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21 Foundations of Animation

21 Foundations of Animation

1h 58mBeginner2019-09-03

Authors

Dermot O' Connor

Dermot O' Connor

Animator for Disney and Don Bluth

Course details

Times have changed. The 12 principles of animation popularized by Disney are no longer sufficient for teaching animation in the digital age. Enter Dermot O’ Connor’s 21 foundations of animation: universal principles that can be used to create high-quality animation in any style or medium, including hand-drawn and digital animation. Explore how to create a solid, strong, and dynamic poses using the classical drawing rules perfected by golden age artists. Discover how to plan a scene using thumbnails, to have more control over the scene and reduce production time. Find out how to take a pose or expression that is adequate, and push it further. Dermot provides an in-depth review of the other 18 techniques, and then shows all 21 foundations in a single scene, working together.

Learning objectives
Appeal
Strong design
Staging a scene
Acting and pantomime
Keys and breakdowns
Straight ahead and pose to pose
Thumbnails and planning
Timing, spacing, and easing
Squash and stretch
Arcs
Primary and secondary action
Silhouette
Lines of action and reversals
Anticipation, overshoot, and settle
Opposing action
Counterpose
Leading action
Breaking joints
Overlap and follow-through
Accents and dialog
Exaggeration

Skills covered

2D AnimationFoundationsAnimation and Illustration

Concepts

0. Introduction

  • 01 - Getting started with animation
  • 02 - What you should know

1. Appeal

  • 03 - What is appeal
  • 04 - Historical and modern appeal

2. Strong Design

  • 05 - Construction
  • 06 - Design
  • 07 - From roughs to final color

3. Staging

  • 08 - Staging a scene to tell a story
  • 09 - Shots and camera angles
  • 10 - Lighting and color

4. Acting and Pantomime

  • 11 - Flour sacks and body language
  • 12 - Attitude poses

5. Keys and Breakdowns

  • 13 - How keys and breakdowns differ
  • 14 - Strengthening actions with breakdowns

6. Straight Ahead and Pose to Pose

  • 15 - Straight ahead vs. pose to pose
  • 16 - Animating hair and clothing straight ahead
  • 17 - Animating natural effects straight ahead

7. Thumbnails and Planning

  • 18 - Thumbnails and planning
  • 19 - Advanced thumbnails

8. Timing, Spacing, and Easing

  • 20 - Timing vs. spacing
  • 21 - Easing and texture
  • 22 - Timing and materials

9. Squash and Stretch

  • 23 - Squashing and stretching
  • 24 - Squashing anatomically

10. Arcs

  • 25 - Bouncing ball
  • 26 - Plotting arcs

11. Primary and Secondary Action

  • 27 - Animate and inanimate motion
  • 28 - Hair, fur, and clothing

12. Silhouette

  • 29 - Positive and negative spaces
  • 30 - Pushing the pose

13. Line of Action and Reversals

  • 31 - Flexing the spine

14. Anticipation, Overshoot, and Settle

  • 32 - Anticipating a reach
  • 33 - Overshoot and settle

15. Opposing Action

  • 34 - Action and reaction
  • 35 - Opposing action in walks

16. Counterpose

  • 36 - Counterpose when standing
  • 37 - Counterpose in action

17. Leading Action

  • 38 - Leading gestures
  • 39 - Leading on walks

18. Breaking Joints

  • 40 - Breaking joints on gestures
  • 41 - Breaking joints on walks

19. Overlap and Follow Through

  • 42 - Overlap gestures
  • 43 - Follow through and moving holds

20. Accents and Dialogue

  • 44 - Dialogue
  • 45 - Accenting dialogue actions

21. Exaggeration

  • 46 - Plussing poses and faces
  • 47 - Plussing animation
  • 48 - Cartoon physics

Conclusion

  • 49 - Wizard and next steps
  • 50 - Additional resources

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