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Basics of Animation

The fundamental of basic of animation started after the 1930’s when Walt Disney noticed that the animation level was based on new storylines. Some classes are set up under the guidance of Don Graham. Some of the animators of those classes draw the little figure of humans. Then each technique was named.

In the world of fully visualization and imagination, there is some area where the word animation is used. When this animated word world comes into someone's imagination, it creates a picture of a cartoon and Disney world in our mind as we know that cartoon-like Doremon, Chota Bheem, Ninja Hatori etc., are viral animated movies among the kids. All the cartoons, animated pictures and films are created with the help of thousands of photos added together and played step by step. As we think of some old times, we find that all the animated movies and cartoon movies are created with the help of pen paper and puppet-like structures. With the use of a puppet-like design, all the animated films were made at that time. But in today's world, all animated movies are created with the help of technology. Now a day, when someone tries to make an animated movie, they can make the movie with the help of some tools in a short period. The tools used to create the animated film are Maya, Cinema 4D, Blenders 3D, etc.

There are many types of animated series that are shown on TV. That shows are different from the actual movie. These cartoon movies are categorized into some types. These are 3D animation, 2D animation, paper animation, traditional animation and puppet animation. 

A lot of efforts are made by the creator to create these animated movies. In 1981 two Disney animators, Frank Thomas and Ollie Johnston, created twelve principles for animation. After that, these twelve basic principles were adopted by many animated companies. These basics of animation are referred to as the Bible of energy by some animated companies. Originally these basics of animation were used for only pen paper and puppet animated movies. But now, these principles are heavily used in today's computer-animated film. These principles are not only used in computer-animated movies but also used in user experience design. These twelve principles of animation are written in a book named "the illusion of Disney: Disney animation". Finally, the animators derived some principles of animation.

These twelve principles of vital energy are as follows:

  1.  Squash and stretch
  2. Anticipation
  3. Staging
  4. Straight Ahead
  5. Follow through and overlapping action
  6. Slow in, and slow out
  7. Arc
  8. Secondary action
  9. Timing
  10. Exaggeration
  11. Solid drawing
  12. Appeal

Now, we are going to describe the above one by one.

1. Squash and Stretch

Squash and stretch are the essential principles. It shows the weight and volume of the drawn object. It is best explained with the bouncing ball example. By taking the measure of the bouncing ball, we see that when the ball falls, it appears stretched, and when the ball hits the ground, it appears squashed. Squash and stretch is the way of deforming the object that shows rigidity of the thing. It was also initially done for the prevention of lack of blur motion. The critical point is that the squash and stretches principle still appears as the object's volume remains. The use of squash and stretch in cartoon animation is muscle. When a muscle is contracted, it will squash and stretches when extended. 

2. Anticipation

There are three sections for the action of anticipation. The first section is the setup for the action, then the actual movement, and the last is the follow-through of the action. The setup for the activity is known as anticipation. The anticipation is sometimes used physically. For example, for throwing a ball, we must first swing our arms. The motion of throwing is also known as anticipation. The process of anticipation is used to attract the audience's view and prepare them to follow up on the action. For faster action, we need to lengthen the period of anticipation. For excellent and clear animation, the viewer should know what happens next. This process is known as anticipation. The main principle for anticipation is showing the viewer that nothing occurs spontaneously. 

3. Staging

According to Thomas and Johnston, staging is the presentation of any idea that is completely clear to the audience. According to him, increasing the audience's attention is directly proportional to the importance of the scene. The staging mainly focuses on unnecessary details and avoids confusion during the set. An action is performed on stage so that the audience can understand it. Staging is also an expression that the audience can see it. Staging is also a mood that can affect the audience. Sometimes the action can be unstaged because there is so much audience, and they are confused about what to look for. Also, staging ensures that no two characters perform the same pose in action. Multiple characters in the stage are also a different issue in the staging. And it is essential to show that the background character is still alive, and also, we have to ensure that the background character did not steal the main character's attention. Staging contains the idea of direction and editing.

