12 Principles of Animation for CG Animators

12 Principles of Animation for CG Animators

1h 23mBeginner2016-10-24

Authors

David Andrade

David Andrade

Award-winning Animator and Cofounder of Theory Studios

Course details

The 12 principles of animation underlie everything animators do, from making movies to video games. These principles are the same regardless of the software you use—2D or 3D, open source or advanced suite. In this course, award-winning animator David Andrade takes traditional student assignments (a bouncing ball and a lowly flour sack) and translates them into digital animations that illustrate each of these principles in detail. He uses Maya and Blender, but the focus in not on software mastery; it's about the techniques, not the tools. Follow along as he introduces the history of character animation and explores each of the 12 principles, from squash and stretch and anticipation to timing and follow-through. Take the challenge exercises to practice what you've learned along the way.

Animation has evolved tremendously in the last century, but some principles always stay the same. This foundation will serve you for a lifelong career.

Learning objectives
A history of character animation
Squash and stretch
Anticipation
Staging
Pose-to-pose animation
Secondary action
Timing
Exaggeration

Skills covered

Blender2D AnimationMaya3ds MaxAutodeskPersonaAnimation and Illustration

Concepts

Introduction

  • Welcome
  • How to use the exercise files

An Overview

  • A brief history of character animation
  • Think physics and art, not software

Squash, Stretch, and Anticipation

  • Principle 1 - Squash and stretch
  • Principle 2 - Anticipation
  • Challenge - An exercise with a ball
  • Solution - An exercise with a ball

Staging

  • Principles 3 - Staging
  • Challenge - An exercise with a flour sack
  • Solution - An exercise with a flour sack

Straight Ahead and Pose-to-Pose

  • Principle 4 - Straight ahead
  • Principle 4 - Pose-to-pose
  • Combine them to form copied pairs

Follow Through and Slow In and Out

  • Principle 5 - Follow through
  • Principle 6 - Slow in and out
  • Using tangents to control slows fasts

Arcs and Secondary Action

  • Principle 7 - Arcs
  • Principle 8 - Secondary action
  • Challenge - An exercise with a flour sack
  • Solution - An exercise with a flour sack

Timing

  • Principle 9 - Timing
  • Principle 9 - Spacing
  • Challenge - An exercise with a ball
  • Solution - An exercise with a ball

Exaggeration, Solid Drawing, and Appeal

  • Principle 10 - Exaggeration
  • Principle 11 - Solid drawing
  • Principle 12 - Appeal
  • Challenge - An exercise with a flour sack
  • Solution - An exercise with a flour sack

Conclusion

  • Next steps
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