Example A shows a ball bouncing with a rigid, non-
dynamic movement. In example B the ball is
"squashed" at impact, and "stretched" during fall and
rebound. The movement also accelerates during the
fall, and slows down towards the apex (see "slow in
and slow out").
Anticipation
Staging
Arc
Secondary Action
Secondary Action: as the horse runs, its mane and tail
follow the movement of the body.
Timing
Exaggeration
Solid drawing
Appeal
Notes
a. ^ The twelve principles have been
paraphrased and shortened by Nataha
Lightfoot for Animation Toolworks.[12]
Johnston and Thomas themselves found
this version good enough to put it up on
their own website.[38]
See also
Animation
Computer animation
References
1. Thomas, Frank; Ollie Johnston (1997)
[1981]. The Illusion of Life: Disney
Animation. Hyperion. pp. 47–69. ISBN 978-
0-7868-6070-8.
2. Allan, Robin. "Walt Disney's Nine Old Men
& The Art Of Animation" . Animation World
Network. Archived from the original on
November 2, 2013. Retrieved October 21,
2011.
3. "List of Best Animation Books" .
Animation World Network. Archived from
the original on September 3, 2009.
Retrieved October 21, 2011.
4. Johnston & Thomas (1981), p. 47.
5. Johnston & Thomas (1981), pp. 47–51.
6. De Stefano, Ralph A. "Squash and
stretch" . Electronic Visualization
Laboratory, University of Illinois at Chicago.
Retrieved June 26, 2008.
7. Willian (July 5, 2006). "Squash and
Stretch" . Blender. Retrieved June 27, 2008.
8. Johnston & Thomas (1981), p. 49.
9. De Stefano, Ralph A. "Anticipation" .
Electronic Visualization Laboratory,
University of Illinois at Chicago. Retrieved
June 27, 2008.
10. Johnston & Thomas (1981), pp. 51–2.
11. Johnston & Thomas (1981), p. 53.
12. Lightfoot, Nataha. "12 Principles" .
Animation Toolworks. Retrieved June 27,
2008.
13. Johnston & Thomas (1981), pp. 53, 56.
14. Johnston & Thomas (1981), p. 56.
15. Willian (July 5, 2006). "Staging" .
Blender. Retrieved June 28, 2008.
16. Johnston & Thomas (1981), pp. 56–8.
17. Willian (July 5, 2006). "Straight Ahead
Action and Pose to Pose" . Blender.
Retrieved June 28, 2008.
18. De Stefano, Ralph A. "Straight Ahead
Action and Pose-To-Pose Action" .
Electronic Visualization Laboratory,
University of Illinois at Chicago. Retrieved
June 28, 2008.
19. Johnston & Thomas (1981), pp. 59–62.
20. Johnston & Thomas (1981), p. 60.
21. Johnston & Thomas (1981), pp. 61–2.
22. Willian (July 5, 2006). "Slow In and
Out" . Blender. Retrieved June 28, 2008.
23. Johnston & Thomas (1981), pp. 62–3.
24. Johnston & Thomas (1981), pp. 63–4.
25. De Stefano, Ralph A. "Secondary
Action" . Electronic Visualization Laboratory,
University of Illinois at Chicago. Retrieved
June 28, 2008.
26. Johnston & Thomas (1981), p. 64.
27. De Stefano, Ralph A. "Timing" .
Electronic Visualization Laboratory,
University of Illinois at Chicago. Retrieved
June 28, 2008.
28. Johnston & Thomas (1981), pp. 64–5.
29. Johnston & Thomas (1981), p. 65-6.
30. Willian (June 29, 2006). "Exaggeration" .
Blender. Retrieved June 28, 2008.
31. De Stefano, Ralph A. "Exaggeration" .
Electronic Visualization Laboratory,
University of Illinois at Chicago. Retrieved
June 28, 2008.
32. Johnston & Thomas (1981), pp. 66–7.
33. Willian (July 5, 2006). "Solid Drawing" .
Blender. Retrieved June 15, 2010.
34. Johnston & Thomas (1981), p. 67.
35. Lasseter, John (August 1987).
"Principles of traditional animation applied
to 3d computer animation". SIGGRAPH
Computer Graphics (21): 35–44.
36. Johnston & Thomas (1981), p. 68.
37. Willian (June 29, 2006). "Appeal" .
Blender. Retrieved June 28, 2008.
38. Thomas, Frank; Ollie Johnston (2002).
"Animation Tips: Principles of Physical
Animation" . Frank and Ollie. Retrieved
July 4, 2008.
Further reading
Bancroft, Tom; Glen Keane (2006).
Creating Characters with Personality: For
Film, TV, Animation, Video Games, and
Graphic Novels. Watson-Guptill.
ISBN 978-0-8230-2349-3.
Lasseter, John (July 1987). "Principles
of Traditional Animation applied to 3D
Computer Animation" . ACM Computer
Graphics. 21 (4): 35–44.
doi:10.1145/37402.37407 .
Mattesi, Mike (2002). Force: Dynamic
Life Drawing for Animators, Second
Edition . Focal Press. ISBN 978-0-240-
80845-1.
Osipa, Jason (2005). Stop Staring: Facial
Modeling and Animation Done Right
(2nd ed.). John Wiley & Sons. ISBN 978-
0-471-78920-8.
Whitaker, Harold; John Halas (2002).
Timing for Animation . Focal Press.
ISBN 978-0-240-51714-8.
White, Tony (1998). The Animator's
Workbook: Step-By-Step Techniques of
Drawn Animation . Watson-Guptill.
ISBN 978-0-8230-0229-0.
See also list of best animation books at
Animation World Network.
External links
The illusion of life , a simple animated
illustration of the twelve principles.
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