The 7 of Disney’s 12 Principles in Animation
The principle was first introduced in 1981 by Ollie Johnston and Frank Thomas through the famous book called The Illusion of Life: Disney Animation. Although the book does not explicitly state the principles, graphic design agencies and the design community were able to break down the principles written in 12 definitions. Here are seven of Disney’s 12 principles.
Why the 12 principles?
The 12 principles might be mere principles among all these graphic design rules, but they play a pivotal role in animation. Beside for animation, the principles can be used for other graphic aspects such as motion and CSS animation.
1. Squash and stretch
The name is taken based on the example of a stretch ball. When a stretch ball is stretched, it will bounce to up then goes down. Despite the many movements it has, the ball’s volume remains the same until the end.
From the example, we can see that the principle takes consistently highly, and that is what is being demanded from animation. Squash and stretch is the principle where we are keeping the volume of the object consistently, even when we during animation.
Anticipation is what the audience expects from the animation. So when we are creating an animation, we should create movement in such a way where the audience will know what will happen (regarding their movement).
Staging, from the entertainment world, is equivalent to artwork in composition. It means that we, as animators, should use the motion to keep the audience’s attention intact. The movement should be from the object only, while the rest is kept to a minimum.
4. Straight and pose to pose drawing
Drawing straight animation involved drawing every frame, while pose to pose using ken frames between the first and the last frame. Each method has their own purpose, but if you want something that is fluid, then straight ahead style is the best style
5. Follow along the action that is overlapping
This is used when the object has an overlapping action, such as the hands having different movements. There are also times when certain parts move (such as hair) while the rest does not (such as body). When this happens, we need to follow the action’s movement properly.
Timing is important, as timing can affect the animation of the object. The timing should be the same with the objects, and the movement should be in accordance with the timing. If they are not the same, it will create an awkward result that deft animation logic.
Of course, it doesn’t mean that you exaggerate all the time. When you’re animating, it’s best to add a touch of exaggeration among the realistic animation to create a sense of art and aesthetic.
If we talk about Disney’s animation principle, it will be an endless article. No matter how long they are though, they are rules that should be obeyed by all animators, no matter in what field they are in. once you follow them, then you’re all set!