Saturday, 15 January 2011

Good Examples - The 12 Principles of Animation

Introduction
To demonstrate my understanding of the twelve principles of animation, I have watched the first episode of my favourite animated Manga series, Guyver the Bio boosted armour. As I watched the animation I took an analytical approach to each scene, closely watching to see how the twelve principles of animation where incorporated into the design.

As I watched the animation, I took three screen shots of each scene I thought was a perfect example of one of the twelve principles of animation, for most of the principles I used a different scene to explain, but for some principles I felt one scene was suited to both.

                                                  
Squash and Stretch
In this scene several onscreen characters make a quick exit by rapidly bouncing out of frame, as they make each jump to form the bouncing motion, their bodies compress and distort to simulate the spring like motion of a real person jumping. This scene demonstrates how “squash and stretch” can simulate realistic movement on a hinged object, without the object deforming. The animator also uses an overlap between frames to create a motion blur reflecting the onscreen movement of the characters.




 




Arcs
In the above scene the animator uses arcs to create motion that is more expressive and less stiff than action set along a straight path. Because the animator has used “arcs” the visual paths of the characters onscreen jumping and bouncing looks natural. 



Timing and Motion
This scene opens with a rock falling into a lake after just being thrown by one of the off screen characters. This scene perfectly demonstrates “timing and motion” because the spacing actions of the rock falling and the reaction of water are defined by the weight and size of the featured rock.












 
 
Anticipation
In this scene a character is ambushed by a group of soldiers, he is backed into a corner and has no where to go. In the “anticipation” before the fight, the animator clearly shows the characters anatomical preparation for the action. The animator does this by focusing in on the characters facial expressions, a nervous sweating face, followed by a clenched closing of the eyes and finished with a body shredding transformation into a zoanoid monster.







  
 


Staging 
In this scene a vehicle is driving along the motorway while a colourful mountainous backdrop passes by, as the vehicle drives along, the moving background draws the viewer’s eye to the still image of the vehicle. Through the use of “staging” the animator is able to present the idea of motion and movement which is unmistakably clear to the viewer.








 




Follow Through and Overlapping Action 
In this scene one of the characters asks the other to pass him the Soya source, this is a perfect example of how “follow through and overlapping action” can be used in animation to simulate real world material properties, in this case the movement of liquid as an object is passed from one character to another.










 


Pose-to-Pose Action
The animated Manga series, Guyver the Bio boosted armour is classified as a pose-to-pose action” animation, this is because the animator has carefully planned out and drawn each frame from start to finish. The animator has used this technique to achieve a well timed, realistic and stylised form of animation.




 

Straight Ahead Action
In this animation the animator starts at the first drawing in a scene and then draws all of the subsequent frames until he reaches the end of the scene. By using this method of animation the animator is able to create a very unpredictable and unique looking animation. 


Slow in and out
This scene shows how “slow in and out” means rather than having a uniform velocity for an object, it is more appealing, and sometimes more realistic, to have the velocity vary at the extremes. This scene works well because when the character is bouncing the ball off his knee, the ball moves fast as it bounces off his knee and slows as it falls back down.










 


Exaggeration
In this scene two characters lock hands in a deadly game of mercy, until one of them is overpowered and his wrists snap, spraying an over exaggerated amount of blood. This fight scene is a perfect example of how “exaggeration” can add more impact and depth to a fight scene, by exaggerating certain elements of design the animator is able to stylize the action and make the animation more enjoyable for the audience.

Appeal
In the above scene the animator uses a bright sunny back round and its diffusing light to symbolize the main characters aura of overwhelming power. The animator has used well designed characters, and a stylized presentation of action to create a visually stunning animation, that perfectly demonstrates “appeal” by creating a scene that the audience enjoys watching. 


  

Secondary action
At the beginning of this scene the primary action focus on a police car driving along the motorway and spotting an abandoned vehicle, as a direct result of spotting the vehicle the police car stops and the officers investigate. I would consider this scene an example of good “secondary action”, the reason being is because in this scene each action is a direct result of the previous action.
 









Personality
Throughout the entire animation Guyver fully exploited the benefits of effectively using the twelve principles of animation, by creating characters with appealing personalities, and action scenes with well designed stylised animation. From the above images and their animation principle explanation, it is clear that the animation fulfilled this last principle.




6 comments:

  1. This comment has been removed by the author.

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    Replies
    1. Anime needs to learn the animation principles too, since they're what western animation does it with the principles since they're learned it a lot.

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  2. The term that using ''animated manga'' may confuse some people we mostly say the word ''anime'' if you don't know, what the picture that you showed, it does not use squash and stretch, anime doesn't use the squash and stretch technique but used for some elements and stuff like that, but not humans. anime is animation and manga is comic book, if it's an ''animated manga'' it'll be an motion comic.

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  3. BTW, 12th principle is Appeal not personality, the example didn't use Follow-through and overlapping action, the anticipation example made sense, the slow in and slow out example made sense, anime does exaggeration for comedic scenes, Secondary action is mostly used for humans, animals and pretty often cars since cars used the slow in and slow out technique,
    And anime does show a lot of appeal. Just correcting some examples that you got wrong.

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  4. Straight ahead works well for elements like fire and water, Pose to Pose works well for Comedic scenes, Dramatic scenes and also fight scenes, Straight ahead and pose to pose makes the animation look natural and realistic. your Timing example was very good.

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  5. Squash and stretch can make things realistic but mostly cartoony, since it's mostly for faces and objects put in an exaggerated way.

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