4. Straight Ahead

Regarding the actual drawing process, pose and action are two different ideas. One idea is to draw the scene frame from beginning to end. And other picture starts the scene with a key frame and then fills those frames in the interval. These two ideas create superb, dynamic and dramatic animated scenes. This technique is used in most computer tools for the auto-feeling of sequence. With the help of two ideas, we create the drawing to set up the frame. This approach is used in the frame for a fresh and creative look. With the help of a straight head and pose-to-pose technique, we can predict the following action of the scene. With the pose-to-pose approach, we expect what happens at a particular time. With the help of the computer, some people try to make a hybrid animated scene by using the pose to pose and a straight head approach.

5. Follow through and overlapping action

It is a part of the scene that comes with the inertia of the complete set. To make more real action in the animated movie, we must take the help of follow through and overlapping action. It is the same as the end of the movement of anticipation. In this process, the animation usually starts from the resting point and returns to that point. The action of overlapping occurs due to another activity. For example, if we take the example of Aliens, then if the alien moves, then their Antenna also moves; this occurs due to the action of overlapping.

6. Slow in, Slow out

The principle behind the slow in, slow out approaches are that every movement is based on slow motion and needs time to accelerate. If we start the drawing from starting and stop the process at the end, then the animated scene is more accurate. Slow in, slow out is also called ease in and out. An object is becoming in a moving state if it approaches a pose, and the thing slows down if it rests. If we take the example of a bouncing ball, we may see the approach of a slow in, slow out process. The bouncing ball goes up; then gravity pushes it down, and then gravity slows the ball. Then it starts its downward movement until it touches the ground. The critical point is that it does not mean the process is slowing down. 

7. Arc

Arc is used to increase the realism of the action of the subject. In this real world, all the activities are moved in an arc shape. We should remember to act as a curved path, not a straight line path. We should remember that the object should not move in a straight line movement path. We may not walk straightforwardly in daily life, and our hand moves in an arc path. The example that moves in a curved way is kicking the ball. 

8. Secondary Action

Suppose there is the main action and we add a supporting actor; it gives more dimension framework to the animated action. To apply the movement correctly, we must use the staging principle. We also have to ensure that the secondary action does not attract the main action's attention. It also creates realism and interest in the animation. But sometimes, the supporting character performs more accurate activities in the spirit. It is a kind of thing that is noticed by all the audience. It is seen immediately. 

9. Timing

Regarding the number of actions performed by the time frame, the timing for the character's mood and emotion should be correct. We have just to put more time frames to create the slower action, and for a faster response, we have to choose fewer time frames. It is an essential part of the animation. It gives a sense to the object when the number of things moves quickly. Sometimes, an eye moves in very fast and slow. If the object moves very fast, we are alert, and if the object moves slowly, the character seems tired and lazy. Let's take an example the head moves left and right. If the head moves very slowly, the audience thinks that the character is sluggish or the character is trying to say the baseball bat hits no or that nature. 

10. Exaggeration

According to Disney Company, the definition of exaggeration is to maintain the reality of the animated movie. It is especially essential for animated series. The exaggeration should be used in a very balanced and caring manner. We also have to figure out which section should be exaggerated or not. The result of these animations should be more realistic. The key is used to give life to animation and not destroy the character's confidence. 

11. Solid drawing

Solid drawing is used to consider some rules and regulations for three-dimensional space. Understanding basic animated drawing, shadow, light, and balance is part of the solid drawing. 

12. Appeal

The appeal is used to make charms and attractiveness of the character. The main important thing is that the audience thinks the feeling is real and exciting. Appeal means anything that the person likes to see. The proper appeal can be gained by utilizing all the principles such as exaggeration, overlapping action and others. It is also noted that appeal does not mean evil vs good. It is a design of good characteristics and personality of the character.  The animation of the character is about giving life to the surface. The main important thing is that the audience has to believe that the animated movie is honest and energetic.