12条动画原理 The 12 Principles of Animation&GAMES105 计算机角色动画基础
by Frank Thomas & Ollie Jhonston
1.Squash and Stretch
longer or flatter
to emphasizes: speed, momentum, weight, mass
more squash & stretch: soft (water ballon)
less squash & stretch: stiffer (bowling ball)
Important: keep the volume of the object consistent! same!
Do not overuse
2.Anticiation
A clue to what is going to happen next & make the action appear more realistic
to calculate the energy
Punch: to add power to punch, and tell the audience it is about to punch->reach its arm back and then punch
Anticipation helps communicate actions to the audience by preparing them for the next action
begin->pre-anticipate->anticipate->pre-action->action
3.Staging
Staging is the presentation of any idea so that it is completely and unmistakably clear.
Application: Acting, Timing, Camera Angle & Position, Setting
this needs pauses (as long as reading three times)
4.Straight Ahead & Poes to Pose
Pose to Pose benefits to most actions, gives you most control, save work load
Straight Ahead can lead to the size change from begin to end, suitable for unpredictable animation ( fire, water particles, cloud of dusts, explorations)
Physics!
5.Follow Through & Overlapping Action
6.Slow In & Slow Out
7.Arcs
8.Secondary Action
9.Timing
10.Exaggeration
11.Solid Drawing
12.Appeal
迪士尼的12条动画原则
https://the12principles.tumblr.com/
GAMES105 计算机角色动画基础


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